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Baldur's Gate 2 No-Reload Challenge


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#1376
AnonymousHero

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@Grond0: I was wondering how you were planning to counter Imprisonment before I saw that item pack. I'm considering installing it and trying a monk myself, actually. I kind of prefer the Oversight Monk HLAs (where there was at least temporary protection against Imprisonment and various other nasty stuff like Slay and Disintegrate), but there seems to be a bug with them + TobEx :(.

The only question is whether I'll be able to have my other characters steer clear of the equipment... it looks somewhat overpowered. (Though SCSII of course levels that out a lot...)

Modifié par AnonymousHero, 24 juin 2011 - 05:11 .


#1377
Grond0

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I'm not sure which equipment you're referring to (I haven't looked at the spoiler files for the mod, which presumably list this ability for something), but actually the answer to imprisonment in my set-up is a bit easier. I've used the default settings on SCSII, that mean opponents do not cast imprisonment on the PC.  Otherwise I agree that this would be a real issue for me - the only defense I know about currently would be scrolls of protection from magic and they are limited in number.

Modifié par Grond0, 24 juin 2011 - 05:18 .


#1378
AnonymousHero

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Grond0 wrote...
I'm not sure which equipment you're referring to (I haven't looked at the spoiler files for the mod, which presumably list this ability for something), but actually the answer to imprisonment in my set-up is a bit easier. I've used the default settings on SCSII, that mean opponents do not cast imprisonment on the PC.

Ah, I won't spoil you (any more) then. I did not know that about SCSII Imprisonment. Very good to know. Do you happen to know if the improved beholders (Elder Orbs, Hive Mothers, etc.) also avoid casting Imprisonment on the PC?

#1379
Grond0

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I'm pretty sure that's the case - David W says he does not believe imprisonment should end the game. I tend to try and avoid close contact with beholders where they would have the chance to do this anyway, but demiliches certainly don't use it on PCs and I think the scripting is general for spellcasters. Of course if you are masochistic there is the option to change the settings to bring imprisonment back into play!

#1380
AnonymousHero

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Excellent. I think I'm trying a monk soon! Maybe I'll even go for Smarter Mages/Priests this time :)

(I'll finish my F/M first, though... she's almost in BG2, I'll post here once I get her started up in BG2.)

#1381
Saint of Sinners

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Bummer on the account issue. Anyway...

Alesia_B_H wrote...
There is a simple solution. The SCS-Tactics Hybrid has the battle I do want just after the Tactics "Shattered One" fight. I could just Ctrl-Y through that, and then have the ending I want without jumping through lots of hoops. But when I do that, I end up with the Unkillable Slayer bug...


Have you tried Ctrl+Q instead? Try that one first but leave one except for Selfish Jon. Then Ctrl+Y the one left. When Shattered One battle comes around, go Ctrl-Q him too, then release him, let him go to the Copper Coronet, then blast him with Ctrl+Y too before he's completely gone. If I'm correct, the script should reset and the final battle should trigger properly. Otherwise, you most definitely need to tweak it too.

I, myself, have the Tactics Remix installed. I believe that it could have been done with more flair and less cheesiness (the aesthetic kind, not the gaming kind). Had a lot of potential but was executed quite poorly.

EDIT: As I had some fun recording the videos for kenng with the halfling assassin he requested, I will pursue an NR with said class. I have posted the videos of my attempt up until the portal so I most probably will just post pictures after the opening dungeon instead. Also, to point out the main difference of the assassin this time around, I'll post this.

Assassin


Through this revision, Assassins can no longer be good aligned, their bonus to hit and damage has been
replaced with Poison Expertise, the Poison
Weapon ability has been altered in order to properly scale with levels
and a new Death Attack ability has been added at higher levels. The
updated kit description reads as follows:

ASSASSIN:
This is a killer specialized in discreet and efficient murder, relying
on anonymity and surprise to perform his task. Training in anatomy,
stealth and poison use allows an Assassin to carry out missions of
death with terrifying precision. A clever Assassin might never be seen
by his victim.

