What? You thought in NR I was going to fight fair with the lich? While as a hafling, Corthief VIII's saves are pretty decent, still, Corthief planned on getting some help from a nearby temple (undead scroll - they are there for a reason, right?)
ussnorway, Grimwald the Wise et Blackraven aiment ceci
As to me coming back, I wont. Playing Pillars of Eternity right now and cant be bothered with another repeat of BG saga, epic a trilogy as it is though, especially as I finished it with Eren once.
As to me not posting about my bg1 adventures: it was a speed run, finished it in 2.35 hours, nothing noteworthy happened. That was the state of my NRC play, so its a good time to stop now. Just cant be bothered with more of the same. Not to discourage anyone here of course.
BR: please play more if I have one more wish it be you and/or Aasim and maybe Realmuzzy as of late, finishing this challenge. Nothing on the others but they all finished this challenge at least once I believe.
Cheers!
Cheers Golden! Pillars of Eternity is a great game, it's like a love letter to Baldur's Gate in many ways (although the way they treat their mac customers is !@##@$)
Cheers Golden! Pillars of Eternity is a great game, it's like a love letter to Baldur's Gate in many ways (although the way they treat their mac customers is !@##@$)
If you install mods it rejuvenates BG both 1 & 2. If it weren't for them, I probably would not be still playing it.
The monks quickly did their tasks in Umar village and moved on to the ruined temple area. Their fists were able to do enough damage to outpace Anath's regeneration and work their way through various shadows and their relatives.
Inside the temple they recovered their first ioun stone and swiftly moved through to Thaxy's cave - shadow fiends and skeleton warriors in the main undead groups not being much of an obstacle, though the bone golem did take Spook down to single figure HPs.
Spoiler
I didn't fancy either Thaxy or the Shade Lord yet, so they joined the group of enemies left for later. Back in Umar village they killed a group of rangers (Ras being used for the first time to distract an aerial servant) before stuffing Valygar's body into a backpack. That was used to open up the Planar Sphere, but the monks only went in far enough to clobber a golem before leaving again.
Returning to the Temple Sewers the efreeti helped against the beholder and gauths - getting them to the point where stealthed attacks could finish them off.
Spoiler
That gave 5 of them the XP for level 11 and Spook joined them when they reported the death of the sea troll. They bought up much of Roger's stock before taking on the rakshasa - his spells could have been nasty, but it's difficult to cast while stunned!
Spoiler
After opening up the Unseeing Eye quest the monks progressed towards the bridge. A yuan-ti mage there proved difficult after surviving a full ration of stealthed stunning blows, but after chasing them all the way back to the entrance he proved less fortunate with a second attempt. The beholders and gauths at the bridge were worn down with fireballs and stealth shots. The only one that got a real shot back was the last when two stealthed monks attacking failed to finish it off at near death and it got a petrification attempt in on Wraith before a Wand of Heavens blast completed the job.
Spoiler
Although it would have been possible to work through the beholders in the hive using similar tactics I decided that would be too much effort. Instead the monks went to find Mekrath - he took very little effort!
Spoiler
The yuan-ti mages there were a different matter and this one was close to finishing a chaos that could have proved nasty.
Spoiler
However, eventually they were all dead and the monks could move on.
They did so by returning to the scene of one of their previous disasters where Pai'Na waited. I played fair with her by letting her talk and even cast chaos, but his time everyone saved (Chimera had moved out of the area of effect to be safe). With all the monks now immune to poison the spiders were not the same threat as last time and Pai'Na was beaten down - Chimera grabbed the ioun stone for himself.
Spoiler
While in the area they also cleared the Southern tombs for completeness.
had no idea how much time had passed since the Sword Coast heroine had somehow become a prisoner and a victim of torture in a hellish dungeon.
There was no day or night in the dungeon, just the permanent semi-darkness of the room she was in, and the strict confines of her cage. It was her old Candlekeep pal Imoen who set her free.
