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Baldur's Gate 2 No-Reload Challenge


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#1551
ussnorway

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Alesia_BH wrote...
I'd choose a different term..."Experienced"..."Been around"...Come to think of it, none of these really work...


"Been around" means something entirely different in my mind... Just so you know.:innocent:

#1552
Alesia_BH

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ussnorway wrote...
"Been around" means something entirely different in my mind... Just so you know.:innocent:


I know. That was the joke. :P


Best,

A.

#1553
Humanoid_Taifun

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Alesia_BH wrote...
Hmph..

Haven't lost my charm... :lol:

I leave those in your capable hands. :)

Thanks so much. ;)

Btw. Are you playing these days or just posting?

http://social.bioware.com/forum/1/topic/183/index/7767303

Modifié par Humanoid_Taifun, 30 juin 2011 - 08:14 .


#1554
saros_shadow_follower

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Astarta and party, further adventures:

Level 3, Watcher's keep.

The party defeated a pair of Cornugons fighting a Baalor in the Stone Pillar room, afterwards Saros pulled out of the pillar the Purifier +4. Unfortunately, no one but Jack can wield it, and Jack doesn't really need it, since he has grandmastery with the Purifier's big brother, Carsomyr +5.

The party next took the northern portal and was teleported to the second dead magic zone, the one with the Pit Fiend. Still, the nice thing is that enemies here are vanilla, so the fighters defeated them without much trouble. Jack disarmed the traps so all could proceed safely.

Taking the southern portal, the party was transported to the Succubus + Alu-Fiend room. The fighters quickly dispatched the five enemies, and the mages afterwards buffed everyone before facing Ka'rashur to the south.

Ka'rashur is vanilla - and thus easy to kill, although his Imps still cheat and can target anyone under ImprovedInvis with their Breaches, that's why the party mages were running SI:Abjuration for a change.

Taking another portal to the south, the party was transported to the obelisk chamber. Here were two summoner demons, who gated in 5 Greater Fire Elementals and 5 Salamanders total before engaging the fighters in combat. Some easy xp.

The party rested here and buffed well, before proceeding to the west to the improved Tieflings.

In fact, only one tiefling is improved - the mage. He's a high level wild mage, is called a Hybrid Tiefling, and gates in 2*Elite Planar Hounds each 5-6 rounds. The hounds have a chance to dispel a target's specific protections on hit, and to apply Confusion on the target, much like the Planar Hounds in the Planar Prison. However, the Elite ones have better THAC0, better resistances and more HP. Since the Hybrid Tiefling is a wild mage, he can freely cast any spell in this Wild Magic Zone without penalties, while the party casters will be subject to Wild magic penalties.

This doesn't apply when immediately entering the area, that's why the party used that last opportunity to cast some spells with casting time 0. The Riskbreakers were under Defense potion effect, as vs all melee-tough opponents, while Jack had his base armor class set to 1 thanx to the Barkskin spell of Torham. The first hound fell very quickly. At the same time, Astarta positioned herself right next to the Hybrid Tiefling, while all enemies neglected her as she was immune to their weapons, and thus ensured that the closest enemy to her is the enemy Hybrid Tiefling. Astarta loaded her Chain Contingency, the effect of which was seen quite soon. At least spells loaded in Contingency or CC (or the casting of C or CC) aren't subject to Wild Magic effects. However, after her CC, Astarta couldn't use either C or CC for 24 hours, that's why Alia stepped in and used her Remove Magic loaded Contingencies to strip the Hybrid Tiefling of combat protections quickly. In the meantime, the party fighters finished the enemy tiefling fighters and the second Planar Hound (enemy fighters have potions of Fire Giant Str and Magic Shielding which they consume if not killed quickly, otherwise they're harmless).  The hybrid tiefling was subject to heavy hits, and even his ProMW spell was disrupted, and he fell.

Loot: several potions, a scroll of Black Blade of Disaster, the Sling of Seeking +2, the Robe of the Neutral Archmagi (at last a good robe for Alia).