Advantages:
-  May use Poison Weapon once per day at 1st level and every 4 levels thereafter
-  Acquires Poison Expertise at 8th level. This ability improves further every 8 levels thereafter
-  May use Death Attack once per day at 16th level and every 8 levels thereafter
-  Backstab reaches x7 instead of x5

Disadvantages:
-  Only 15% per level to distribute on abilities
-  Must be of evil or neutral alignment

Poison Weapon:
Due
to the requirements of his profession, an Assassin becomes adapt at
coating his weapons in poison early during his career. Any weapon
prepared in this manner
will deal an extra 1d3 points of poison damage upon contact.
Furthermore, unless a saving throw vs. poison is made, the poison will
be injected into the bloodstream of the victim dealing one additional
point of damage per each level of the Assassin (up to a maximum of 20).
The poison coating evaporates after 5 rounds. Constructs, Elementals,
Slimes and Undead creatures cannot be poisoned.

Poison Expertise
Through
training and experience, an Assassin gradually learns to utilize poison
more effectively. Furthermore, due to the constant exposure to poison
an Assassin slowly becomes desensitized towards it. Each time this
ability is acquired, the Assassin gains a permanent +1 bonus to his
saving throws vs. poison. At the same time, the saving throw difficulty
class of his Poison Weapon ability improves by 1.

Death Attack:
By
thoroughly studying the weak spots of his victim, an Assassin can focus
all of his cunning and prowess into a single, deadly strike. The next
attack he makes automatically becomes a critical hit and his victim
must make a saving throw vs. death or die instantly. As the Assassin
gains more experience, the lethality of the Death Attack increases. The
victim saves with a -1 penalty at level 24, a -2 penalty at level 32
and a -3 penalty at level 40. Constructs, Elementals, Slimes and Undead
creatures cannot be slain by a Death Attack.


As for the HLA's, here is what's changed.

Crippling Strike
(replaces Scribe Scrolls)



An experienced Thief can use the knowledge of his opponent's weak
spots to gain an advantage in combat. During the round when this
ability is activated, every attack of the Thief deals maximum damage
and may weaken his target. On each successful hit the victim must make
a saving throw vs. death (with a -4 penalty) or have its strength score
lowered to 10 for the next five rounds. Note: Constructs, Elementals,
Slimes and Undead creatures are completely unaffected by this ability.



Requires: Assassination



Insightful Strike
(replaces Scribe Scrolls, Swashbuckler only)



An experienced Swashbuckler can use the knowledge of his opponent's
weak spots to gain an advantage in combat. During the round when this
ability is activated, the Swashbuckler receives a +5 bonus to his
critical hit rolls and deals maximum damage with each attack.



Danger
Sense (replaces Greater Evasion)



By studying his surroundings intently, an experienced Thief can
predict the actions of his opponents through cunning insight and
extraordinary perception. Any potentially hostile actions are perceived
in advance, giving the Thief enough time to react appropriately. This
uncanny sense for impending danger almost borders on precognition and
grants the Thief a +5 bonus to his armor class and all saving throws
for 5 rounds after this ability is activated. Furthermore, as the Thief
cannot be surprised nor caught off guard while using this ability, he
is not susceptible to backstab attacks until the duration expires.



Evasion
(revised ability)



Thieves of exceptional skill can avoid damage from energy
discharges such as breath weapons, fireball spells and the like through
a combination of superior reflexes and extraordinary agility. Through
nearly superhuman effort, a Thief can position himself out of harm's
way mere seconds before an energy discharge reaches him. After
activating this ability the Thief can evade the effects of the
following spells: Burning Hands, Fireball, Lightning Bolt, Call
Lightning, Flame Strike, Cone of Cold, Sunfire, Chain Lightning,
Delayed Blast Fireball and all forms of Dragon's Breath. The Evasion
ability expires after five rounds.



Requires: Danger Sense



Acid
Trap (replaces
Time Trap)



This ability allows the rogue to set a powerful trap that splashes
nearby opponents with a highly vitriolic alchemical mixture which deals
10d6 points of acid damage. Once the acid engulfs a target it becomes
difficult to remove. Afflicted opponents must make a saving throw vs.
breath or take an additional 2d6 points of acid damage during each of
the following three rounds. Creatures who are particularly vulnerable
to acid damage (such as Trolls) do not get a saving throw.