Isadora thanked the lass and told her to stay behind her as she went looking for an exit. The girls released two prisoners who claimed to know them, but Isa had no memory of either of them and dismissed the both of them. Mentally she felt as if in a stupor. She could only hope that sensation would pass. Her physical state was even worse. She was weak and battered. Thankfully, most of her injuries she managed to cure with potions and her innate powers of healing. But her sword arm kept feeling slow and heavy, and when she picked up a mundane scimitar from a table she found that she had lost some of her previous celerity with her specialty weapon. (I discovered that the APR on Spec mod, which gives an extra 1/2 APR for weapon specialization by non-warriors, and had worked fine in BGEE, didn't work in my BG2EE install.)
All her gear was gone. Of her old equipment, Isa would only find the Claw of Kazgaroth and a Girdle of Bluntness.
With some difficulty Isa slew a number of Mephits in different rooms that contained items she had use for in her search for a way out.
Spoiler
There were also Duergar patrols in most of the corridors, but the Halfling was as nimble as always and managed to stay unnoticed.
A hideous Otyugh fell remarkably willingly (two crits), and one of two Flesh Golems was destroyed with snares.
One room she had to pass through proved particularly dangerous. It contained Mephit Portals that kept spawning Mephits. The Halfling applied an oil of speed to compensate for her soggy sword arm, and destroyed the portal that seemed to spawn Radiant Mephits first, because she had had problems with one of those creatures before. The other Mephits gave her some trouble as well, blinding, chilling or burning her, but she pulled through.
Spoiler
The lass rested in a quiet corner to gain some of her strengths but mere moments after she got up again, she felt she needed another rest: a Doppelganger gave her a humiliating beating before she could finish it.
Spoiler
The acquisition of the aformentioned Girdle of Bluntness could have cost Isa her life - she had to save against a Duergar Mage's triggered Charm Persons - before she finally found her way out.
Spoiler
(Isa's save vs spells was 3, thanks to shorty saves and the Claw of Kazgaroth, so Charm Person with a +3 saves bonus shouldn't have posed a risk, but I don't know if the EEs are any more reliable than the traditional game when it comes to saving throws calculations.) A group of Dryad slaves that had asked Isa to take their acorns from the Duergar commander to the Windspear Hills, would have to place their hopes in someone else. And so would a Genie that had sought release from captivity.
On the surface of what proved to be the principal marketplace in the city of Athkatla both Imoen and the girls' captor, Irenicus, were taken in by Cowled Wizards. Isa rested at a nearby inn, and accepted a commission (she was broke and stripped of most of her gear, she needed gold, lots of it). For a Guard she entered a tent that many had entered but none had left since the morning. The culprit turned out to be a Gnome, plagued by a inferiority complex and disguised as an Ogre Mage. Curiously, he didn't really seem to be in control of his minions.
Spoiler
(Is this some kind of bug?)
Be that as it may, she had a hard enough time overwhelming her foe, what with supposedly illusory Werewolves whacking away at her.
Spoiler
But prevail she did. Disappointingly, the gratefulness of the city guard she had accepted the commission from didn't extend beyond a word of thanks.
ussnorway, Serg BlackStrider, Grimwald the Wise et 3 autres aiment ceci
It must be. ATweaks shadows are suppose to be immune to fear. They certainly shouldn't panic for no reason.
I encountered the same issue in Adele's EE play through, but not in Arkona's classic install. I've uninstalled the ATweaks undead in my EE setup. I'd like a fix and some assurance that there aren't other compatibility issues before I reinstall.
FYI: I'm now using the ATweaks mephits and elementals only. I uninstalled the fiends because I prefer the balancing and improved continuity associated with the SCS fiends. I uninstalled the fey because the Call Woodland Being nymphs are problematic, even without the Call Woodland Being component installed. I uninstalled the undead because of the fear bug. If Grim Jim's fix to recover the SCS/Vanilla princes doesn't work, then I'll be forced to uninstall the elementals as well: I don't want to see Improved Enclave Ogremoch nerfed. I'm also concerned that the player's aerial servants may be overpowered.
ussnorway, Grimwald the Wise, Blackraven et 1 autre aiment ceci
I’m re-entering the bg2 challenge with Puk again… Puk is a half-orc Fighter-Druid specializing in the Avenger kit. He has just completed a scs30 bg1 and now about to transfer over to my WX-bg2...
I awake to find myself being tortured in a cell again but something else is happening elsewhere that draws my playmate away long enough for Imoen to unlock the cage. We have no gear and precious little in the way of spells however a quick test confirms that my Avenger forms are working at least… time for more experiments indeed!
