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Baldur's Gate 2 No-Reload Challenge


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#126
biowherewolf

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 Latest Viertes update
she and her team marched off to Trandemeet, as expected. Near the Druid grove, the druids could seem them, even though the team was invisible. 
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr413.jpg


Naturally, as soon as the dark druids approached them,  Cernd became visible because...umm... well... i guess it furthered the plot?

except for Viccy getting held once, it was all good. Viertes' horror spell even worked very well
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr416.jpg

Generally, i take Cernd along just to loose to Faldorn and this time was no exception. He got some great spells of and was doing ok:
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr420.jpg
but...
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr423.jpg

Jaheira kicked butt, though, as usual
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr426.jpg

back in Trademeet, Viertes got the lamp
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr427.jpg
and went after the Raksasha . The only reason the team survived that was because they could back out of the house without being pursued, which they had to do twice. 
finally, Jaheira changed the course of the battle
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr432.jpg
and Viertes got a level
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr433.jpg

Thought this was good. They walked into the Inn and a battle started. And it was *STILL GOING ON* when they got up the next morning :D 
These two must not have been able to hit a barn:
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr434.jpg

So, while in Trademeet, they finished the bridge district murders work
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr435.jpg

More later....
--BWhere

Modifié par biowherewolf, 09 août 2010 - 10:44 .


#127
wise grimwald

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Radiant Last Post
One of the Beholders cast imprisonment and it was the end of the run.
Thought that Radiant could take them on single handed with the shield of cheese, but it didn't protect him from that. Image IPB

In future, I will use another party member.

Poor Saerileth will be disraught.

#128
biowherewolf

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wise grimwald wrote...

Radiant Last Post
One of the Beholders cast imprisonment and it was the end of the run.
Thought that Radiant could take them on single handed with the shield of cheese, but it didn't protect him from that. Image IPB

In future, I will use another party member.

Poor Saerileth will be disraught.



sorry to hear that, Wise. What were Radiant's ending level and such?
--BWhere/roo

#129
Grond0

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Hoodie and co. finished off the Shade Lord without any problem, though left the Shadow Dragon for later.  Back at Umar Town the party was surprised by a group of harpers.  Unprepared and down on hits I was a bit concerned, but only one of the harpers got off an area damage spell and everyone survived.

Back in the big city things started happening fast.  First Anomen had to go and deal with (or actually not deal with) his sister's murder.  Then Nalia had to attend her father's funeral and was subsequently kidnapped by a jealous Isaea.  In the course of rescuing her Jaheira got herself cursed, but Hoodie decided to continue with getting Nalia back before dealing with the curse.  Had the opportunity to turn Ployer's supporting mages against him, but what the hell they're pretty easy meat anyway.

In a momentary lull went exploring in the graveyard.  Had a problem there when Minsc was held by a shadow fiend.  I would have been able to kill it in plenty of time, but Jaheira summoned a fire elemental just in time for it to be hit by Nalia's Scorcher.  Although not hurt the stupid thing switched sides and quickly killed Minsc, though Anomen raised him immediately.  After a rest it was back to the graveyard for a trip down to the dungeons - discovered there that a stoneskin is no barrier to a wight's draining touch.  Also that Jan's trap spotting ability is less effective than I had hoped - Jaheira discovered this the hard way and Anomen got some more raising exercise.  Having cleared the lower levels (apart from the inaccessible vampires) it was back to the surface and immediately ran into some vampires!  Got a bit worried when a group of thugs decided to join in the combat, but Jan performed sterling work as a diversion at the cost of feeling slightly drained.

#130
wise grimwald

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biowherewolf wrote...

wise grimwald wrote...

Radiant Last Post
One of the Beholders cast imprisonment and it was the end of the run.
Thought that Radiant could take them on single handed with the shield of cheese, but it didn't protect him from that. Image IPB

In future, I will use another party member.

Poor Saerileth will be disraught.



sorry to hear that, Wise. What were Radiant's ending level and such?
--BWhere/roo

Had just got my first HLA, happened to be summon Deva, but never got round to using it. Image IPB

#131
Enuhal

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Next update for Isis and friends. For new profiency points, we got *Two-Handed Weapon Style for Isis, the Final Longsword-pip for Woden, *Flails for Padmavati and *Maces for Priya.

In Brynnlaw, the group visited the house of Perth, a Wizard who didn't like Insect Plague. His sunfire didn't kill anyone. With the help of some prostitutes, a sleeping potion and weapons, Lady Galvena was defeated quickly. Having three divine spellcasters starts to pay off, considering the amount of Chaotic Commands, Free Action, Death Ward etc. spells I usually have ready.

Anyway, Isis entered spellhold but ended up being caught by Jon. In a dream, Bhaal was defeated with Imoens help. After being set free in the Asylum, Summons took care of some Umber Hulks, a Rukh and his Mephits were defeated (Holy Smite) and I realized that my Clerics have Warrior Skeletons now, so I have a really high amount of extremely powerful Summons.

In the next level, some Chaotic Commands and later a Shield of Balduran were used to defeated the monsters from the book. I also decided to fight the other group of Umber Hulks to gain some extra XP. Used another scroll to defeat all the Undead in this level.

Next level was pretty easy - Summons and Woden finishing the trolls of with his flaming longsword. Clay Golems were not a big deal this time (they usually can be a really frightening enemy for my group).
So, after all this was done and the trials were finished, it was time to fight Irenicus. Luckily, I decided to do a lot of prebuffing (especially with Free Action and/or chaotic commands + Remove Fear), because Wanev decided to use all his Symbol spells on my party's clones, which would have been horrible otherwise. The battle itself was rather easy: After the clones were defeated (with the help of a Sunray), Alvin used Insect Plague on Irenicus and Padmavati started used Dispel Magic. With Wanevs Horrid Withering spells and my Melee attacks, the Battle was over rather quickly.

So Isis went back to Brynnlaw, making another deal with Saemon. Sauaghin abducted the party after a battle with Githyanki started, and the group had to deal with some Sea Zombies amongst other monsters. Helping the Sauaghin-Prince do destroy the King but the killing the prince himself seemed like the best way to go for Isis. Now, the group entered the Underdark.