Alchemy
(revised ability)



With cleverness innate to the class, an experienced thief has seen
enough potions in his or her adventuring career to simulate the
creation of one. However, the costs for any raw materials that are used
in the process must be paid. This ability allows a thief to brew one of
the potions from the following list:



1) Potion of Mind Focusing

2) Potion of Clarity

3) Potion of Regeneration

4) Potion of Defense

5) Potion of Superior Healing

6) Elixir of Health

7) Oil of Speed

8) Potion of Freedom

9) Potion of Frost Giant Strength, only usable by thieves or bards



Note: brewing potions is a delicate task which can only be undertaken
in safe (non-hostile) areas. Due to his advanced alchemical
knowledge, a Bounty Hunter can make three times as many potions as a
regular rogue in one setting.


Note the last skill and the last line. You can now make potions for yourself in virtually unlimited amounts by, technically, buying them. And the 3x effectiveness of the BH makes it all the more valuable too! Anyway, off the do well with my evil assassin now (finally, Bhaal's kid actually goes down his path, haha).

Modifié par Saint of Sinners, 24 juin 2011 - 06:29 .


#1382
Alesia_B_H

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Saint of Sinners wrote...

Have you tried Ctrl+Q instead?


I'll try that.

I've gotten the final fight to trigger. However, each time I playthrough it, I end up with the unkillable Slayer Bug. It may have nothing to do with the Tactics Remix whatsoever. (He gets to Near Death, takes a few hundred more hitpoints of damage, and then just stands there drooling- classic unkillable final foe bug behavior). It may just be Alesia's Maze Trap/Time Trap usage.

I, myself, have the Tactics Remix installed. I believe that it could have been done with more flair and less cheesiness (the aesthetic kind, not the gaming kind). Had a lot of potential but was executed quite poorly.


Yeah. I admire the effort that was put into Tactics. And I think all of us who enjoy tactically modded versions of BG have benefitted from it's legacy. That said, it feels very dated now. I appreciate the increased emphasis on style and game world integration often found in modern mods.

I generally try to avoid putting anything with a "Tactics feel" into my installs...

Best,

A.

Btw. I went through a heap of trouble to setup a virtual windows machine on my Macbook Air so that I could tweak my SCS install options. After suffering through a long list of options, the setup script skipped the Improved Irenicus one because I had a "prior version" installed. If anyone can give me some advice on uninstalling it, I'd appreciate it.

Modifié par Alesia_B_H, 24 juin 2011 - 08:35 .


#1383
AnonymousHero

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@Alesia

I hope this isn't too depressing, but I've never ever been able to actually mod a "finalized" install to any significant degree after the install procedure (esp. not removing components from mods that were not the last installed mod) without significant breakage. :(

I do hope you find a way to solve your problem, though. Without "redoing the install", might it be possible to kill the unkillable via CLUAConsole, perhaps? (Instead of Ctrl+Y)

#1384
Alesia_B_H

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AnonymousHero wrote...

I do hope you find a way to solve your problem.


Well, good news for you then: I just got it to work- a few times in fact. I think I've isolated the problem.

If Alesia re-Mazes him in between when he "dies" and tries to give his "Curse you!" speech, then he breaks. He seems to work ok otherwise.

It felt a little "un-no-reloady" to have to do the fight a dozen times to make Jon work, but it was defintely a bug and Alesia was never in danger in any of the encounters. I don't recall her taking damage in any of them.

Anyhoo. It's done now. Alesia is at Watcher's Keep (I have the Watcher's Keep between SoA and ToB component installed). I'll post on Alesia's recent adventures soon.


Best,

A.


Btw. I also have a lead on getting my old account back thanks to Saros. We'll see...

Modifié par Alesia_B_H, 24 juin 2011 - 09:34 .