Mods: the bg2 game files have been adjusted to allow the following
// Puk is a Halforc Fighter-Driud multiclass with Avenger kit... I made a basic moonblade item and armed Ilyich with it (I think Wise first came up with this idea?)
// Moonblade = immune to backstabs in place of any armour or element resistances … I may allow him to upgrade it?
// Avenger… I also subtracted 2 points of str and con from him back in bg1 in keeping with the kit description.
// my home rules are used for the Avenger kit... and Otiluke's Resilient Sphere always works when cast against self.
// Log of Currently Installed WeiDU Mods
Spoiler
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~ASCENSIONFIX.TP2~ #0 #0 // Fix Ascension Slayer dialogue
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6552 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v3.71
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #322 // Use Icewind Dale's Dimension Door animation -> Slow animation speed (matches BG2): v3.71
Note; that ATweaks fiends would not install on my Windows 10 but I don't have fixpack so it could also be because of that.
Phantasmic 6 {12} - monks party (5th and final update)
Deciding it was time for a spot of lich-hunting the monks prepared in advance to ensure all doors were open before entering the City Gates lich room. All of them had PfU on as well as using 5 hill giant strength and 1 storm giant strength potions. After grabbing Daystar they all equipped their best weapons for a single hit (knowing they wouldn't get more than that) - Daystar, Belm, Arbane, Flametongue, Blade of Roses and fists - stealthed and attacked. To attempt to harmonise hits they started attacking at slightly different times, but the random initiative factor makes that difficult to achieve and Chimera hit with the Blade of Roses quicker than expected. As a result the lich's chain contingency fired before the sunray took effect. The contingency had produced 2 simulacrums, but one was immediately destroyed by the sunray while the other was finished off by follow-up melee attacks. The original lich however, despite its chain contingency not apparently giving any protection against sunray, took no damage .
The lich had been at least blinded by the sunray which meant a slight delay until it produced a mordy sword. I was then expecting a dispel magic and was holding off use of potions for that, but none came. The lich did eventually cast a meteor swarm and that was countered with the use of 3 potions of ice dust. During that the efreeti did a good job by not only absorbing some attacks from the lich, but script-casting spells despite being scared - resulting in magic missiles killing the mordy sword.
The ice had run out before the meteor swarm and Wraith became the first victim as a result of that. Chimera picked up the horn from her body and used the berserk warrior to put in the way of a few more MMMs. It then became the target for an incendiary cloud and that rapidly finished off the scared characters leaving only Phantom and Chimera (who had both used potions of magic shielding and fire resistance). The lich was now taking damage though and failed to complete another spell - so I suppose that sort of counted as a victory.
I considered trying to take on another lich with just 2 characters using PfU, but instead rested then went to buy the rest of the PfU scrolls in the city - during the course of that noticing that some ambushers were running away from them for the first time.
Trying their luck again they once more used PfU and giant strength to attack the lich in the Temple Sewers. However, they narrowly failed to kill it with initial attacks and a wilting response hurt everyone and killed Spirit (her first death in the run to date). A follow-up sunray then again did no damage, so I'm not sure whether these liches have been given immunity to that (I'll do a separate post in the Lounge).
Everyone ran away and Spirit was resurrected, while Spectre used a PfM scroll to try and finish off the lich. He had to avoid first a pit fiend and then a dark planetar while PFMW prevented him getting any strikes home for a while. When he did finally start making progress with the Crimson Dart the planetar twice healed the lich, but eventually the dart outlasted a serving of energy blades and the Shade Lich fell.
Quickly moving on to the Bridge District Spectre went to look at the Elemental Lich. He cast all sorts of nasty things initially - including several simulacra and improved alacrity - but Spectre avoided most of that by running upstairs. He then had to run outside to avoid a dark planetar and, by the time that had gone, so had his PfM scroll.