For general tactics, both my Halfling Fighters are really strong by now: They have boots of speed, a strength of 18/00 and 19, decent Weapons and high enough levels. Also, they are buffed and protected by the divine spellcasters. It really feels like all the other party members are basically here to support Isis and Woden, but I am fine with that.

#132
corey_russell

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wise grimwald wrote...

Radiant Last Post
One of the Beholders cast imprisonment and it was the end of the run.
Thought that Radiant could take them on single handed with the shield of cheese, but it didn't protect him from that. Image IPB

In future, I will use another party member.

Poor Saerileth will be disraught.


Wise - just so you know the reason the shield didn't protect you because the imprisonment is not a beholder ray effect, but a spell. Some points that might help ya:
1) Imprisonment is a touch spell, if you aren't within melee range you can't be imprisoned
2) Elder orbs are the bad dudes that do this. If you see one ignore everyone else and take him down fast as you can. Note that if wielding the shield of balduran you can use a sling, throwing dagger, etc. on the elder orb and stay out of his touch range so he can't imprison.

#133
Enuhal

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Yes, the only Elder Orb who still can be a big problem with those tactics in mind is the one right at the beginning of the Beholder Dungeon in the Underdark. Luckily, you have some time before he starts using imprisonment, so with enough damadge, he will eventually fall (or, to be completely sure, just turn into slayer form - it is immune to imprisonment). See this post, where I take on the first parts of the Underdark.

The Underdark is always the most thrilling area in the SoA-part of my no-reload attempts. Because I don't leave out enemies, there are quite a few difficult fights, involving some heavy risk - The Demon Knights, the Beholder Lair, the Mind Flayer Dungeon being the most important.
I started with summoning my usual 2 fire elementals / 3 aerial servants army and took out some spawning elementals at all the gates. I can't do the quest as long as Xoch doesn't have UAI - can't use a freedom scroll.

Soon, I met the first drow group. The Mykonid fight was surprisingly hard, because one of my fire elementals started the fight way to early before my group arrived. Also, the Myclonid King does quite a lot of melee damadge on insane. It was time for my first (small) group of Mind Flayers to get defeated by my fighters. I quickly took care of the second drow group and went to the svirfneblin city.

The Balor Fight was really easy with the amount of preperation I was able to do. Especially considering these divine spellcasters (Free Action, CC, Bolt of Glory, Summons...).
I entered the Kua-Toa Lair first, using Shield of Balduran for Beholders and Fire Elementals for Kua-Toa. Isis weakened the prince before the group finished him off.
For the Demon Knights, I found my Warrior Skeletons to be amizingly effective. With Isis drawing their spells out (none of their spells can effect her when she is buffed with death ward, cc and remove fear) and finishing them off together with the undead in melee combat, I soon got the very important belt. Yay!

However, the Beholders Lair waited for me. I decided to prebuff, hoping the Beholders wouldn't dispell everything right away - and the fight went rather good, until Priya was turned to stone. Luckily, none of the Beholders used any AoE-spells to finish her off, and I had the Ring of Earth Control on Padmavati (oh my, I am REALLY happy that I decided to give it to my Priest of Lathander for good armor class, not to the Priest of Talos). Anyway, with Woden and his shield exploring the Dungeon, the group had to kill some Drow and later some Mind Flayers.
There was still one Elder Orb left, so I summoned Skeleton Warriors to defeat it: Their Magic resistance is really useful, and after he wasted his imprisonment on one of them, Woden went in to defeat him.

After this was done, I entered the Mind Flayer City just to get captured (how did they do this? I still had CC buffed! Nerf cutscene powers!). Had to fight some umber hulks and later some Kua-Toa. This was actually by now the most dangerous moment - Isis, the Barbarian she is, blindly charged in (they are just kua-toas, after all), but quickly took about 5 really hard hits and her way back was blocked. I decided to use one of my Rod of Resurrection charges to be sure she survived (turned out it wasn't necessary at all, she never got hit after that). Still, reminds me that I am still playing on insane, and that, without summons, my Party is only half as strong (not counting Woden, who is just amazing - his AC with shields is so good that I don't miss stoneskins at all when he's tanking. Same goes for Padmavati).

Anyway, here I am now, Mind Flayer City before me. I guess the only thing to fear are the Brain Golems later on...

Modifié par Enuhal, 10 août 2010 - 08:38 .


#134
wise grimwald

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Thanks for the info re Beholders.

Just wondering. Can they cast more than one imprisonment spell?

Not that it will matter. I can use a freedom spell on the front guy so long as it isn't the PC.

#135
Enuhal

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I am quite sure they have only one, but I don't know 100%. At least I have never seen one of them use a second one.

#136
corey_russell

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I also have never seen the same beholder cast more than one, so if you see one cast you can have a field day on that beholder with your PC.

#137
biowherewolf

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 Viertes update. 
After finishing Trademeet, the group picked up Korgan and followed his quest. Basic tactics against the spiders was to pull in summoned creatures -- especially things immune to poison -- then stand back and missile weapon them. 

Decided to risk a bit and step into the spider's nest. 
Viertes and Viconia went in invisible. Korgan and Jaheira (the two fighters) went in open. 

As they entered, Viertes made for the other side of the room, close to the spiders. Jaheira started casting summon insects on Pai'Na -- strange as it was to cast summon insects on a spider queen. Meanwhile, Korgan charged, and Viconia cast silence on Pai'Na. 

Viccy's silence was very effective -- so much that it shut down Jaheira's spell... Ah well. Fortunately, Vic's magic resistance kicked in. And Viertes was out of range. 
Meanwhile, Viertes cast sunfire and wiped out a bunch of the spiders (although a couple turned on her). 
With the next round of spells, Vic cast "greater command" and Viertes cast Emotion. Between the two, the spiders were pretty much out of the picture. Even Pai'Na dropped. 
Everything went pretty well, except that Korgan got poisoned. He had to wait, though, since Vic had no anti-poison spells, Jaheira was silenced, and Viertes was busy with a couple spiders. 
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr437.jpg

He got healed but dropped in the next room anyway
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr438.jpg

But the party cleaned up without him.  Jaheira got level drained, but a night of rest, a restoration, a raise dead and some healing, and everyone was good. After, the party chased down the group who took the book.
When they met, Viertes was invisible and ready for a backstab (which she missed, by the way). Everyone was tanked. Lots of summoned creatures. 
But the entire party missed the save against horror. So i low-level spell sent everyone running, except Viccy, the nymph and the fire elemental. 