#1385
Grond0

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Oh dear - Knucklear succumbs at the hands of the Shade Lord.  Usual story of just getting a bit sloppy after having already killed 2 liches and Thaxy as well as multiple other undead.  First tactical error was probably attacking the shade lord at the start.  She successfully stunned him
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but a monk stun lasts very little time so she couldn't kill him and he resisted the sun ray she tried out.
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Meanwhile the altar was producing shadows at a rapid rate making it difficult to avoid the shade lord's blade barrier.  She got trapped once and took heavy damage, but managed to cut her way out and destroy the altar.
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However, I lost concentration for a moment and she was trapped again and this time quickly succumbed.  I had been tempted to use invisibility instead of a healing potion earlier, but was put off because SCS has a tendency for monsters to surround you even if invisible, so I'm not sure if that would have worked.

Best of luck to everyone else - particularly looking forward to AnonymousHero trying out the monk.

#1386
Alesia_BH

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Grond0 wrote...

Oh dear - Knucklear succumbs at the hands of the Shade Lord. 


Sorry for your loss Grond0.


Best,

A.

#1387
Alesia_BH

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Quick Note on Alesia's Game:

Alesia spent some time nosing around the first level of Watcher's Keep and then went onto meet Illasera. She is now in hell preparing for her first Pocket Plane Challenge.

The Illasera battle was very brief- Illasera tripped a Time Trap and then caught an Improved Haste Assasination. The Black Reavers were all Mazed. The whole thing lasted ~20 Seconds.

While Alesia hasn't really been challenged since getting her Maze Traps, the Tougher Gromnir battle concerns me. Alesia will essentially be stripped of her favoured tactical tools in that fight. It has posed problems in the past. Hopefully, it will go ok this time.

Best,

A.


Btw. My screenshots and record keeping have been spotty of late. I can cover a few of the Suldanesselar encounters, the Irenicus in Hell fight, and the Illasera fight but that's essentially it. As for Firkragg, Kangaxx, and Niz, I'll simply note that they're all Mazeable and isolated in spatious areas (Kangaxx less so but there is enough room to Maze Trap.). Enemies like that haven't much of a chance against a high level Bounty Hunter.

Take the Thaxy post, photoshop her Red, and that's basically the Firkragg battle. The Niz fight requires even less of an imaginative leap. The Kangaxx fight could have been vaguely interesting but I was a bit to anxious to think about screenshots since I wasn't sure the SCS version would be Mazeable. Oh well. 

In any event, I'll post on Irenicus and Illasera soon.

Modifié par Alesia_BH, 24 juin 2011 - 11:04 .


#1388
Alesia_BH

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Quick Note on Alesia's Game:

Alesia actually had a scary moment in the first Pocket Plane Challenge a moment ago.
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Can you imagine? Ms. Maze Trap mazed by Aran Linvail in her Pocket Plane...

Fortunately, Alesia had a counter: Carsomyr+Potion of Magic Protection- that got her Magic Resistance up over 100%.
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She's out of Potions of Magic Protection now however. It may be time to read Polymorph Self scrolls before mage battles.


Best,

A.

Modifié par Alesia_BH, 25 juin 2011 - 12:13 .


#1389
Alesia_BH

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Alesia v. Irenicus (Or Jon's A-Mazing Journey)

Having never faced SCS Irenicus before, I was a bit nervous heading into the fight. Setting aside the bug issues though, it was pretty straightforward. Note that I do not have the Improved Fiends component installed so elements of this fight may not generalize to others using SCS.

The Plan: As soon as the battle begins, disappear. And then run. Far. Assess the behavior of enemies and develop an approriate plan of attack. If no one can see through invisibility, then the battle should be simple: backstab the fiends, and then Endless Maze Jon- with the aid of Simmy Alesia. Always stay invisible, always maintain a movement rate advantage. Keep Mazzy's Sword at the ready to counter any Slow effects and have a large stack of Potions of invisibility as well as Oils of Speed. Be sure to examine every incoming spell effect and be prepared to counter.

Exectuion: The battle went according to plan more or less. Jon summoned a Dark Planetar. She was the only enemy who could see through invisbility. And because of her speed, she was vaguely threatening.