With the lich now in sight from the doorway the whole party nipped in for a pot-shot before leaving again. The lich followed and they went back inside - appearing to find the lich waiting for them. That might just have been a very rapid transition, but I was afraid that meant a duplication and everyone took the last of the invulnerability potions to help protect against dragon fear (Chimera going for magic shielding) before running downstairs. The lich followed again and they tried attacking him - only to find the following:
There's no way that the lich spent 9 segments casting that, so either it's wearing the equivalent of Vecna (probably a slightly improved version) or it actually managed to start the spell upstairs and continue it downstairs (I have seen that type of behaviour on numerous occasions). In any case, Phantom disappeared into the bowels of the earth and the run ended there.
Spoiler
Alesia_BH, ussnorway, Grimwald the Wise et 2 autres aiment ceci
It must be. ATweaks shadows are suppose to be immune to fear. They certainly shouldn't panic for no reason.
I encountered the same issue in Adele's EE play through, but not in Arkona's classic install. I've uninstalled the ATweaks undead in my EE setup. I'd like a fix and some assurance that there aren't other compatibility issues before I reinstall.
Thanks Alesia for your kind words and for the info. I'll uninstall aTweaks Undead in my BG2EE.
Bruin wakes up in a dungeon. The torture he went through in the last few days is fresh on his mind. Or was it weeks, he's not sure? He sees Imoen and can't really believe she's there. It was so long ago that he's last seen her and they have so much to talk about. Sadly their reunion must be short because their best survival strategy is to look for escape separately.
That's as much as he can figure out right now. It's not like him to be so directionless, it's terrifying and a sign of disfavor by the Red Knight. So he summons his undead army and starts moving through the dungeon trying to clear up his head on the way. There are duergar guards everywhere but they lack the organization to provide a real challenge to his group. Deep in the dungeon he finds a genie who in return for his freedom gives him his favorite weapon, the Ashidena.
Spoiler
After a close call with a trap that he carelessly set off while low on healing supplies (*not lvl 10 for enough lore to recognize healing potions*) he finds the exit while fending off all sorts of dangers and traps.
Spoiler
He discovers that a mage is responsible for everything and he sees the man as he is coming out of the dungeon, but both him and Imoen are taken by a group of wizards. He will have to find them both. First though he rests, and the next day investigates a circus where strange things are happening. He discovers that a gnome illusionist is responsible and kills him. It saddens him that it had to come to that, the gnome must have suffered a lot to go berserk like that.
After sorting that out he goes to the slums where he is approached by an organization willing to help him locate Imoen. He just needs an outrageous amount of money to pay them. To his advantage Red Fellows are very sought out as mercenaries so he should have no trouble getting work. His first job is not paid though as shuts down the local pit fighting operation. He is not generally the bleeding heart type, but the people who made that dwarves man fight a troll barehanded cannot be forgiven. He kills everyone and frees the slaves who thank him profusely.
Spoiler
On his way back to Waukeen's promenade he is ambushed but he uses an invisibility potion to retreat and summon reinforcements. The skeletons rip through the entire group of bandits in seconds
Spoiler
After that he gets in touch with the church of Helm, since Red Knight doesn't have any temples in Athkatla, and starts doing jobs for them. He helps obtain the services of the artist they want, finding the ilithium ore he needs, and then helps the church of Lathander. After all that work he returns to the cozy inn in the slums and rests.
Alesia_BH, ussnorway, Serg BlackStrider et 4 autres aiment ceci
We uncaged Jaheira and Minsc (whom luckily doesn't remember us killing him last time) then went hunting for a way out… a smith named Ilyich had my dagger and we tried asking politely first but it still came to blows in the end.
I encountered the world's most worthless bountyhunter but he agreed to take up bastard swords in order to join our group so we briefly had five members until we reached the surface then Imoen got arrested along with our main protagonist.
Alesia_BH, Serg BlackStrider, Grimwald the Wise et 3 autres aiment ceci
Sorry about Phantom Grond0. I've never seen casters start the spell in one place and finish it after movement, that's strange.
It's certainly not the norm, but it's not that unusual in my BGT installation. If I'm expecting a particular spell I will tend to time dodging it to avoid the problem - either leaving the area transition so late that the caster has finished the spell before he chases me or early enough for me to transition and then transition back again the other way if the caster continues the spell. I didn't notice the lich beginning a spell upstairs but I could easily have missed it - I'm not even sure whether there's a casting animation used at the start of an imprisonment spell.
