You could give this crew another chance. They're clearly capable of beating Jonicus, even if the first attempt failed.
As Yoshimo would say: "No redemption, no second chances."
You could give this crew another chance. They're clearly capable of beating Jonicus, even if the first attempt failed.
As Yoshimo would say: "No redemption, no second chances."
@ Aasim.. Too bad, would've loved to see you in TOB once again.
I remember Eren, Last Child, who made the challenge, almost died twice to that most disgusting of combo's. Against Irenicus the timestop ended with 40 or so hp left, against Melissan with 15 hp left.. And Eren had very nice (Icewinddale style so higher end of the dicerole) hp (259 at the end of TOB). I was kinda outraged both times.
But.. it works.. so the game's not cheating.
GL on the next one bud.
Cheers!
Damn Aasim, another formidable effort that ended too soon. Looking forward to your next attempt ![]()
Guest_GrimJim_*
Dang, another one down
. RIP Parthis.
Yeah. That last L5 comes super late. And it is convenient to have Breach in your book. Now that Aphril has Improved Alacrity, and is off to hunt lichee-poos, Breach would be nice to have.
But I'd rather deal with the minor hassle of casting Breach from scroll or wand then do almost entirely without one of the other spells.
Again though, I do think you can make a case for taking Breach and Pierce Magic together. For players who want a complete book early, that may be the way to go. I think that's especially true for players who take Teleport Field at L4. If you take Teleport Field at 4, then that frees up L6s in combat, since ProMW won't be needed often. If you then take Pierce Magic at L6 and skip LR at L5, you have a complete book and you've gone a long way towards resolving the mid level bottlenecks, since the key jobs are now spread out nicely across 4,5, and 6. i like that approach, even though I've never tried it.
Best,
A.
I've never gotten much use of of teleport field. I've seen you and others make good use of it, of course, but I've just never been a fan of it. I'm still debating what to do with Jim's last level 4 slot so I may give it another try. Taking some of the burden off of level 5 would be very nice, but I don't really know how much MR some enemies have and therefore how many pierce magics it would take. I just remember that golems have 100% and for everything else 3x lower resist will handle it. And pierce magic is still available in wand form, though it has the same problem of slowing down an improved alacrity assault. Ugh. Tough calls all around.
Part 7: Jim vs TorGal and Pals
Jim survives de'Arnise keep despite a few bloopers along the way. Clearing out the main hall goes well, at least
I always try to save the servants with a quick chromatic orb cast, but no such luck this time.
The fight against the yuan-ti mage turns in to a huge mess. Jim tries the farsight + project image strategy for the first time and brings the mage down to badly wounded with death fogs, but he flees up the nearby staircase. The real Jim pursues and attempts to finish the mage with his skull trap and ice storm sequencer, but the mage resists of one the skull traps and the ice storm and survives. Jim gets dispelled for the second time and eats a meteor. Fortunately the yuan-ti's luck runs out and he dies to the next hit from the ice storm.
Glacius opens with an oil of speed which Jim removes. I have bad memories of having to do multiple laps around the second floor to finish him off, so that was essential. For some reason, I then have Jim blind him, which causes him to go for a stroll around the secret passage. Once he returns to the room he started in, Jim shuts the door. Glacius opens it up again and gets zapped.
Since Jim had to use a scroll of knock to open it, I guess the trap was still in place. Jim's globe of invulnerability was too, though, so no harm done. The project image strategy works much better against the golems, though the real Jim has to finish off the iron one with the Crimson Dart. The umber hulks in the basement get fed a nice last meal and TorGal eats some skull traps and sunfires to finish the quest.
Reporting back to Nalia brings Jim tantalizingly close to level 16, so Jim returns to Athkatla with the intent of doing Aran Livail's first task. He runs into the Sansuki ambush along the way and vaporizing the vamps gets him the experience he needs.
Jim gets a nice boost to his saves and takes spell trigger as his first level 8 spell. The Unseeing Eye quest will be next, I think.