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr442.jpg

Bad thing about horror in the dungeons is that, when you run, you end up encountering other things. Good thing about horror in the city, is that you're pretty safe. That, coupled with the fact that Shagbag's team had no archers, meant that running was not such a bad thing. 

Viccy, the fire elemental, and the nymph took down their spell caster. Most of Shagbag's party was busy chasing after Viertes' group or picking off the summoned creatures. So the battle slowed until the horror wore off. When it did Jaheira came back (she was all the way down to the street!) and Korgan charged. 
Viertes, while running, had encountered 3 random bandit-types. But there were only 3. And they weren't as tough as Shagbag's group. 
Unfortunately, she made a mistake and cast emotion. The red wizards showed up and were unhappy. The good news is that it was the first spell she had cast in the city, so she was let off with a warning. 

Meanwhile, the rest of her team dismantled Shagbag's group, then came to her aid and the fight was over. 

Back at the inn, after getting drunk, they decided to keep Korgan in the group and pick up Nalia so they could head to her keep. 
They had heard a rumor of gollums there, so they figured they could use Korgan's abilities to bring them down and claim the extra exps. 

But that will have to wait for another time. 

-- BWhere/roo

#138
Grond0

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Hoodie update.  After the frenetic action of the previous session took things much more easily this time.  Most of the time was spent shopping for scrolls and learning them - acquired most of the lower level spells for Nalia, Jan and Aerie (recruited briefly just for the purpose). Also stockpiled a selection for Imoen in case I ever get her back.  Nearly all the party got a level as a result of all the academic experience.

In the course of shopping I tried a number of pickpockets, which I don't have a lot of experience at.  Failed twice, including when Jan tried his skills out on his cousin - he attacked immediately (does family mean nothing to these people!).  Tried to charm some of the resulting enemies off the street, but attracted the attention of the cowled wizards.  Fortunately the party was fully fit and had no real problem with them.

Did manage a couple of quests in the bridge area - solving the skinner murders and the mystery of the live burials.  On the latter successfully managed to remember how to extract the silver pantaloons - much to Minsc's disgust.  Also received a warning from Jaheira's old tutor that the harpers are gunning for her.  Need to be cautious for a while about letting the party get too tired and run down.

Next step will be to clear the undesirable elements out of the Copper Coronet.

#139
Enuhal

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New Update. Weapon Profiencies: Isis *Two-handed weapon style, Woden *Two-weapon style, Padmavati *two-weapon style, Priya *sling

This time: The rest of the Underdark and most of the more dangerous battles outside.

Starting in Mind Flayer City, with heavy use of Skeleton Warriors, Chaotic Commands and... well, that's pretty much it, the group started destroying Mind Flayers, more Mind Flayers and finally the Elder Brain. Notice that Xoch only has 10 Intelligence and died to Ulitharids. Not a big deal, though. The battle was surprisingly easy, the Brain Golems luckily focused on my summons.
I tracked down the treacherous Gith, met Adalon and entered Ust'Natha.
First task involved destroying this group with some summons. For rescuing Phaere, no Death Spell was available, so I had to fight - with the help of some Sunrays.

Back in the City, I did all the duels I could do - Woden against the Drow Warrior, Padmavati against the Drow Cleric, and fighting some Monsters. I also had to deal with Quileys Brain very early... first time I had to fight really a lot of mages with PfmW, and their Sunfires did quite a lot of damadge. However, all their other spells were kinda useless because of my cleric buffs, so after their protection expired, they were easily Slain.

Beholder and Svirfneblin were really easy, as was "killing" Saulofein. Used some summons to deal with the Slime Worshippers.

It was time to do the Jarlaxle sidequest. The Lich was easy - I do have a total of 5 Sunrays... Deirex didn't stand a chance. The house Jae'lat is more difficult - lots of strong melee fighters you can't defeat with magic, and I don't have a stoneskinned tank. I managed to summon some Skeletons, though, and my group managed not to get overun by the guards. Picture1, Picture 2, Picture 3.
So that was pretty much it. I used Woden and invisibilty potions to exchange the eggs, used potions of speed to escape the city, talked to Adalon, fought my way out of the Underdark, talked to Elhan and there I was, ready to get some of the major items in the game!

As soon as I entered Athkatla, I buffed  with the most important stuff, knowing that I'll meet the Gith sooner or later - which I did right away. Was rather close for Priya, but luckily Woden and Isis were really effective against these creatures. I bought the Crimson Chain Mail for Isis. Also, forged Equalizer for Woden, Silver Sword for Isis. Time to go Lich hunting!
First one, the City Lich. Actually, he was instantly killed by the Silver Sword... a little bit anticlimactic. The Bridge Lich was a matter of seconds with the 3 Sunrays. More interesting: Twisted Rune! While I took out the Lich with Sunrays again, I managed to position Woden perfectly so the Vampire and the Elder Orb would only target him: thus making the battle easy. For the human mage, I just started to send in summons who eventually killed her.

Down in the sewers, some Mind Flayers waited for me. Again, Xochs low intelligence (and very low AC) didn't exactly help, but still, the final battle was won without any other problems.

On my way to Temple Ruins, I was ambushed by some shapeshifters. Well..

The Shadow Dragon...A few seconds after the battle started, Silver Sword procced. Easy Battle.

On a side note: I decided not to use traps when fighting Dragons. The Dragon battles are among my favourites in the game and I want to give them a straight fight.
Firkraag was a little bit more difficult, because I had no Silver Sword procc. Look at this screenshot: What he did to Padmavati was just one single hit. Well, anyway, the Aerial Servants, the Dragon Slayer Sword and the Silver Sword + having everybody buffed with Protection from Fire (most had 127 fire resistance, actually), it was still over very soon.