I said "ciao bella" to the non-Druids then sold the bulk to purchase some specs with 5000 spare for a magic licence... Grabbed the cannon quest to hunt a supposed murderer … and asked a gnome to help me rescue my old mate Viccy before leaving town.
Spoiler
I admit the gnome sticking his hand up a chucks bum disturbed me but what he pulled out of it really freaked me… "I wonder what they feed them?"… anyway a quick search of the local ranger cabin gave us the next clue and we stealthed past some shadows with the gnomes 'invisible 10' spell to collect a very low level Mazzy (only one pip in short-swords) then finally returned to U-hills and our last main party member.
p.s. the definition of poor is being excited to find a basic helmet!
Serg BlackStrider, Grimwald the Wise, Blackraven et 1 autre aiment ceci
It was (very) early in the morning when the party arrived at Athkatla. After finishing the Sir Sarles Quest (by using the fake illithium) the party was hired by the Temple of Lathander to retrieve the Dawn Ring that was stolen by followers of Talos. The contact was to be met in the slums at night.. but it was still early in the morning.
Dyara remembered that poor fellow whose head they had found in a tomb in the docks and they went there to release him from his eternal prison. Unfortunately that Kangaxx wasn't exactly as grateful as expected, as soon as he was given the missing body parts he turned on the party but had to take quite a lot damage before Prot. from Magical Weapons saw him save from weapons for the next rounds...
Spoiler
... but there were still the sunrays...
Spoiler
By that time Kangaxx the Lich had taken far more damage (144) than he had hitpoints (126) and he probably should have turned into Kangaxx the Demilich already (even if the 2HP/round regeneration is taken into account) but he still remained in his lich form.
Mazzy had to save Anomen twice: first he got hit by 'Symbol, Stun' and just as an arrow of dispelling dispelled the effect he got hit by 'Symbol, Fear'...
Spoiler
When the fight went on for quite some time with Kangaxx the Lich taking lots of damage but still not changing it was obvious that there was something wrong (and the check of the 'KangaxxHurt' variable proved that)...
Spoiler
A 'SetGlobal("KangaxxHurt","LOCALS",0)' immediately triggered the dialogue and that was the signal for Dyara to cast SI: Abjuration (I screwed up casting SI:X quite a few times so I was a little bit nervous as I had memorized the spell only once) and Korgan to rage while the rest of the party went out of sight...
Spoiler
... and then it was all over already as to my very surprise Daystar proved to be quite the demilich killer (seems the enhanced edition made it a real weapon+4)...
Spoiler
... and as it was still early in the morning the party decided to finally enter the 'Planar Sphere'. The first fights there turned out rather easy, an invisible party entered the navigator's room, Valygar's ancestor Lavok was surrounded and then Valygar talked to him. The following fight didn't last long...
Spoiler
... and the party went outside to gather some demon hearts...
Spoiler
On their way to the engine room the party came upon an old acquaintance. Dyara and Valygar tried to enter the room invisible but as Tolgerias immediately casted 'True Sight' Valygar had to attack the other, already hostile Cowled Wizard and so any dialog was skipped...
Spoiler
The 'Engine Room' saw the party fighting lots of golems and while there hadn't been any Adamantine Golems at least the first fight became still really bloody as all the front-liners became slowed and had to use quite a few healing potions...
Spoiler
With 'Free Action' the second fight became much easier...
Spoiler
It was in the evening when the sphere returned to Athkatla, Lavok was brought outside where he died but not before giving the sphere to Dyara. Then another Cowled Wizard showed up and the sphere became Dyara's third stronghold.
Dyara wondered if she's now allowed to cast spells in the city... and a part of her hoped that it's still forbidden.
Name: Level|Game Kills XP(in this update)||Game Kills(in this update)|Strongest Kill Name|Deaths Dyara: Fighter(10)/Mage(11)/Thief(12)|857,352(+137,690)|300(+21)|Kangaxx the Demilich|- Korgan: Berserker(14)|617,433(+66,204)|252(+23)|Giant Snake|- Anomen: Fighter(7)->Cleric(14)|208,001(+27,420)|131(+7)|Lich|- Xan: Fighter(11)/Mage(12)|224,040(+41,915)|96(+15)|Ithafeer|- Valygar: Stalker(11)|193,710(+69,315)|70(+21)|Lea'liyl|1x Mazzy: Fighter(12)|310,669(+73,630)|105(+21)|Shade Lord|-
To be continued...