I've never gotten much use of of teleport field. I've seen you and others make good use of it, of course, but I've just never been a fan of it. I'm still debating what to do with Jim's last level 4 slot so I may give it another try.
Teleport Field has its drawbacks. The most notable being that is can complicate targeting with AoE spells. Wilting, for example, is very difficult to use in a multilayer Teleport Field, since enemies may be swept away before the damage can land. Targeting the center of the field won't always work. Another issue with Teleport Field is that you can accidentally complicate battles by sweeping enemies over walls or barriers. There have been occasions when I've swept up a few mind flayers and tossed them into an already challenging battle. That's not good.
Nonetheless, the positives outweigh the negatives, in my opinion. In many battles, it's a fine substitute for ProMW, allowing you to draw more heavily on L6. It also reduces the amount of time you spend moving, since enemies move for you, earning you extra MMM attacks and insuring that you'll be able to resume casting the instant your aura is clear.
Can you do without it? Sure. Do I respect your skepticism? Absolutely. That said, even if you don't put it in your book, I'd recommend carrying a few scrolls: minimally, Teleport Field is a great way to bail yourself out in the event that you've made a movement error.
Taking some of the burden off of level 5 would be very nice
Yes. That's the strongest argument for taking Pierce Magic. That's why the idea interests me.
A few comments though.
1) I definitely would not skip LR and PM with the intent of using the wand. Wand charges can't be loaded into Triggers.
2) If you go the PM route, then your Triggers will routinely fail to bring enemy MR to 0.
3) Again, I've never tried the PM approach. It's just an idea that I've played with.
4) My advice for this run is to go with what you know.
Best,
A.
Aphril, Elven Sorcerer: Watcher's Keep: Part 1- The Statues
After a disappointing battle with Kangaxx, Aphril was looking for a good clean EXP laden brawl. The Watcher's Keep statues did nicely. This was a fun fight- even though it was marred slightly by SCS v30 Spell Shield behavior.
The buffs for this fight were the party standards with minor adjustments.
Aphril: Stoneskin, Protection from Cold, Protection from Fire, Protection from Lightning, Protection from Magic Energy, Protection from Evil, Chaotic Commands, Resist Fear, Pro Pet, Death Ward, Spirit Armor, Spell Shield, Spell Deflection, Blur, Mirror Image, Haste, Protection from Energy, Improved Invisibility, Globe of Invulnerability, Spell Immunity: Abjuration, Spell Immunity: Divination
Adara: Stoneskin, Protection from Cold, Protection from Fire, Protection from Lightning, Protection from Magic Energy, Protection from Evil, Chaotic Commands, Resist Fear, Pro Pet, Death Ward, Spirit Armor, Spell Shield, Spell Turning, Blur, Mirror Image, Haste, Improved Invisibility, Globe of Invulnerability, Spell Immunity: Abjuration, Spell Immunity: Divination
Aerie: Stoneskin, Protection from Cold, Protection from Fire, Protection from Lightning, Protection from Magic Energy, Protection from Evil, Chaotic Commands, Resist Fear, Pro Pet, Spirit Armor, Spell Shield, Spell Deflection, Blur, Mirror Image, Haste, True Sight, Improved Invisibility, Globe of Invulnerability, Spell Immunity: Abjuration, Spell Immunity: Divination
Imoen: Stoneskin, Protection from Cold, Protection from Fire, Protection from Magic Energy, Protection from Evil, Chaotic Commands, Resist Fear, Death Ward, Pro Pet, Spirit Armor, Spell Shield, Spell Deflection, Blur, Mirror Image, Haste, Improved Invisibility, Globe of Invulnerability, Spell Immunity: Abjuration, Spell Immunity: Divination
The Warmup
Before taking on the bulk of the Statues, Aphril and Co. practiced their strategy on a smaller group. The plan was to have Aphril cast IA, lay down a Teleport Field, and then debuff enemies, setting the table for everyone else. That worked nicely.
Here we see the Statues beginning their assault.