Fortunately time was on Alesia's side- she simply kept on the move, and eventually the Planetar went away. Once the Planetar was gone, everything went Alesia's way.

Here we see the opening of the battle. Jon's Chain fired. 
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Shortly thereafter, Alesia drank a Potion of Invisibility and ran as planned. Jon tried a Time Stop, but Alesia was nowhere to be found.
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With that threat neutralized, it was time to play hide and seek with the creatures of the abyss.

Gotcha.
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Of course, Alesia wasn't the only seeker in this game: Jon's Dark Planetar was out there as well. Alesia had to pick her spots- swopping in for backstabs, disappearing, and then racing away from the celestial.

One down.
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Two down
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Three.
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Don't have a pic of the fourth one but, yeah, he died. :P

Anyhoo. Now Alesia simply had to evade the Planetar. Tick-Tock, Tick-Tock. Gone. Time to find Jon.

Alesia used Ras to lure Jon out once again. Once she found him, she Maze Trapped him, summoned Simmy Alesia, and went to work.
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Jon appeared, set off the trap(s), and then got Mazed again. He was Mazed 6 times in sum.
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Down to Near Death at this point. Time Trap->Backstab finished him. Traps around for insurance.
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Fin!


Best,

A.

Modifié par Alesia_BH, 25 juin 2011 - 01:20 .


#1390
Alesia_BH

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Alesia v. Illasera (Or Why You Shouldn't Bounty Hunt a Bounty Hunter)

I have a very distinct memory of seeing Alesia get slaughtered by Illasera many moons ago so I wasn't inclined to pull any punches here. Alesia wiped away the whole crew within seconds.

No traps were set prior to talking to the statue- everything was put down after it was clear that a fight was imminent. As for the positions...yeah...a bit of meta-game knowledge there. But as I said, I wasn't pulling punches. Maze Traps for the Reavers. Three Spikes and One Time for Illasera. Simmy Alesia made it possible to get that many traps down.
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Yes. Yes we shall see Illasera...

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Once time resumed, Illasera was dead, and all the Black Reavers were swept away.
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Fin!

More-or-less. The Black Reaver Mage came back quickly and said "Gracie". Guess what happened to him...Right: he got Mazed again.

Interestingly, Alesia and her Simmy set some traps under his position before Solar came a calling. Then, while Alesia and Solar were talking, the Black Reaver returned from Maze. Alesia got credit for the kill from her Pocket Plane.


Best,

A.

Modifié par Alesia_BH, 25 juin 2011 - 01:44 .


#1391
corey_russell

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Candar the dwarven berserker - Underdark

So, last we heard of Candar (yeah been quite a while -- 5 months ago) he and his party were in the Underdark. This is his party and line-up:

Haer'Dalis - Bard
Candar - Berserker
Jaheira - Fighter/Druid
Imoen - thief/mage
Nalia - thief/mage
Aerie - mage/cleric

Thinking ahead, I wanted someone who could set spike traps for ToB. But Jan got chunked with the battle with the shadow dragon in Umar Temple, which is why Haer'Dalis is in the line-up instead of a melee like Minsc.

We had cleared Illithid City and Koa-toa lair. We did NOT clear the beholders. We had a run end last time there, so skipped it this time. Candar and party had reported to Soulafein, and we have our first assignment, to rescue Phaere.

Before we could do that, we had to deal with that aggressive party with the rather formidable ogre berserker (am sure his +4 halberd has something to do with that). We tried to Farsight the enemy party to send our summons, but our Farsight didn't hit where we wanted. So instead Haer'Dalis went invisible, sent some skeleton warriors/fire elementals at the enemies and let them duke it out. Haer'Dalis threw some MMM and magic missiles, but that was all the help the summons needed to finish the job.

Next was rescueing Phaere. Very little preparation was done. Candar went berserk, free action, chaotic commands and mirror image were cast on Nalia, and that was it. Reason why is death spell takes out all the enemies. Well, we were successful but little problem:
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Jaheira died very fast. Fortunately was nothing a rod of resurrection couldn't fix.