Alesia_BH, ussnorway, Serg BlackStrider et 4 autres aiment ceci
Having defeated irenicus, I have turned my attention to Watcher's Keep.
I have the air sceptre and opened the door,
I then got the slime sceptre.
I have tried to open the East Door of the slime lab, but the door will not open.
Any ideas?
With that sceptre not working, I can't finish the keep.
One thing that surprised me was that I found the serpent carrying the sceptre dead just outside its lair, and I don't have any recollection of killing it. Could that be the problem?
Phantasmic 6 {12} - monks party (5th and final update)
There's no way that the lich spent 9 segments casting that, so either it's wearing the equivalent of Vecna (probably a slightly improved version) or it actually managed to start the spell upstairs and continue it downstairs (I have seen that type of behaviour on numerous occasions). In any case, Phantom disappeared into the bowels of the earth and the run ended there.
I have tried to open the East Door of the slime lab, but the door will not open.
Any ideas?
With that sceptre not working, I can't finish the keep.
One thing that surprised me was that I found the serpent carrying the sceptre dead just outside its lair, and I don't have any recollection of killing it. Could that be the problem?
The slime lab has two doors but I don't think there's a east door? It has a north-west door (to the air library, opened by the Air Scepter that also opens the door between air lab and air library) and a south-west door (to the slime library, opened by a "key" that is in a shelf in the slime library).
Here's a map...
Spoiler
Alesia_BH, ussnorway, Grimwald the Wise et 1 autre aiment ceci
I've had the snake die on me more than once Wise it shouldn't bug your game as long as you did get it's loot. Did you find the door key and it still won't open?
Kaxir decided to deal with undead and made a start with liches, buffing like you've never seen before... ahem
Spoiler
Yeah, he's over-buffed for these three.
Spoiler
From there he went to speak to Lassal. After a few words he left, reaching the tomb of one Kangaxx before using a Protection from Undead followed by an Oil of Speed. This was enough to grab a ring and return to clear out the vampire nest. A well-earned rest saw the protection wear off, at which point Lassal suggested a liaison in the spike room. Kaxir decided instead to visit the docks and squeeze 200lbs of illithium into a mace before returning to blunt Lassal's fangs. On to Bodhi to for a first taste of Gaxx Improved Haste.
Spoiler
Geared up
Spoiler
Some judicious gambling sees a book of Infinite True Sight located.
Spoiler
Shortly after that, a Bag of Holding was grabbed.
Alesia_BH, ussnorway, Serg BlackStrider et 4 autres aiment ceci
I have an Isadora update, but first I'm posting my Weidu log for those who are interested:
Spoiler
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.80
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.80
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.80
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80
~BP/SETUP-BP.TP2~ #0 #0 // Big Picture, core component (required for most subcomponents): v181-b4611
~BP/SETUP-BP.TP2~ #0 #2000 // Ascension for BP: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2100 // Improved Abazigal: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2200 // Improved Demogorgon: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2300 // Improved Gromnir: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2400 // Improved Illasera: v181-b4611
~BP/SETUP-BP.TP2~ #0 #2600 // Improved Yaga-Shura: v181-b4611
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6023 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; only selected casters in Shadows of Amn do: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.42
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v1
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #100 // Annah-of-the-Shadows: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #110 // Dak'kon: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #120 // Fall-From-Grace: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #130 // Ignus: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #140 // Morte: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #160 // The Nameless One: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #170 // Vhailor: 1.00
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26beta2
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26beta2
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26beta2
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26beta2
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26beta2
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26beta2
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26beta2
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26beta2
~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26beta2
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v26beta2
~UB/SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v26beta2
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26beta2
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26beta2
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26beta2
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26beta2
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26beta2
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26beta2
Isadora, Halfling Swashbuckler, BG2 update 2
One of the first things Isa did on her reconnaissance of the alien city, was to secure broken Spiders' Bane from the sewers and bring it to Hivemaster Druid Pai'Na in the Graveyard District. In return the Halfling received an Ioun Stone and a Spider figurine. She dug up Tirdir, who had been buried alive, located a caretaker for an orphan girl, and left the area.