In this shot, we're just about to enter round 2. Aphril has established her Telefield. She has Removed the warriors potion buffs and lowered the Cleric's magic resistance with a Trigger. She's now going for the Sequencer based kill, while Adara pulls her LR Trigger on a neighboring statue.
Round 2: Adara brings her Dragon's Breath into play.
The party finishes with MMMs and a little Aerie melee.
Nice work everyone. Time for the main event.
The Showdown
Same plan here. A slight error was made in the buffing phase when Aerie neglected to pre-cast True Sight. That, sadly, had the effect of preventing Aphril from launching her Ruby Rays during her opening Improved Alacrity. Aphril made good use of the time nonetheless: switching targets, and eliminating two statues.
Statue 1: LR Trigger-> Skull Trap Sequencer->Single Target Barage; Statue 2: LR x3, Skull Trap x3, Single Target Barrage
Mage Statue 1 got his Time Stop off just as Aerie finished casting True Sight. Buff stumped, he achieved little. His one productive move was to take down Adara's Spell Shield with a Ruby Ray. Adara countered with a Spell Shield recast.
As soon as time resumed, Aphril recast IA and then stripped Mage Statue 1s spell protections with Ruby Rays. A Breach from Imoen nearly opened him up to attack, however, he pulled a Spell Shield/Spell Deflection/ProMW Trigger just before the Breach could land. Predictably, the Spell Shield erroneously remained in place. That is the third time this has happened in this run. All cases involved Triggers. In two cases, Aphril erroneously kept her Spell Shield. This is the first time that an enemy has benefitted. Both the AI and the player will try to avoid casting Breach at a character running Spell Deflection, but, as one would expect, it happens routinely in the thick of combat, including in the presence of Spell Shield.
No matter, Adara used one of her Dragon's Breaths aided, by an Aphril Remove.
Next, Mage Statue 2 used her Time Stop. She tried to execute Spell Thrust->Khleben's Warding Whip against Aerie, but Aerie's GoI erroneously foiled the Spell Thrust and her Spell Shield caught the Khleben's. All the mage can hope for now is to wait out Aerie's SI:A.
Time resumes. Aerie pins a Statue at the edge of the field while Aphril casts Improved Alacrity and goes to work on the Mage Statue 2's protections.
Aerie finishes her target, while the rest of party works on the last warrior with MMMs.
The last warrior falls.
Time to finish that mage statue. Aerie: Breach- Mage Statue->MMMs; Adara: LR x3 Trigger- Mage Statue->MMMs; Imoen- Power Word: Stun-> MMMs; Aphril- MMMs. Note that Aerie's SI:A had run out just after she launched her Breach. Aerie was dispelled. That's what motivated Imoen's PW:S: Imoen was protecting the suddenly vulnerable Aerie.
The finish.
That was a fun fight. A balanced party with MR resistance is a good test for an arcane crew. I'm glad Aphril's team prevailed without injury. Level 2 awaits.
Best,
A.
Aerie, L15/14 C/M: Kills- 396; XP Value- 28%; Most Powerful Vanquished- Hive Mother; Favorite Spell- Holy Smite; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- ~50HP
Imoen, L7/16 T->M: Kills- 63; XP Value- 9%; Most Powerful Vanquished- Kangaxx the Demi-Lich; Favorite Spell- Stoneskins; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- ~15HP
Adara, L18 Sorcerer: Kills- 378; XP Value- 31%; Most Powerful Vanquished- Shade Lich; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 65HP (one death)
Aphril, L18 Sorcerer: Kills- 378; XP Value- 30%; Most Powerful Vanquished: Unseeing Eye; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 0HP
I remember Eren, Last Child, who made the challenge, almost died twice to that most disgusting of combo's. Against Irenicus the timestop ended with 40 or so hp left, against Melissan with 15 hp left.
Time Stop->Melee is dangerous.
One simple way to handle Irenicus's is to quaff a Potion of Invisibility or otherwise disappear just before his Time Stop begins. As a reminder, Time Stop is an Alteration spell. The incantation starts with "praeses." I typically evade his Time Stops before using my aura offensively. Caveat: I've yet to test this method against Irenicus in v30.