Next in line was the battle with the improved Demon Knights near the tree. The party simply had to be well protected from Fire (plus Energy and Elements because the Demon Knights lower Fire res), and fighters to have Free Action active vs Bigby's clenched fist. Four of the five Demonknights were under Hardiness (it's 50% chance for each Knight to have it or not as pre-buff), but Astarta took care of their defences with RRR, Remove Magics and Breaches.

No level ups. Next in line - improved Demon Wraith.

#1555
Alesia_BH

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Quick Note on Alesia's Game:

After spending months of game time brewing potions, Alesia has entered the Throne. She accepted Bodhi as an ally and killed Irenicus with Time Trap-> Arrows of Dispelling-> Asp Nest (under Improved Haste). Unfortunately, she is currently in a stalemate with the 2 Fallen Solars. They are fast (movement rate), quick (weapons speed factor), Backstab immune, Maze immune, and have seemingly infinite Heals, Invisibilities, and Remove Magics. They are scripted to make full use them. They also heal each other so disrupting the Heals is awkward- you need to disrupt both at the same time. It would suffice to say that they are incredibly annoying for a solo Bounty Hunter...

It looks like she's going to have to dig into the Bag of Holding and look for a solution. I wasn't expecting to invest high value scrolls in this battle but Alesia may have no other choice. We'll see how it goes.

Best,

A.

#1556
saros_shadow_follower

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Sad to hear about that. Alesia. How about using powerful summons like the Shambling Mounds from the Staff of the Woodlands? I remember equipping/unequipping the Reflection Shield having some effect vs their arrows, possibly injuring them enough? There may be more options if you're willing to sacrifice a scroll of Simulacrum, maybe? And of course, the ultimate cheese would be duplicating ProMagic scrolls and using them on the Solars in order to prevent them from casting spells, or if their spells are forcespells, at least that would prevent them from healing each other?

You may as well use Ras as distraction summon. The sword is impenetrable to damage, although it lasts for only 4 rounds, but maybe it may engage the Solars in melee while Alesia and Simmy can lay some Time Traps?

Modifié par saros_shadow_follower, 30 juin 2011 - 09:52 .


#1557
Alesia_BH

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saros_shadow_follower wrote...

Sad to hear about that Alesia.


It's over now. Alesia won. A little expensive, but done. I'll post on the battle sometime soon. It was kind of ugly though.  I wasn't expecting the Solars to put up that much of a fight- they never did before. They also turned out to be far more vulnerable to Spike Trap patches than I expected.

It definitely could have been done cheaper had I known and planned around what I've since learned. Oh well. Since it's only a Core run, Alesia's current resources should suffice.

How about using powerful summons like the Shambling Mounds from the Staff of the Woodlands?

Summons don't last long due to the vorpal effect. I'm also generally un-fond of using summoned creatures- except with specialized summoners like Druids. It's a style issue- nothing more.

I used a bunch of Shambling Mounds with Alesia in her earlier Ascesion run and I wasn't happy with it- didn't feel right.

I'm definitely not inclined to spam them.

I remember equipping/unequipping the Reflection Shield having some effect vs their arrows, possibly injuring them enough?

They're smarter than that now. Once they get to Injured, they go Invisible and then Heal. I even tried Malisoning them in the hope that they'd Vorpal themselves. Didn't work. They my be Slay immune but I do vaguely recall seeing one Vorpal herself off the Reflection Shield many moons ago.  I should double check that...

I also tried Malisoning then and dumping some junk save or else stuff on them. (When else am I going to use that stuff)? Didn't work either. Managed to scare one, but she just kept chasing Alesia.  

Simulacrum scrolls...


Alesia is out, sadly. The Vhailor Simmy was Vorpalled earlier on.

And of course, the ultimate cheese would be duplicating ProMagic scrolls and using them on the Solars in order to prevent them from casting spells, or if their spells are forcespells, at least that would prevent them from healing each other?