Went to the north forest to fight some Djinnis and this Group wih the help of insect plague. I also often use Natures Beauty against such groups to blind them.
In the Forest of Thetyr, I had a really close encounter with Corans Werewolf's. I was not really concentrated at that point (I should have stopped playing), but luckily realized soon enough that Isis was almost dead. For Coran's house, Sunrays did the job. Took care of some Wyvern Worshippers with insect plague, fought some Kua-Toas and went back to the city.

It was time to kill Kangaxx, the last remaining enemy before Bodhi. I decided to go with one of the two protection from magic scrolls. After Woden defeated the first form, the Mace of Disruption +2 immediatly, with the very first hit, instantly killed the demi lich. This is the second time this happens to me :) I really love to use this weapon against him.

So, I entered the Graveyard, Sunray'd the first vampires and am now ready to go fot the Crypt!

Modifié par Enuhal, 11 août 2010 - 01:44 .


#140
biowherewolf

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Enuhal wrote...

New Update. Weapon Profiencies: Isis *Two-handed weapon style, Woden *Two-weapon style, Padmavati *two-weapon style, Priya *sling

...
Went to the north forest to fight some Djinnis and this Group wih the help of insect plague. I also often use Natures Beauty against such groups to blind them.
In the Forest of Thetyr, I had a really close encounter with Corans Werewolf's. I was not really concentrated at that point (I should have stopped playing), but luckily realized soon enough that Isis was almost dead. For Coran's house, Sunrays did the job. Took care of some Wyvern Worshippers with insect plague, fought some Kua-Toas and went back to the city.

It was time to kill Kangaxx, the last remaining enemy before Bodhi. I decided to go with one of the two protection from magic scrolls. After Woden defeated the first form, the Mace of Disruption +2 immediatly, with the very first hit, instantly killed the demi lich. This is the second time this happens to me :) I really love to use this weapon against him.
..



Impressive, Enuhal. 
Really nice plan for Kangy. And your use of buffs is...mind-numbing :D  
And obviously very effective. 
--B.Where

#141
Grond0

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Hoodie continued with his travels with a more energetic time.  Started off by clearing the Copper Coronet; when the party killed Lehtinan Hendak got really annoyed and attacked us - that's never happened to me before!  Fortunately Bernard still said that Hendak had told him to offer us a discount (even while Hendak was standing right next to him trying to bash Hoodie's brains out) so only lost whatever equipment Hendak normally gives as a reward.  Popped down to the sewers on the way to the slave compound.  Hoodie decided to risk being held by the hobgoblins in the belief that the party could kill them quickly enough not to be a problem.  He was and they did!

Decided to head off to Trademeet, but some vampires intercepted.  A bit surprisingly to me it appears that monks can stun vampires, which made the battle much easier.  Trademeet was easy - Hoodie starting to show how well he can hand out damage against the trolls.  Only irritation was when I went to see the rakshasas intending to buy some potions only for Jan to expose their illusions - why couldn't he just have a quiet word rather than shouting about it? 

Back in Athkatla Jan helped his former love, then went looking for illithium for Sir Sarles and successfully managed to remember how to get the true stuff as well as the alloy.  After dealing with Neb Jan tried to disarm a trap, which went off and killed him.  I had vaguely remembered there was a difficult trap there, but had expected Jan to register a failure, rather than actually set it off.  Fortunately he wasn't beyond Anomen's help.  Did a few more quests in the city, including the fallen paladins.  I wasn't sure what the sequence of events was for talking to them originally and waited while they battled the thieves.  However, it became apparent that they were waiting for me to take a hand and once the last thief started throwing healing spells at the paladins I intervened.

By now stuggling to carry all my loot I decided to venture to Watcher's Keep as I thought I remembered seeing on the old forums something about a bag of holding being easily accessible.  There's nothing like the twitchy feeling of investigating somewhere you've never been before!  Didn't find a bag of holding, but there was an incredible range of other useful equipment.  This included a potion bag - I've been thinking for years it was odd there was no such bag and there it was waiting for me to pick up all the time.  Pacified the lich with his slippers (didn't find the information about their use until afterwards, but it was pretty clear they were going to be used somewhere).  Then managed the final battle on the top level with some statues.  Hoodie has loads of hitpoints (partly as a result of having cheesily acquired a familiar), but when fists start raining down at 40+ a time he needs some help and summoned a few allies to help polish the statues.

Briefly back to the city to rest and reorder equipment and then off to the Windspear Hills - it's about time to give that dryad a second lease of life.  The party is rather higher level (12th) than I would normally have on this quest and has a much better range of equipment, fingers crossed, this should be fairly easy.

#142
Enuhal

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Thank you, B.Where!

Isis' group entered the crypt, quickly helping Eric and his Knights with some vampiers and then assisting Drizzt. The whole level was done only by Woden with the iMoD and the two clerics with Sunrays. The Big Vampire Group was rather easy to defeat with this tactic.
For the Guardian, I decided to use some Skeleton Warriors who basically were immune to most of his magic. Woden, with MI by Ilbratha, took the Gauntlets from the blood pool while the Skeletons fought some vampiric ghosts. By the way, Arkanis Gath died a few seconds after he actually appeared.
Anyway, the group defeated the Skeleton Warriors in the other areas of the crypt before heading downstairs to finall defeat Bodhi herself.
Simple tactic: Buff, send everyone in and hope to create enough distraction so that Woden, Padmavati and Priya can all finish their Sunray. As you can see, Xoch almost died again, but I was able to withdraw her soon enough. The third and final Sunray finished off Bodhi. The battle went as expected. 2 Clerics make undead just extremely easy.

Next time, I will try to free Suldarnessalar. While I doubt that Irenicus can defeat me, I admit that I am scared of the thought that I will have to fight a lot of powerful Golems - my number one weakness so far.

#143
AnonymousHero

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Ok, I obviously fail at not being tempted, so I've decided to rejoin the no-reloads madness. This first post is just to introduce the character I'll be running.