Mel's Time Stop melee is more difficult to avoid for a host of reasons. Most notably, she has a casting speed bonus and she can can attack invisible characters. The Bhaalspawn ability Focus, which grants immunity to Time Stop, is the best counter, but timing it can be challenging. You have to pay close attention to Mel and keep your aura clear. You also have to stay close enough to her to hear her incant.
While Focus can be used repeatedly in battles, there is a latency period in between uses. If you mistakenly use Focus too early and find yourself without out it, the best thing to do is to stay within 10ft of Mel. If you are within that range, she will avoid using Time Stop and instead spend her aura on other abilities. Once Focus is available again, you can safely move away from her, although staying within her incanting range should remain a priority. Caveat: I've yet to test this method against Melissan in v30.
Good hunting!
Best,
A.
Guest_GrimJim_*
Phew, no one died since my last post.
Millen the solo fighter/illusionist entering BG 2/ToB portion of a trilogy no-reload challenge...
Entering this character into the no-reload challenge:
Halberd **
Long Bow **
Axes **
He's made it out of the dungeon and got some level 5 spells. For the first time ever, my character never had to gulp a heal potion mid-battle in Irenicus' dungeon. Thus, I had an insane amount of potions left over. Watcher's keep will definitely be the 1st stop for the potion bag, after the forced talk with Galen. He intends to use a halberd normally, but will relent to using axe/shield if he needs to use the shield of harmony. Millen also avenged Picenon, by taking out the salt mephit. The salt mephit even stunned Millen, but it failed to penetrate his defenses before it died.
My character is already feeling powerful. We'll see how it goes.
Nice work, Jim! Looking good!
Killing the gauth by the second rod piece brings Jim to level 17. He selects ruby ray and protection from energy as his new spells. (Is it weird to say that a spell is both seriously underpowered yet almost essential? I feel that way about protection from energy on a solo sorcerer.)
Protection from energy is seriously underpowered- if you don't mind dying.
If staying alive is on your agenda, then it's a worthy L8.
I take it before Wilting without hesitation.
It becomes super-great when combined with the BoIB and good path resistances.
I intended to get a quick knockout of the Unseeing Eye using the efreeti, as I saw Alesia do a few times. For whatever reason, though, the efreeti's flame arrow doesn't do anything. Jim's meteors end up finishing the job.
Interesting. The Rod + Efreeti knockouts were alway executed with Fireball, not Flame Arrow. They occurred in my older SCS versions, which predated the Improved Unseeing Eye component.
In my v30 install, with Improved Unseeing Eye installed, I noticed that the Unseeing Eye pre buffed with Spell Deflection. You're not using the tactical components, I've gathered, but perhaps the UE was running SD?
(Dude, he's right there.)
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Same thing happened to be. I was oh-so-happy when the Avatar broke into the conversation and the quest completed.
Rather than just waiting it out, Jim uses his new ruby ray to take down Gaal's globe of invulnerability before hitting him with a skull trap bomb. Progress!
Feels good to get Ruby Ray, huh? Once I have RR and Protection from Energy, I feel like I'm all grown up.
Anyhoo, continued good hunting!
Best,
A.
Best of luck to Millen!
I'm glad you decided to pick halberds, Corey.
I've always wanted to build a halberd PC, but the defensive compromises always turned me off. It had occurred to me that a halberd F/M would make sense.
A gnome F/I with Ravager should be truly deadly. I look forward to seeing Millen in action!
Best,
A.
Best of luck to Millen!
I'm glad you decided to pick halberds, Corey.
I've always wanted to build a halberd PC, but the defensive compromises always turned me off. It had occurred to me that a halberd F/M would make sense.
A gnome F/I with Ravager should be truly deadly. I look forward to seeing Millen in action!
Best,
A.
Thanks! I picked Halberds because there a number of really nice ones, even in SoA (The Wave, and the dragon halberd? Not sure exactly the name, but its the halberd Boz uses, the ambushing party you meet on the way to rescue Phaere). Even in Irenicus' dungeon, Millen got some huge hits thanks to criticals.