I'm not allowing scroll duplication. Further, Pro Magic scrolls can't be used on enemies in my install- they only effect the caster.

You may as well use Ras as distraction summon. The sword is impenetrable to damage, although it lasts for only 4 rounds, but maybe it may engage the Solars in melee while Alesia and Simmy can lay some Time Traps?

Alesia has been using Ras that way a lot this run. Unfortunately, Ras was used too early. That would have worked though. Basically, she could have used Ras to run distraction, and then set a batch of Spike Traps- that would have taken out one. Then, she could have Freed Bodhi (they Imprisoned her) and let her run distraction to take the other out. Next time. Time Trap->Dispelling Arrow-> Asp Nest fixes Jon quick. Distraction-> Spike Traps solves the Solars. It'll be done quick and cheap if and when Alesia tries the Insane battles.

Best,

A.


Btw. Thanks for the advice/comments Saros. :)

Modifié par Alesia_BH, 30 juin 2011 - 07:21 .


#1558
Alesia_BH

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Quick Note on Alesia's Game:

Alesia is currently finishing up demon battle one. A couple comments on that.

1) I feel really rusty now- Alesia is not fighting well at the Throne.

2) My install still seems to be plagued by bugginess. Alesia had 2 levels drained despite the fact that she is suppose to have permanent Negative Plane Protection as a Bhaslspawn Ability. Then she had 16 levels drained while wearing the AoP. She brought restoration scrolls so it's not that big of a deal. It is annoying though.

The other issue is that Bodhi's natural weapon was dispelled in the Irenicus fight. She can now only fight with unenchanted fists. Alesia freed her from Imprisonment halfway through the first Demon Battle. All she manage to do was knock some Skeletons unconscious and get VTed by Nabassus. I spent half my time during the battle just trying to get her out of the way. I'm tempted to use an Imprisonment scroll on her just so I don't have to deal with her anymore...

Anyhoo. I'll probably post on the Irenicus fight and the first Demon Battle when this one is finished.

Best,

A.

Modifié par Alesia_BH, 30 juin 2011 - 12:46 .


#1559
Grond0

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Alesia_BH wrote...
The other issue is that Bodhi's natural weapon was dispelled in the Irenicus fight. She can now only fight with unenchanted fists. Alesia freed her from Imprisonment halfway through the first Demon Battle. All she manage to do was knock some Skeletons unconscious and get VTed by Nabassus. I spent half my time during the battle just trying to get her out of the way. I'm tempted to use an Imprisonment scroll on her just so I don't have to deal with her anymore...
A.

That seems a bit harsh.  Is it not possible to add her weapon back in on your install given that she would presumably be expected to recover it after resting (or at the least to pick up something from all the stuff lying around rather than just using her fists)?

#1560
saros_shadow_follower

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Great, Alesia, nice going. I guess your resources are extremely limited at that moment, so it's gonna be very interesting to see your tactics after this moment. I Wish you all the Rest (and I hope you have some Wish scrolls left).

Back to Astarta's current trouble. The battle with the DemonWraith. Enemy's starting buffs triggered. The Wraith said something, and the Purge Magic trap set in this area triggered, leaving the party with no buffs. Of course, the party was expecting that and were buffed as best as possible with undispellable buffs (Giant Strength, True Sight, Shield of the Archons, Foreknowledge, Improved Alacrity). The party now began re-buffing. The Chain Contigencies triggered soon enough. The Limited Wish stored in CC was extremely important, and since it has a casting time of 9, it's best activated this way. The Slave Wraiths are apparently considered to be Demons as well, because the Truth longsword was dealing double damage to them. After refreshing her Alacrity, Alia started buffing every fighter with ProMagicEnergy vs the DemonWraith's possible pre-mortem CC loaded with 3*ADHW spells. However, miscalculation lead to this. Well then, Alacrity again, and waiting for enemy True Sight, and in the meantime killing Warlords under the Mass Invisibility protection. And some Wishing - first time for Magic Resistance, second time for Rest. Last Warlord dead, not without some help from Torham. Astarta successfully cast ProMagicEnergy on all fighters. She was protected from Energy and Magical Energy, while Alia was only protected from Energy. Enemy's mortem Trigger was fired, but it wasn't enough to kill anybody.