Here's the mod setup in case anyone cares:

~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #102 // Cromwell's Forging Actually Takes a Day: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #108 // Remove Second Attribute Bonus for Evil Path in  Wrath Hell Trial: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.08 (13 Feb 10)
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells
~SETUP-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities
~SETUP-D0QUESTPACK.TP2~ #0 #3 // Creature & Area Improvements -> Boss Improvements Only
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Alternative Harper/Xzar Plot
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Extended Reynald Sequence
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Rahul Kanakia's Potion Quest
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Saving Sanik In Brynnlaw
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Burglary Of The Bookkeeper
~SETUP-D0QUESTPACK.TP2~ #0 #14 // The Tragedy Of Besamen
~SETUP-D0QUESTPACK.TP2~ #0 #16 // Sending The Solamnic Knights Home
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Nazariel The Lich
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades
~SETUP-TACTICS.TP2~ #0 #11 // Gebhard Blucher's Lich in the Docks
~SETUP-TACTICS.TP2~ #0 #26 // Fighter-class Archer Kit
~SETUP-TACTICS.TP2~ #0 #27 // Anti-Paladin Kit
~SETUP-TACTICS.TP2~ #0 #37 // Streamlined Trolls
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep class Restrictions: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-class HLA Tables: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v8
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v8
~SETUP-SCS.TP2~ #0 #10 // Detectable Spells: v14
~SETUP-SCS.TP2~ #0 #20 // Allow enemy AI to detect the party's magic items: v14
~SETUP-SCS.TP2~ #0 #30 // Correct various errors on race, class etc: v14
~SETUP-SCS.TP2~ #0 #50 // Bugfix: Fix the Dispel Magic spell so it correctly allows for caster's level: v14
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v14
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v14
~SETUP-SCS.TP2~ #0 #1055 // Slightly weaken insect plague spells, and let fire shields block them: v14
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v14
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v14
~SETUP-SCS.TP2~ #0 #3010 // Faster Bears: v14
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v14
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v14
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v14
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v14
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v14
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v14
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v14
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v14
~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v14
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v14
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v14
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v14
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v14
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Detectable spells (required for most other components): v14
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v14
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v14
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v14
~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v14
~SCSII/SETUP-SCSII.TP2~ #0 #3070 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v14
~SCSII/SETUP-SCSII.TP2~ #0 #3522 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v14
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v14
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v14
~SCSII/SETUP-SCSII.TP2~ #0 #4040 // Improved shapeshifting: v14
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v14
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v14
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6030 // Improved Spiders: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6111 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v14
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v14
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7033 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v14
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v14
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #150 // PnP Fiends: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Revised Fiend summoning: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Consistently spell-like Bhaalpowers: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #323 // Use Icewind Dale's Dimension Door animation -> Use IWD animation for spells, retain BG2 animation for other visuals: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.04
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #600 // Expanded temple services: v3.04
(snip purely cosmetic 1PP/widescreen stuff)

The most notable thing is probably the SCS / SCSII bits. Essentially "Smarter general AI" and most of the creature AI improvements in SCSII (dragons, beholders, illithid, etc.). I'm not using "Smarter Mages" since it essentially makes solo BG1 impossible without Detect Illusion.

I've also removed traps since they are infuriatingly annoying in no-reload.

Anyway, the character I'll be playing is:

Cantoras the Mad, an Elven Neutral Evil Sorcerer:

He's already been through BG1. I didn't bother posting those adventures because frankly a lot of extreme cheese was involved -- things like killing Elminster four(!) times by abusing his inability to pass "through" neutral NPCs. I should really feel ashamed, but I've been through BG1 "normally" so many times now (with all kinds of characters) that I usually just go with ultimate cheese to minimize the time spent and the risk of dying in an untoward fashion.

Anyway, Cantoras started BG2 at level 11 with the following stats:

   STR: 16
   DEX: 20
   CON: 17
   INT: 16
   WIS: 18
   CHA: 10

(Gathered all the BG1 tomes.)

Spell picks up to then (roughly in the order they were chosen):

L1: Blindness, Magic Missile, Identify, Prot. from Evil, Prot. from Petrification
L2: Invisibility, Resist Fear, Mirror Image, Blur, Knock
L3: Haste, Melf's Minute Meteors, Skull Trap, Remove Magic
L4: Spirit Armor, Stoneskin, Imp. Invisibility
L5: Spell Immunity, Sunfire

(I chose Knock simply because I didn't want to abuse "No Locks" to effectively get more L2 spells. I don't think it matters too much, though.)

Here's the first game report:

Cantoras got through Casa Irenicus without too much incident. Amusingly, Ilyich was killed by one of the Duergar (click here). Preferring caution over glory, Cantoras skipped the beefed-up Cambion -- it's too dangerous for fragile casters and there isn't much reward. On the second level, he handled the Mephit portals by luring the mephits out into the entrance room and closing the door. (I hadn't actually planned it that way, it just sort of happened.) Of course, with no way to deal with her, Cantoras also skipped the Vampire on the second level. All other quests in the dungeon were done.

Cantoras immediately wanted to see the circus, but it had been taken over by a megalomaniacal gnome... who was killed for his arrogance. (Skipped talking to the Amnish soldier.)

Next up was the Copper Coronet: Cantoras agreed to get 20K gold for Gaelan Bayle and went to the tavern looking for some way to earn a bit of cash. Outside the tavern he was accosted by two thugs. By using the oh-so-clever principle of duck-inside-a-building-to-cast-spells, Cantoras was able to pelt the thugs with enough Melf's Minute Meteors to beat them into submission. Inside the tavern there was another blithering idiot who challenged Cantoras to a duel. Of course Cantoras wasn't going to let that slide, so he jumped into the arena and destroyed his opposition with MMM and MM.

After a little rest, Cantoras went "looking around" and "found" a pair of Gloves of Pickpocketing which he immediately sold to Joluv, a merchant from Icewind Dale.

Upset that people weren't treating him right, Cantoras went to a temple to donate gold -- he'd sold off enough junk to be able to donate enough gold to reach reputation 15. Apprehensive about meeting yet more thugs, he cast Invisibility and traveled to the Graveyard to see if there were any dead people he could talk to. As it turned, he would up talking to the ghost of a little boy called Wellyn and a hideous zombie (or something) called Besamen (Quest Pack). Feeling a little happier than usual he agreed to help them both. He rested a little, cast Invisibility and went back to the Copper Coronet to talk to a man about a teddy bear and to talk to a lady about a zombie.