Thanks! I picked Halberds because there a number of really nice ones, even in SoA (The Wave, and the dragon halberd? Not sure exactly the name, but its the halberd Boz uses, the ambushing party you meet on the way to rescue Phaere). Even in Irenicus' dungeon, Millen got some huge hits thanks to criticals.
Dragon's Breath is the one on Boz. Dragon's Bane is the one in the Unseeing Eye's Lair.
They're both excellent weapons, but I think you're right to single out Boz's weapon, Dragon's Breath.
If you play with the Bioware Bonus Merchants, Deidre will sell another interesting halberd. It's called the Harmonium Halberd. It raises Strength by 1 point, which can be nice, especially when used in conjunction with other strength buffs.
Even in Irenicus' dungeon, Millen got some huge hits thanks to criticals.
Glad to hear it. I love shields. I love the Defender. I love Ages. I love Foebane. I love Belm and Kundane. But there is something about a two-hander that pleases. I envy Millen. Enjoy!
Best,
A.
Thanks! I picked Halberds because there a number of really nice ones, even in SoA (The Wave, and the dragon halberd? Not sure exactly the name, but its the halberd Boz uses, the ambushing party you meet on the way to rescue Phaere). Even in Irenicus' dungeon, Millen got some huge hits thanks to criticals.
Yes, pretty sure it is called Dragon's Breath +4. There are others that I always think about using and never do. Duskblade and Dragon's Bane, plus the Drow +3 because that is too close to getting Boz's weapon.
The game is almost over by the time you can get Ravager +6 assembled so I'd say the two you mention are the two I also rely on.
For the first time ever, my character never had to gulp a heal potion mid-battle in Irenicus' dungeon.
Congratulations - you've been Grond0'd ![]()
Congratulations - you've been Grond0'd
The infection is spreading doctor
.
Guest_GrimJim_*
Protection from energy is seriously underpowered- if you don't mind dying.
If staying alive is on your agenda, then it's a worthy L8.
I take it before Wilting without hesitation.
It becomes super-great when combined with the BoIB and good path resistances.
I just think that for a level 8 spell it ought to either grant 100% resistance or last much longer. The low duration would be my main complaint, actually.
Interesting. The Rod + Efreeti knockouts were alway executed with Fireball, not Flame Arrow. They occurred in my older SCS versions, which predated the Improved Unseeing Eye component.
In my v30 install, with Improved Unseeing Eye installed, I noticed that the Unseeing Eye pre buffed with Spell Deflection. You're not using the tactical components, I've gathered, but perhaps the UE was running SD?
You're correct about this. I assumed that the Rift Device would get rid of the spell deflection, but apparently not. It doesn't help that the Eye uses a special version that has no animation.
Minsc, Boo and Yoshimo are dropped off at the Copper Coronet as Nalia takes their place. Blaggerd was expecting something more like Dorn or Korgan but the patron deemed otherwise.
After purchasing a potion container and popping into the de'Arnise Hold long enough to appease Nalia, it is time to locate the fifth party member. Blaggerd quickly deals with their "baggage".
I just think that for a level 8 spell it ought to either grant 100% resistance or last much longer. The low duration would be my main complaint, actually.
I can see that. But from a no reload perspective, it's already a great spell as is- well worthy of a L8 slot, in my opinion.
I mean, what does Horrid Wilting do? It hurts stuff. What's so great about that? There are a lot of ways to hurt stuff. Broad spectrum energy attack resistance is rarer and more difficult to obtain. I don't mind paying for defense.
And I like the way the balancing works. The fact that it offers broad spectrum resistance in a single spell is incredibly useful. At the same time, it doesn't entirely obsolete the lower level protection spells due to the duration and incomplete resistance. That makes sense to me.
With the BoIB and good path immunities, you end up with 125% M, 95% F, 95% C, 95% E, and 75% A. That's pretty awesome. And all you have to do is remember to refresh in long battles. I think that's a fine deal.