She was then waylaid by a group of bandits or slavers led by one Eldarin. Isadora had made it a habit of hers ever since she escaped Irenicus' dungeon, to keep to the shadows. The ambushers didn't initially notice her. Isa took advantage of this. She placed two or three snares away from the bandits (near the area border), and lured their leader and an archer into them. The traps didn't outright kill Eldarin, but their poison eventually did. Isa slew the archer, stripped Eldarin of an enchanted blade and a suit of plate mail, and left the scene without bothering with the other ambushers.
Spoiler
In the nearby Bridge District the rogue found out the hitherto unknown perpetrator of a series of disgusting murders, but he escaped her clutches. She also confronted the two people, a Human and a Dwarf, who had buried Tirdir. They came to blows. The Dwarf ran off, but Isa slew the Human with the help of traps and Kitthix her Spider.
Spoiler
Unknowingly Isa had not only taken revenge for Tirdir, she had also saved a kidnapped woman from a similar fate as Tirdir's. In need of coin, the Halfling received the ransom, a pair of silver pantaloons meant for the kidnappers, before she released the woman.
In one of the city's major inns, the Copper Coronet, she learned that the entertainment it offered was based on slave labor: women forced into prostitution and men that had to fight wild beasts and monsters unarmed. Isadora, a free spirit if ever there was one, did not allow these atrocities to stand.
Spoiler
One of the slaves slew the inn's proprietor and assumed management of the place.
Much of Isa's hard-earned gold went to temple donations, investments for the medium term, rather than gear. She did acquire a Ring of Air Control and a pair of AC3 Bracers.
(A field trip to Watcher's Keep was undertaken for the potion bag. There were no ambushes on the way. Unlike my BGT installation this EE setup doesn't offer any extra containers. Isa got a Wolfskin Bag which offers room for 10 items from the Beast Master, a scroll case at the Adventurer Mart, and a gem bag from Arledrian.)
Isa rescued a poisoned men from a band of brigands without fighting the latter, and faced several groups of ambushers that she didn't fight either.
On behalf of master thief Renal Bloodscalp, the Halfling infiltrated a thieves guildhouse to spy on its leader, a rather ambitious fellow named Mae'Var. She aborted her operations however when she was asked to take out a powerful Cowled Wizard, a foe she didn't consider herself prepared for.
Instead she agreed to try and help the troubled people of nearby Trademeet. On her way there, her RoAC proved useful.
Spoiler
Trademeet had two problems: Dao Djinns monopolizing local trade, and incessant animal attacks. The first problem Isa solved easily enough. She placed three traps near the Dao's tent, and about six inside the tent while she was supposedly perusing the Djinns' wares.
Spoiler
When the Djinns refused to leave Trademeet, she first attacked one that was loitering outside the tent,
Spoiler
securing an Efreeti bottle in the process, and then stepped inside the tent again where, hidden in shadows, she observed how her snares did their work.
Spoiler
Her rewards were an encahanted scimitar identical to the ones she had wielded on the Sword Coast from one of the Dao, and 7500 GP and some gems from local Guildmistress Busya.
Stopping the animal attacks was a harder job. Isa spoke with an outsider Druid, Cernd, who told her he had come to investigate the nearby Druid community. He indicated the Druid Grove on her map, and told her he'd wait for her in the grove. Isa arrived at the forest shortly before sunset. As she was making her way through the woods her stealth failed just when she was passing a group of Spiders. Isa wasn't very well equipped to fight groups of Spiders or Trolls, so she used her RoAC to go invisible. She found a quiet spot and waited for darkness to fall before she continued.
In a cottage in the woods she met an elderly lady who sold potions, and in an adjacent tower she considered herself blessed when she found an enchanted sabre, Belm, that allowed her to attack faster. The Halfling had come to accept the decreased swiftness of her sword arm at the hands of Irenicus as a permanent curse, but Belm more than made up for it. Besides she had been making some progress with her off-hand as well (second pip in TWF at level 12), so she was now arguably a better fencer than she had been during her adventuring days on the Sword Coast. She tested her blades against a number of Shambling Mounds and prevailed comfortably.