Cantoras' paranoia paid off since he was waylaid on the way back. His invisibility gave him all the time in the world to prepare and after casting a few apt buffs ("He may be mad, but he knows his magic!") including SI:Abjuration to counter Remove Magic, he let a Sunfire go while standing in the middle of the pack of ambushers-turned-ambushees. Only Suna Seni and an unimportant lackey were left standing. They wen't down to a barrage of MMM.

Back at the Copper Coronet, Cantoras had another rest. Afterwards, he threatened a thug to give Wellyn's teddy bear back, and talked to Baseira on behalf of Besamen the Zombie and convinced her to go to the graveyard. Cantoras went back to the graveyard.

At the Graveyard, Cantoras returned the teddy bear to Wellyn and talked to Wellyn's parents. On the way to Besamen's mausoleum, he met a priest who asked if he could help an orphan girl. It wasn't exactly Cantoras' cup of tea (y'know being mad n' all), but he convinced a local grieving paladin to take care of the orphan. Once they'd gone away, Cantoras talked to Besamen & Baseira (EXP, and REP+1). Immediately afterwards he looted the Staff of Curing from Besamen's grave.

Cantoras went back to the Copper Coronet yet again and sold off more accumulated loot.

It was time for a change of venue, so Cantoras went off to the bridge district. He was stopped by a guard who was going on and on about some local murders. On his way to find out more about the murders, Cantoras picked up the Horn of Valhalla. After talking a little to the locals, he went to confront the tanner about the skinner murders, but the tanner fled into a dark basement. There was no way Cantoras was going down there! Nonetheless, Cantoras explained everything to the guard and was rewarded by reaching level 12 and by receiving a +1 to his reputation.

Spell picks:

L1: Blindness, MM, Identify, PfE, PfP
L2: Invisibility, Resist Fear, Mirror Image, Blur, Knock
L3: Haste, Melf's Minute Meteors, Skull Trap, Remove Magic
L4: Spirit Armor, Stoneskin, Imp. Invisibility
L5: Spell Immunity, Sunfire
L6: Death Spell

(Picked Death Spell because it's just too useful to pass up at this stage.)

Needing a rest in familiar surroundings Cantoras went back to the Copper Coronet...

Modifié par AnonymousHero, 12 août 2010 - 06:19 .


#144
Enuhal

Enuhal
  • Members
  • 361 messages
Good Luck, Anonymous!

Here is it, the final update for the SoA part of the game. And, as I expected, Suldanessalar was by FAR the hardest part of the game (Irenicus himself being really easy again).

The first Golems that I encountered were rather easy stonegolems. Silver Sword proved to be an extremely effective weapon, again. Because I already knew that Golems would be hard, I bought the Sceptre of Crushing in the Underdark. Padmavati used it for great justice, successfully using the Instant Death effect on some Adamantite Golems. I helped the Priestress Dermin by defeating three Raksasha, gaining the very important belt of stone giant strength. The next pack of golems was a little bit more difficult, but could be done with Crom Faeyr and the Sceptre. I also had another encounter with lots of Raksasha's and Elven War Wizards (who attacked me for some reason), where I took quite some aoe-damadge at first, but successfully started spamming Mass Heal to counter the damadge.

The next important and so far most dangerous and difficult encounter was the Dragon. Being a fool, I decided to play "fair" again, not using any traps and not even retreating after I started the battle. The really annoying thing about Nizidramanii'yt is the fact that I have no idea how to protect my party from his modified entangle spell. While the battle started off okay, my party took a lot of damadge because of his insect plague, and after he defeated most of the summons, his Melee attacks started tearing Woden apart. I used lots and lots of potions, ran away, made him change targets etc., but at one point, where Woden was held in the entangle, it became as close as it can get: The same moment he killed the brave warrior, Isis managed to use her Rod of Ressurection on him, raising him like 0,0001 seconds after he died - naturally, he didn't have his armour and I had to reequip him again, but at least he was still there, able to deal damadge. Nizidramanii'yt was not really impressed by powerful magic. Isis was the only one who could tank him for a few seconds by activating Hardniness (he just got her first HLA one fight before that one, and if I had decided to get a little bit more experience before, everyone would have HLAs and the battle would have been rather easy).
However, at one point, the Dragon just considered starting to attack Priya - and, considering that he usually did ~50 damadge per attack and manged to land 3-4 hits in a row, she died instantly (having a poor AC and not a lot of HP) and also, permanently... So I lost my first party member (luckily, propably also the most unimportant one). At that point, Nizidramanii'yt was already heavily wounded, and with the use of a few more potions and wand of ressurection charges and a lot of VERY close calls when it comes to Isis' health (main reason I don't have more screenshots of this intense battle), the dragon finally fell. The party mourned, but Isis realised they had to go on - fighting some more of those filthy Raksasha. Their aoe-Spells tend to get really annoying, but it was doable, compared to Nizi it seemed really easy.

Isis placed the three objects on the altar in the temple and entered the palace, fighting the Parasites, and finally the last of them.

My usual tactic for the Suldarnessalar-Encounter with Jon is sending in summon after summon until he is out of spells, but I figured I might as well use traps this time to make it shorter. It worked.

In hell, Isis started by fighting Sarevok. Luckily, fire elementals are immune to his attacks. The only other major battle before the final one was against the Elder Orbs, where I decided to go for Skeleton Warriors combined with Woden just standing there, deflecting their orb attacks - for the simple reason that I didn't want him to become imprisoned. It worked out rather well, making this tactic definetly one of the things I learned from playing this group so far.

Now was the time to face Irenicus for the last time - I know that Killing him with traps doesn't really work here, so I didn't even try. Instead, I gave him a straightforward battle, using powerful summons, buffs (including some strength potions) and high level spells. With Silver Sword and Nature's Beauty, all of his summons were quickly defeated, and the group started hunting Irenicus. With some newly summoned Earth Elementals (Elemental Swarm HLA by Alvin), he was severely damadged, but used some more protection spells. However, only a matter of time. After his last Protection from magical Weapons was cancelled, Padmavati managed to finish him off.