I understand why other players see it differently though.
You're correct about this. I assumed that the Rift Device would get rid of the spell deflection, but apparently not. It doesn't help that the Eye uses a special version that has no animation.
Makes sense.
Btw. The Rift Device effect has a power level of 0 so it bypasses Spell Deflection.
Anyhoo. Nice work on the quest, Jim. Best of luck in the Planar Sphere!
Best,
A.
Aphril, Elven Sorcerer: Watcher's Keep Level 2
On Watcher's Keep level 2, everyone was given a chance to shine. Everyone except Aphril, that is.
Aerie led the way in the Air and Poison rooms. Broad spectrum specific protections and the Ring of Gaxx kept her safe. ProMW and clerical buffs let her handle the golems in between.
In the Ice Room, Adara and her Dragon's Breaths took over.
Imoen handled the Fire Room with Gessen, Ice Storms, and Boots of Speed.
As for the Chromatic Demon...well, he's kind of a jerk, you know? And since he's kind of a jerk, why not just send him back to prison? Adara did the honors.
Having achieved their dual goals of securing the Wand of Spell Striking and leveling up, Aphril and Co. are likely to leave Watcher's Keep soon. And yet the portal to level 3 is tempting. They may journey on.
Best,
A.
Aerie, L16/14 C/M: Kills- 415; XP Value- 29%; Most Powerful Vanquished- Hive Mother; Favorite Spell- Holy Smite; Favorite Weapon- Flail of Ages; Cumulative Damage Taken- ~50HP
Imoen, L7/17 T->M: Kills- 65; XP Value- 9%; Most Powerful Vanquished- Kangaxx the Demi-Lich; Favorite Spell- Stoneskins; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- ~15HP
Adara, L19 Sorcerer: Kills- 388; XP Value- 32%; Most Powerful Vanquished- Chromatic Demon; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 65HP (one death)
Aphril, L19 Sorcerer: Kills- 383; XP Value- 29%; Most Powerful Vanquished: Unseeing Eye; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 0HP
Aphril, Elven Sorcerer: Thaxll'ssillyia (or The Race)
Aphril and her friends have decided against journeying deeper into Watcher's Keep. They are, however, still loitering in SoA, much to Thaxll'ssillyia's dismay.
Typically, Aphril, Adara, Aerie, and Imoen are all about team work. In Thaxy's den, however, they opted for a little friendly competition. The question was who could destroy Thaxy quickest using a crazy over-powered spell ability. Aphril, who wears Vecna, went with Improved Alacrity. Adara went with Imprisonment. Aerie went with Harm.
Realizing that she couldn't compete, Imoen offered to referee, and in the interest of keeping the playing field level, she covered everyone with Limited Wish- I Wish to Be Protected from Undead, Negative Plane Protection.
Ok. Let's begin.
As soon as the encounter triggered, it was clear that Aerie was out of the running. Thaxy had pre-buffed with Pro Magic Weapons, and since Aerie hadn't pre-cast Harm that meant she would need at least two rounds, and there was no way Thaxy could last that long with Adara offering an Imprisonment. It was down to Adara and Aphril.
It didn't take long for Adara to realize that her chances were dubious as well. Aphril, who already had the unfair advantage of Boots of Speed, did not need to reach touch range. Thaxy was dying quick and Adara still had oodles of ground to cover.
Sure enough, Aphril was the easy victor. Neither Adara nor Aerie could come close.
Truth be told, Imoen feels a little bad. She feels she failed as referee. She feels she failed to insure fairness. Next time, in Firkraag's den, Aphril's Boots of Speed are coming off. Further, Aerie and Adara will get positional head starts, reflecting their need to reach touch range. Imoen will also open festivities with a Breach.
I, for one, am routing for Aerie, but Aphril will be tough to beat.
Best,
A.