Loot: From the Wraith itself - nothing. But lying around are the book of History of the Chosen of Mystra, the White Dragon Scales and some other sellable items and gold.

Travelling to the next chamber, the party met with Aesgerath. Astarta played with him twice. First attempt - Plague vs Construct. Astarta used Remove Curse to heal herself from the Plague effect. Second attempt - Strength vs Defiance. Astarta won the Spectral Brand +4, and again used Remove Curse to negate the Str decrease. And finally, everyone attacked and killed vanilla Aesgerath and his tieflings. Loot - vanilla items, and the DoMT of course.

Travelling to the outside world, Jack (equipped with the party's best protective gear) used the Deck three times. First attempt - party was left with no gold. However, the party has stored an enormous amount of sellable items (acquired via exploiting and from the many fights until now), so they will soon be back in business with at least 2 million gold. Second attempt was 'Sun'. Great. In IA 6.0 that means a total of 15 000 xp. And final attempt - no better actually. Great. I was hoping for Moon, Star, or even Comet or Key. Nah. No such luck. Well, that's it with the no-reloads....

Level-ups - Torham hit the cap with levels 37(Cleric)-18(Ranger). Bane also hit a level, now he's 35 lvl, with 10 Criticals and 5 Hardinesses. He needs only one level to gain his last 2 AC bonus and be equal to Saros in the battlefield. Of course, it would be nice for him to achieve grandmastery in Shortswords...but for that, he needs 4 more levels.

Edit: After selling many items (many were not sold yet just in case), the party restored somewhat their gold reserve (up to a million), and forged this club, out of their +3 club, the ice library note and the White dragon scales.

Modifié par saros_shadow_follower, 30 juin 2011 - 03:40 .


#1561
AnonymousHero

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Alright, I'm jumping into the fray again...

I'm having some issues with image conversion at the moment, but I'll see if I can get that sorted for the next post. Anyway...

I'm entering Arya the solo uncapped Fighter/Mage. The mod setup is as follows:
~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 #104 // Ghreyfain's Holy Symbol Fixes: 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 #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: 1.11 (January 2011)
~SETUP-OVERSIGHT.TP2~ #0 #3 // Altered Spells: 13
~SETUP-ITEMUPGRADE.TP2~ #0 #0 // Shadows Of Amn Item Upgrades -> Original list version: v38
~SETUP-ITEMUPGRADE.TP2~ #0 #1 // Throne Of Bhaal Item Upgrades -> Original list version: v38
~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
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1161 // Multiple Strongholds (Baldurdash) -> Keep class Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~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: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2300 // Triple-class HLA Tables: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3130 // No Traps or Locks (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3141 // Faster Chapter 1&2 Cut-Scenes and Dreams -> Non-Silly Version: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v19
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v19
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v19
~SETUP-SCS.TP2~ #0 #3020 // Allow player to choose NPC proficiencies and skills: v19
~SETUP-SCS.TP2~ #0 #3050 // Better NPC management: v19
~SETUP-SCS.TP2~ #0 #4000 // Skip Candlekeep: v19
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v19
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19
~SETUP-SCS.TP2~ #0 #5000 // Smarter general AI: v19
~SETUP-SCS.TP2~ #0 #5010 // Better calls for help: v19
~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v19
~SETUP-SCS.TP2~ #0 #5020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v19
~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19
~SETUP-SCS.TP2~ #0 #5070 // Smarter sirines and dryads: v19
~SETUP-SCS.TP2~ #0 #5080 // Slightly harder carrion crawlers: v19
~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v19
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v19
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #3000 // Remove the Shield of Balduran from the game: v19
~SCSII/SETUP-SCSII.TP2~ #0 #3010 // Remove the invisibility power of the Staff of the Magi: v19
~SCSII/SETUP-SCSII.TP2~ #0 #3520 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6020 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6060 // Smarter genies -> Genies have fast, uninterruptable innate magic: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6070 // Give Celestials slightly more staying power: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6080 // Smarter celestials -> Celestials have fast, uninterruptable innate magic: v19
~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: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6100 // Smarter dragons -> Dragons have fast, uninterruptable innate magic: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7033 // Increase difficulty of level-dependent monster groupings -> Maximum difficulty: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v19
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v3.54
~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: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.54
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.54
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1 // Tweak weapon proficiencies for some classes (a la Ashes of Embers and aVENGER's Rogue Rebalancing): v1.7
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02