So, here I am, having completed the SoA-part of the game with a randomized group on insane. I know that I could and should have done better with Nizidramanii'yt, but otherwise, the group and the tactics I used, relying on extreme use of summons and buffs, were rather efficient. But, really, I should have either lured the Dragon to use his Insect Plague on a single, seperated character before engaging him in melee combat, and I also should have retreated so I didn't have to deal with his entangle... and I propably should have used traps... well, but this is the nature of the no-reload challenge, you do some stupid mistakes, you pay for them, you have to deal with less characters ;)
I know that ToB will be extremely hard (and I don't expect to get past Draconis), mainly because my only problem is massive physical damadge, and lots of the really difficult enemies in ToB deal exactly this.

Still, I am happy I made it that far. An update on the group's levels and weapons:

Isis is now a level 20 Barbarian with Hardiness as her first HLA, wielding mainly the Silver Sword and sometimes Gesen's Bow.
Woden is a level 20 Fighter with Power Attack as his frist HLA, wielding mainly the Equalizer or Daystar, and the Fortress Shield (don't have enough pips in two-weapon style yet)
Xoch is a level 24 Bounty Hunter with UAI as her first HLA, wielding mainly the Staff of the Magi and Firetooth +4
Alvin is a level 15 Totemic Druid with Summon Elemental Swarm as his first HLA, wielding mainly the Staff of Woodlands
Padmavati is a level 22 Priest of Lathander with Summon Deva as her first HLA, wielding mainly Crom Fayr and the Guardian Shield.

Woden killed ~50% of the enemies, Isis ~25% - so you can see how the other characters mainly served for summoning and buffing (and the occasional Holy Smite or Insect Plague or Sunray). I don't think that Priya's death will change anything - I still have enough priest spells to get all the buffs I need, and a third Sunray isn't really needed, since Undead will definetly not be my problem in ToB.

So far, so good. Propably no updates for the weekend, after that I'll start with Illasera.

Modifié par Enuhal, 12 août 2010 - 11:58 .


#145
Shadow_Leech07

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Congrats on beating SoA Enahul! Probably have gone the farthest in the pre-generated challenge as far as I know.

#146
biowherewolf

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Good luck Hero.... I knew you wanted to... And, that's a boat load of mods :D



Congrats Enuhal.


#147
Grond0

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All the best Hero - must feel like you've done half the battle after installing all those mods!

Hoodie and party continued their adventures in the Windspear Hills.  Taking out the dungeon was pretty straightforward, though the greater wolfwere was more of a problem than I expected.   The party tried to attack him in a doorway to stop the other wolfwere coming through, but he seemed to be getting some sort of shield bonus from the doorframe.  After twice unsuccessfully getting him to near death, moved the battle to more suitable terrain to finish it off.  Decided that I was ready for the dragon straight away and moved on in.  Tactics were essentially to keep him busy while MR was lowered and then to pepper him with spells  - t hat worked well.

Flushed with success (or the after-effects of red dragon breath) the party went home via the Umar Hills to sort out the shadow dragon.  Unfortunately somehow managed to forget to put on resist fear and 4 of the party started running in circles.  Hoodie was left to somehow try and keep the dragon busy enough not to kill the others - he managed this, though for the first time had to use more than one healing potion in the process.  Both Anomen and Minsc were lucky to survive (Minsc lost 8 levels to a single breath - ouch!).  After an eternity everyone found their courage and the dragon was caught in a fatal cross-fire.

Back in the city did some more quests to raise funds.  While waiting to complete one fit a visit in to the guarded compound.  I had only ever been in there once and had my main character killed in the process, so was rather more careful this time.  A combination of insect plague and cloudkill took the heart out of the party upstairs.

Eventually decided I had the pick of equipment and paid Gaelan his money.  In the course of working for Aran again attracted the attention of the Cowled Wizards (must really do something about that lot), but they succumbed to the plague.  Down in the dungeons cleared out the nest of vampires without much of a problem.  Did manage to annoy my efreet with a holy smite - these summoned efreeti spend more time attacking me than the opposition (must be their evil alignment).

Defeating Bodhi gave Anomen the opportunity to cast 7th level spells.  Pereversely I decided to dump him before he had the chance - Viconia seems a better match for Hoodie with her magic resistance.  Set off with the reconfigured party to the Umar Hills to search for Valygar, but noticed a merchant outside the inn on the way.  After talking to him I decided he was too evil to live.  I remember killing him once before without any trouble, but not this time.  In retrospect I think I had read before this was a difficult encounter and used Yoshimo to trapp the area.  This time I had to face 3 magic users well above my level.  Insect plague seemed to have no effect on them, which is more than I can say for their horrid wiltings.  Both Jaheira and Jan succumbed to those, but Viconia and Hoodie both made MR rolls at least twice (I rather lost track of the battle) and eventually managed to beat them into submission.  After a good night's rest Viconia was ready to raise the 2 lost characters, but the instant she did Jaheira slipped away back to the city.  The last act of a long day was to rescue her.  In the course of buffing up outside the Harper Hold again attracted the Cowled Wizards (must really, REALLY, so something about them), but managed to see them off reasonably easily.  After that recovering Jaheira was no problem and the party was finally ready to get back after Valygar.

#148
Grond0

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Final update for Hoodie. After seeing off the last few sets of Cowled Wizards and getting a bit more spell progression went in to the planar sphere. All went well until the battle with the golems in the engine room. In theory that should be simple. The iron golems block the path for the others so a hidden character can waltz up, have a whack, and then run away to hide again. Of course if you mistakenly think you're approaching the golems with a hidden Minsc, while actually doing so with an entirely visible Hoodie, you may have a problem (actually you do have a problem). A couple of big bashes later and it was all over. Sigh - back to the drawing board
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#149
biowherewolf

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 Viertes updated
After Korgain's quest, the group picked up the ever-whiny Nalia and headed to her keep, where they somehow successfully kept this guy alive (never done that before, didn't even think it was possible) 
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr443.jpg

Nalia, for all her worthless spells, did have a polymorph other, which was quite funny, if nothing else, Note the Boo-size Olygugh

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr444.jpg 

I generally focus on tactics and strategy in these posts -- good and bad. So here was a doozy. This is a patented roo-move, so don't you dare steal it. 