Next we needed to take down a beholder alleged to be smuggling some metal. Very little preparation here as well, except a protection from petrification on Candar. We were successful. Next we were asked to destroy some gnomes. Fortunately we convinced the gnome captain to both appease the drow and give us his helmet, so we didn't have to kill anyone on that. Next Phaere asked us to kill Soulafein. We said we would but actually spared him and took his cloak for "proof" for Phaere. Next, she introduced us to her mother. Mother wanted some special blood, and the Illithid brain blood was good enough for her. After that, Phaere wanted us to steal the dragon eggs and put her eggs in the treasury. We did 50% of that - we took the dragon eggs but gave her Soulafein's fake eggs.

Finally the Matron Mother summoned a demon which killed both her and Phaere. We ran to Adalon, who teleported us to "safety". We landed into a bunch of drow and 1/2 the party got stunned. Nevertheless with a few choice summons and some nice beat downs with Aerie's +3 mace, we won without casualty.

We had some more drown enemies to churn through to get to the surface. Took a little time but we got it accomplished.  We met with an elven commander who said he needed our help to find the Lanthorn. We agreed and left the Underdark Exit area.

Recruited Drizzt, Shadow Thieves and Paladins vs. Bodhi. We dealt with the fallen paladins for the Order. We didn't do much, horrid wilting and a fireball, but the fireball nearly killed/chunked Aerie! She was at ONE HP exactly.

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We wanted to get the thunderbolt warhammer from the sewers, but were missing a key. This means we haven't confronted Tazok yet. So went ahead and headed to Firkraag's lair. The lair had already been about 1/2 defeated before we had left for spellhold. So was a simple matter to fight to Firkraag himself. First we had to deal with Conster the mage. We had left 2 skeletal warriors for him. The party assisted and he went down easily enough. We freed the girl and headed to Firkraag himself.

FIRKRAAG BATTLE:
Pretty standard buffs, important buffs were haste/fear and protection on fire on key members of the party.
Summons were 2 Mordy swords (yeah my Nalia is awesome!) 2 fire elementals courtesy of Jaheira, and an Earth Elemental from Imoen. We moved forward. For this battle, Candar got out of the front lines and was plinking away with his Heavy Crossbow of Accuracy. Haer'Dalis stood next to the dragon and did his defensive spin stuff.
We triggered the battle.
Spell casters fired off, 4 x lower resist, pierce magic, breach, lots of magic missiles, and a bolt of glory. The party took almost no damage and defeated the pesky red dragon.
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We then went to the bridge district to take care of the lich. Since this was a no reload we used lots of summons and stayed out of sight. while the lich did die, we got no experience because the lich's own pit fiend killed him (kill stealer!).  Fortutnately we got 8k experience of the efreeti, so wasn't a total loss.

We headed back to Umar Hills to slay Valygar and back to the slums to open the door. Next update will be in the planar sphere.

#1392
Alesia_BH

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Quick Note on Alesia's Game:

Alesia has defeated Tougher Gromnir. As expected, it was a difficult fight for her. She had to get pretty far out of her comfort zone to pullout a win.
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While she won this fight, I'm very concerned with her resource situation. She was caught stealing by Lazarus and lost access to a number of scrolls that she really needed. The Tougher Abazigal and Throne Battles are going to be very difficult without resorting to Simulacrum scroll duplication- something I was hoping to avoid in this run. We'll see.

I'll post a more thorough summary of the Gromnir fight sometime soon.


Best,

A.

#1393
saros_shadow_follower

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Astarta and party, recent adventures:

The first thing that the party needed was a good two-handed sword for Captain Sparrow. So they went into the Slums' sewers to recover Lilalcor.

There was a random mediocre undead spawn replacing the random Kobold group near the Slaver Ship entrance in the sewers. 3 Vampiric Mists and 3 Mist horrors. Nothing that scary. The challenge of Lilalcor itself: several Rats (those are nasty because of their disease/poison attacks and various heavy resistances), and a Shadow Lover (however, he's vulnerable to both Criticals and +3 Piercing weapons). So the sword is Jack's.