Spoiler
Grizzly Bears fell to a combination of traps and melee attacks, although it must be said that the massive animals injured Isa as well.
Before the entrance to the Druid hold, Isa ran into three hostile Shadow Druids. They were clearly the superior summoners. Isa's Kitthix and a Berserk Warrior were no match for their Fire Elementals, Nymphs and Mountain Bears, although her Efreeti did a decent job at defending itself.
Spoiler
Isa disapproved of a Nymph Mass Curing the Druids and summons,
Spoiler
undoing her Efreeti's work but there was little she could do about that. She waited for the Druids' summons to leave. (She had fought and beaten a Fire Elemental but was hesitant to try the same against a Greater Fire Elemental.)
When the summons were gone Isa opened with her one potion of fire breath. She saw one of the Druids send an insect swarm at her. She quaffed a potion of invisibility so that if she was to panic (which indeed she was), her enemies wouldn't see her.
Spoiler
When the Insects had had enough of her, Isa applied an oil of speed and stripped and interrupted two Ironskinned Druids with her Tuigan Bow and acid arrows. She finished her enemies in melee combat.
Spoiler
She then entered the hold with Cernd, who was RoAC improved invisible when he challenged Shadow Archdruid Faldorn. In a pit he buffed himself with Death Ward (I wasn't sure whether this would protect against possible Chromatic Orb petrification, so decided to have Cernd cast it), Armor of Faith, and Barkskin. He also cast True Seeing, and an Insect Plague at Faldorn that would interrupt her spell casting.
Spoiler
Two summoned Mountain Bears and a Greater Werewolf shapeshift then ensured victory.
Spoiler
Cernd stayed behind at the Grove, but Isa traveled back to Trademeet where she was hailed as a hero and showered with rewards. She bought a Belt of Inertial Barrier, a Cloak of Displacement and Ras the dancing sword. (Isa didn't steal anything. She might do so later on, with an improved Pickpockets skill but without potion stacking.) She found the Mantle of Waukeen for the mayor, and she finally got to deal with the murderer and an accomplice from the Athkatla Bridge District.
By the city gates back in Athkatla, Isa protected a merchant against an extorter (and bought scrolls of Spell Deflection, Lower Resistance and Breach), and she saved Shadow Thief Sansuki from a vampire attack.
Spoiler
(This didn't go as it should. The other Vampires didn't spawn. After Isa was done with Del, she spoke to Sansuki, but he didn't thank her. Detecting Illusions didn't reveal any hidden Vampires, despite Isa's 100 skill. She left Sansuki to his own devices.)
Somewhat better equipped, Isa decided to take on the Cowled Wizard she had to get rid of for the Shadow Thieves. Potions of freedom and fire resistance allowed her to dispatch the wizard's Mephit lackeys,
Spoiler
but two Stone Golems were out of her league yet, as she had no weapons to hit them with.
She went upstairs to seek out the wizard, Rayic Gethras, and was astonished when he spoke to her without actually seeing her. She placed three snares in a corner of the room, out of the wizard's sight, and summoned Kitthix and her Efreeti.
Spoiler
Rayic Gethas had little difficulty dispatching them, but he was unable to see Isa (even though an Oracle had briefly exposed her). He threw a Teleport Field and two Webs on the floor, but Isa had little to fear of those area effects. Her Berserk Warrior and Ras were brought into play, mostly to see what kind of spells her foe would cast and whether they could eat away some of his Stoneskins. She then pelted him with acid arrows, and retreated. Her traps would have instantly slain the wizard, if it weren't for a Contingency Stoneskin. Not that that mattered much: the traps did strip the second set of Stoneskins and they fatally poisoned the wizard.
Spoiler
Isa continued her work for Renal Bloodscalp and, having gained the trust of Mae'Var, indeed found evidence of the latter's intentions of betraying Renal for the Night Masks. The Bloodscalp asked Isa to eliminate Mae'Var and any thieves loyal to him, but the Halfling found herself in no rush to do so. Isa might be the superior fencer but she didn't expect Mae'Var and his men to duel her. They were of the backstabbing kind. She would have to be very well prepared before taking them on.
Alesia_BH, corey_russell, ussnorway et 4 autres aiment ceci