On the 2nd floor the team readied for  the battle with the Yuan Ti Mage. In the hall, before opening the door, Viertes invisibled Jaheira and Korgain and herself after everyone had summoned in some help. Viconia was going to finish her buffs, and then cast sanctuary and then they would head in with a bunch of summoned creatures leading the way. while the creatures attacked, the group would cleverly choose when to break their invisibilities for  greatest benefit. 
Only...

Viertes opened the door before Viccy was invisible. not a huge deal, except that there were 2 ice trolls on the other side who attacked. It didn't really matter, except that the summoned creatures swarmed the trolls. While they blocked the trolls from getting to the party, they also blocked the party from getting to the trolls. And since none of the summoned creatures had any fire abilities, they couldn't kill the trolls. 
Nalia had both a bow with fire arrows and a few fire spells. But she had to break her invisibility to use them. 

So the battle raged. Well, it didn't so much rage as sputtered. By the time the trolls were dropped, Viconia was still  visible and unsanctuaried, Nalia was visible and Jaheira was visible too, since she was one of the few with missile weapons. And most of the pre-buffs had worn off. It was a great plan for wasting spells. 

So they said "frag this" (or...something) and charged. 
Viconia cast silence to shut up the mage. I gotta stop using that spell. not only did it pick up the mage, but Viccy and Viertes as well. Nalia and Jaheira still could cast, until the next round when the mage (who saved against the silence) got off a confusion. Naturally, Jaheira, Korgan and Nalia fell for that. So now, the only spellcasters who aren't silenced are confused.
Viertes and Vic tried to charge but were impeded by the summoned creatures who stopped to fight the (now 2) troll body guards, and who had no way to kill them. Viertes couldn't cast, but could use a bow. But Nalia had the bow and arrows, and was confused. 
For the most part, everyone ran around like idiots. Eventually, Viertes dropped the mage, but had to wait for the confusion to expire before dropping the trolls. 
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr446.jpg
loosing Korgan in the wait
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr447.jpg

when the confusion finally ended, Nalia was able to bring down the trolls
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr450.jpg

after a short delay to rest, then came this room
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr451.jpg

This was actually the whole reason i brought Korgan, since i didn't think the rest of the team would have enough firepower to hurt the iron golumn without him. 

Viccy opened the treasure chests while sanctuaried, one at a time, so they group could fight the gollums slowly

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr452.jpg

But the iron one is always harsh. One good news is that the iron one can't make it out of the room, so the party could flee to rest and finish the Flail of the Aged. That was good, because it was one of only 2 weapons they had that could actually hit the iron gollumn. 

Was totally set up for a long, protracted fight that I wasn't even sure I could win until I made a discovery. Both the Efreet from the lamp and the mountain bears that Jaheira and Vic could summon could do damage to the iron golumn. Somehow they fight with +3 claws?

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr454.jpg

Those freekin bears are tuuuuuuuffff. 

In the basement, the group sent one invisible lure into the last room. Torgal can sense invisibility and will pursue, but his buddies wont'. So it's pretty easy to draw him into a room where the group and pummel him.

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr457.jpg

the group, including the bears, cleaned up on everything else without a real problem. 

i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr460.jpg

with the money from the adventures, the group picked up some nice loot
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr462.jpg

and a belt 'o giantess strength for Jaheira and Dak'kon's Zerth Blade for Viertes.   
Vic  already had Mauler's Arm, so her strength would be set to 18 (necessary for Vic, really). The downside is that she basically can't ever set it down or else she has to take her plate armor off.

Viertes is now 
10th mage/11th thief. 
i301.photobucket.com/albums/nn49/rooTheDay_album/Baldr464.jpg

After these missions, they dropped Korgan and Nalia and headed back to the inn to get some rest. 

more later. 
-- B.Where/roo

#150
Enuhal

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Starting with ToB now!
Isis quickly defeated Illasera with an insect plague and completed the first Pocket Plane Challenge. After entering Saradush, obtaining boots of speed for everybody was first priority. Still, some Soldiers had to be fought and a spellbook had to be retrieved. I bought some scrolls for Xoch to use - might be helpful with UAI.

Also did some detective's work which resulted in fighting Kiser. Same old tactics as in SoA, but with far more powerful summons. Alvin had some fun with a group of Soldiers - but Nature's Beauty killed almost all of them. Isis entered the Sewers for some extra experience which turned out to be a horrible idea (not that it was difficult, but you'll see soon. First, the soldier groups and Shadows had to be defeated. At some point though, Xoch was heavily wounded, but since the Staff of the Magi made her invisible and no enemies were around, instead of, for example, unequipping the staff, I decided that it was faster to simply attack Woden. Which resulted, to my big surprise, in Xochs immediate and permanent DEATH. Ki was on, and Woden decided to strike back, dealing 50 damadge while she had only about 23 HP.. ouch. That was the most unexpected death ever. Damn it!.
This means no Traps, no Scrolls, no UAI - which means that pretty much every way to outcheese the really difficult bosses is gone now - there goes my biggest chance to defeat Draconis.

Anyway, for now I don't need a thief. I entered the Prison to fight some Vampires until I killed all of them. I found the entrance to the Cellar and defeated some more Soldiers.
Then, it was time for the first party in the fortress to die. Pretty easy fight with Insect Plague.

Gromnir himself was really easy - after at first forgetting some buffs, I managed to use "Harm" on which eliminated the biggest threat. The mages, of course, can't really do anything against my buffs, as long as they don't use too many Wilthering or Sunfire spells. Eventually, summons defeated them.

After Melissan appeared, the group hit the road and Isis met her first Fire Giants. I had some Summons tanking, but for the second group I used Isis and Gromnirs Helm with Hardiness (she's immune to bludgeoning damadge then[/url].
I also met a Wraith who claimed to be Gorion, but his whole group, including himself, died after 2 Sunrays.

Next, I will enter Watcher's Keep to do at least the first two levels, maybe also the third.

Modifié par Enuhal, 16 août 2010 - 06:28 .