Next adventure: The Planar Prison.

After returning the gem to Raelis, the whole actor party being taken away in the Prison, the party buffed well and entered. The Elite Bonuty Huntress, while still neutral-circled, attempted True Sight casting and fell under many heavy strikes (still, she's immune to Criticals) before even switching to hostile. She has many scrolls, including one of Globe of Invulnerability. Also, a +2 Morning Star and the book of Elven Ancestor Legacy are dropped by her.

There was a lone Planar Hound alongside the Elite Bounty Huntress. These can dispel specific protections on hit and also have a chance to apply confusion on the target with a melee strike. However, they're quite vulnerable to Critical hits. Each Hound drops a Star Sapphire gem.

The Planar Prison in IA 6.0 has the pits disabled (no more falling into those), which is very good, because the trouble in navigating/tactics in this place had always been the random element of falling into these holes.

Anyway, the party defeated some of the vanilla guards surrounding the EBH, obtained some meager items (Pixie ****** +3, Melodic Chain +3), went to the right, where alongside the two almost-vanilla guards were a bunch of improved spiders (the group is identical to the one in Mekrath's lab) - nothing really scary. The vanilla Wyvern and slightly-improved Master of Thralls fell next. From here, the party got the Orb, travelled back to the brazier chamber, rested, buffed well, cast a couple of Farsight spells to take a look at the Warden, destroyed the Control Orb and immediately 5 Planar Hounds appeared. The party slew those with ease. Forgot to erect Hardiness with the fighters here, so Jack took a heavy hit, but erected Hardiness afterwards, and Torham cured everyone with Greater Restoration anyway.

At the same time, the Warden was occupied with his own slaves. He dealt with them, released an Improved Web on the party from waaaay off-screen, however the party simply positioned themselves outside the web's reach. Two Planar Hounds were called by the Warden at the time he noticed the party - and were immediately slain. Alia had forgotten to buff herself with Foreknowledge so her Ruby Rays were very slow (casting speed 4). So she switched to another plan. And things afterwards were too easy.

Loot: Adjatha the Drinker +2 (for Bane), the Wave shaft, a non-magical Girdle, an Improved Haste scroll, a Permanency scroll and some other items.

Afterwards, the party travelled a bit back and forth, until the second random spider spawn appeared. Those managed to drain Torham and Bane of some intelligence and wisdom, but not enough to kill them. Still, an easy fight.

The Staff of Air +2 was obtained from a container after the death of the Warden.

With Raelis rescued, she gave the Playhouse deed to Astarta and departed away.

Upon returning, the party completed all of the vanilla Bard stronghold quests plus the Improved Turmish Mercenaries fight.

Up to that fight, the party levels were as follows:

Saros - 35
Astarta and Alia - 29
Torham - 26/18
Bane - 25
Jack - 25/23

The fight itself was easy. Last party buffs. Enemy priest buffs. Enemy sorceress' buffs. The enemy Leader fell at the time when Alia finished her Alacrity. The enemy Thief fell very quickly afterwards. After a Remove Magic from Alia and a Death Spell from Torham's Vhailor helmet, the two enemy Battlepriests were without buffs and without Aerial servants, and each of them was under attack from two fighters. Finally, the Sorceress was stripped of her protections and slain.

Loot: several +1 rings, a Manual of Elaboration, some potions, some scrolls (including a PW:Stun for PC).

The party used the collected so far +1 rings and created three new +2 rings. So now both Riskbreakers have full set of +2 protective rings and cloak.

Exploiting further (and assembling gold from the bard's stronghold). Current PC xp is about 9 200 000. Both mages are of level 30. Saros is lvl 36, Torham is lvl 27-18, Jack is lvl 26-23, and Bane is lvl 26. Need a bit more exploiting for everyone in the party to be of maximum use. Which means mage level needs to be 32, clerical too, and fighter levels 30.

#1394
Aldain

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Odrelomp continues making his leisurely way across the sidequests. Though we get tougher spawns, they weren't really designed to handle a party of level 15-17 characters.. but I am a completionist, so everything will get done!