Aerie, L16/14 C/M: Kills- 415; XP Value- 29%; Most Powerful Vanquished- Hive Mother; Favorite Spell- Holy Smite; Favorite Weapon- Flail of Ages; Cumulative Damage Taken- ~50HP
Imoen, L7/17 T->M: Kills- 65; XP Value- 9%; Most Powerful Vanquished- Kangaxx the Demi-Lich; Favorite Spell- Stoneskins; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- ~15HP
Adara, L19 Sorcerer: Kills- 388; XP Value- 32%; Most Powerful Vanquished- Chromatic Demon; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 65HP (one death)
Aphril, L19 Sorcerer: Kills- 384; XP Value- 30%; Most Powerful Vanquished: Thaxll'ssillyia; Favorite Spell- Invisibility; Favorite Weapon- Melf's Minute Meteors; Cumulative Damage Taken- 0HP
Happy (continued) dragon hunting Alesia.
Jim is looking very good Jim!
Gate, nice to see Blaggerd back on track. Didn't you also have your Assassin somewhere in Amn?
If I did complete BG:EE with an assassin recently I've forgotten about it. I thought Wiven failed before reaching her namesake in the city but can't remember where or how, or of running another for a long time (would be Ivy I guess).
Blaggerd has dealt with a cloaked Rakshasa and Mekrath turns hostile > dead without handing over his quest. Blaggerd doesn't want to hear he is too inexperienced to be taking this lot on. Gaius got the poisoned strangulation treatment.
(his splint armour was badly dented by the last man standing and although he dropped out of range and returned, he was slightly too quick and collected two more ranged Hangard Axe strikes and had to gulp his first healing potion since reaching Amn).
Here is Gaius getting the poisoned strangulation treatment.
Millen the solo fighter/illusionist - Update 2
Millen has had good success so far - his primary weapon is the halberd +2 from Ribald's store, and range weapon is composite bow +1. The first major test was the Suna Sune ambush - Millen was invisible, so just walked away, buffed then did AoE like web, stinking cloud, emotion, cloudkill, fireball then range attack. Milllen won the fight pretty cleanly. Millen was very glad to finally get the potion bag from Watcher's Keep.
Millen needed a full plate, so Mencar's group was battled. Millen doesn't know haste yet, so he did AoE out of sight and attacked with his bow - eventually all the AoE finished and only Mencar himself was left. A few halberd hits and Mencar's morale broke, then Millen used his bow to finish Mencar off.
Freeing Hendak was pretty simple, as Millen was able to fight the critters piecemeal, and the beastmaster could not survive Millen's AoE. Careful play also finished Lilacor's quest (which was sold - Millen intends spells for defense,and if equipment required SoA, he has no use for Two-hand swords). There was dangerous moment when a pathing error caused Millen to activate the petrify trap. Fortunately, Millen's save vs. spells of 3 came through for him - gotta to be careful, the roll won't always go his way.
Millen could finally afford the haste spell - he got his book prepped and then battled the slavers in the moored ship from the sewers entrance. His opening play was to dominate Captain Haegan. Together, the Captain and Millen absolutely destroyed the slavers.
Millen then put Captain Haegan at a distance from Millen, then the charm wore off - Captain Haegan duly started throwing his throwing axes at Millen - but Millen had PfNM up, so those were harmless. Millen was quite happy to fire his bow at the Captain until he fell. Trolls were defeated with Stonefire.
For the next group of slavers, Millen did buff then did some AoE once again, then attacked with his bow and a few magic missiles at the enemy mages - complete success here as well. While Millen uses his halberd +2 most of the time, sometimes an enemy like jellies will have piercing resistance, as well as need something different for trolls, so Stonefire will be used in those cases. Millen might as well have a decent shield when he does that, so his next stop will be to deal with the Trademeet genie problem.
Here is his equipment at this point if any one is interested:
@Grim Jim. One more note regarding Protection from Energy. While I think Protection from Energy is fine, Protection from the Elements at L7 has always struck me as underpowered. It should include acid. As is, its only real use is against mod creatures that apply the magical cold and magical fire damage types.
Nice start, Corey!
I noticed that Millen is wearing armor in his screenshot. Will he wear armor often?
Best,
A.