The De'Arnise keep was next on our list of objectives. The poor Yuan'Ti mage stands no chance whatsoever.. we don't even bother with a Breach, just pelt him down
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The golems are slightly tougher of course, but some elementals and skeletons are given the glorious charge of stepping in front of the party members and being turned to goo in their stead, so all is well
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The umberhulks are lured away with a stew.. but that's a little chunk of tasty XP, and we can't let that go to waste! A Death Spell seals their fate
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Torgal, Torgal, Torgal.. how humiliating to be bested by a halfling 1/5 your size! With proper prebuffs and some elementals, Torgal and friends are swiftly disposed of
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Nalia is left with her noble family, and the Keep is officially cleared! On to Trademeet.

The grove passes almost without incident. Though knowing that the Giant Trolls actually hit quite hard (and often), we take the careful route. Dual Fireballs and a Firestorm spells their doom
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We use a similar tactic on the Shadow Druids. Another Firestorm, followed by a Death Fog, and there's not much they can do (they didn't get a single spell off)
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Jaheira proceeds to beat the snot out of Faldorn, though in truth it was largely due to the Insect Plague.. which oddly didn't damage Faldorn at all. Bug or maybe some odd immunity? No matter, a Fire Elemental and Nymph pound on Faldorn while Jaheira actually finds a use for Cause Serious Wounds (if you have no gear at all and are facing a single enemy, it's actually decent!)
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We of course swing by and take out the Rakshasa on our way back to Trademeet. The town is saved and we get our just rewards, including some fancy statues! Although for reasons unknown, Odrelomp's rendition seems to be slightly off-center..
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Another day, another heroic accomplishment, another round of drinks to celebrate
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Odrelomp is now a level 18 Cleric of Lathander
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#1395
kenng

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To Aleasia,

Just curious, you meet lazarus again in Amethakran. Will he still be hostile to you, or be effectively resetted as a neutral npc? If the former, than that sucks.

Also, why the need to resort to stealing scrolls? Shouldn't you end up with more than enough gold to splurge on whatever you need?

#1396
Shadow_Leech07

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Going back to Ashley Winterfold as I've already lost interest in my swashbuckler turned fighter.

#1397
ussnorway

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@Shadow_Leech07, have you looked at Swashbuckler 11 - Cleric X... one of my favourites.

@Aleasia, How many times have you gone SLAYER... is it not something you want to try?

#1398
Shadow_Leech07

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ussnorway wrote...

@Shadow_Leech07, have you looked at Swashbuckler 11 - Cleric X... one of my favourites.

That seems interesting. My main goal is finding a character that can do as much physical damage as possible without sacrificing too much(ala kensai). That usually involves fighter HLAs though. A backstabbing character would be my preference however several enemies tend to be immune to backstab that I want to backstab. I'm leaning towards kensai cleric but we'll see. I hadn't thought of a swashbuckler/cleric but it would be neat to try. We'll see I suppose. A F/M is out of the question though as I don't want to play one of those.

Modifié par Shadow_Leech07, 25 juin 2011 - 10:18 .


#1399
touch_of_the_void

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Kensai -> Cleric is not a good combination, you don't have much to make up for the Kensai defensive weaknesses (unlike Kensai -> Mage or - eventually - Kensai -> Thief). You also lose out on many of the weapons that grant defensive benefits like Ilbratha, Lilarcor etc. because of the cleric restrictions.

Kensai or Berserker -> Thief, Assassin -> Fighter or Figher / Thief would be my suggestions for a character with good physical damage output and backstabs.

#1400
Shadow_Leech07

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I was playing an assassin->fighter for awhile till I quit it. Are several enemies immune to poison? And does the poison stack?

Edit: Ok I think I'll try this out but after my current game ends.

Speaking of which it has ended. Encountered a weird bug with polymorph self where Ashley simply stayed in her polymorph form(bear) literally forever. Decided I would just suicide her into the bandit group and start up my assassin game.

Modifié par Shadow_Leech07, 25 juin 2011 - 12:21 .