Basically: SCS "light" (no smarter mages/priests) + lots of improved creature types. Various convenience tweaks. In particular: No traps (though strangely there was one that did go off in Watcher's Keep Level 1).

Added a Bag of Holding at the beginning of BG2.

This character was played from L1 in Candlekeep.

She's level F22/M19 and her current stats are:

STR 19
DEX 19
CON 19
INT 19
WIS 18
CHA 5

(that obviously includes all the BG1 tomes).

She has cleared almost all quests in Ch2/Ch3 and is going off to Spellhold. All that's left of Ch2/Ch3 is: The two dragons, the Twisted Rune, the Illithids and the Cowled Wizards.

Kangaxx was the most recent kill. She killed the Demi-lich on the very first hit with the IMoD+2.

More to follow... hopefully with screenshots next time.

EDIT: Oh, yeah, she's forged a few of the Item Upgrade items: The Sorcerian Ring (+1 spell slot for levels 1-7, +1 AC, +1 saves), Pitchwife (+5 acid-themed club) and Celestial Fury+5 (only enchantment level changes from CF+3)

Modifié par AnonymousHero, 30 juin 2011 - 05:40 .


#1562
Alesia_BH

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Grond0 wrote...

 Is it not possible to add her weapon back in on your install given that she would presumably be expected to recover it after resting (or at the least to pick up something from all the stuff lying around rather than just using her fists)?


Yeah. I was going to propose that. She's a vampire. Her natural weapon shouldn't be classified as magically created dispellable. That seems like an oversight.

I'm actually redoing Demon Battle 1 now- my computer froze at the trail end of the last one. :( I'm just going to leave Bodhi Imprisoned this time. I'm contemplating fixing her weapon if and when I Free her.

Here's another oddity: the Short Sword of Mask up and vanished. The Babaus cast Demon Fear. Alesia hasn't lost control due to Blackrazor but perhaps there is another save for item drop? I haven't seen it on the floor though...

Maybe Alesia should just ask around: "Excuse me Ms. Marilith. Have you seen my Short Sword?"

Best,

A.


Edit: Found the Short Sword. And no: Ms. Marilith did not help...

Edit 2: Down to one Badly Injured Marilith and a bunch of Cambions. This one looks like a win- and a cheap one. Alesia has basically just been using stab-n-go tactics. She's also been "quarterbacking" with the Sling of Seeking using the Marilith's Skeletons as a blocking line.

Edit 3: Freak! My laptop overheated and shutdown. I may not be able to complete the fight on this machine...

My last laptop was cooked (permanently) duing Alastria's Ascension run so I'm not inclined to push it. This may be an oh-so-anticlimactic end folks...

Modifié par Alesia_BH, 30 juin 2011 - 06:40 .


#1563
Alesia_BH

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Good luck Anonymous Hero!


Best,

A.


Btw. You had expressed interest in tactics for dealing with SCS Improved Mages earlier. I noticed that you don't have the remove dispelling arrows component installed. Dispelling Arrows->Poisoned Arrows/Dart fixes them pretty quick. As for defense, Tactical pause-> Potion/Item counter works just fine. You won't have access to all the items Alesia had, but your mage side gives you more options. You should definitely give the Improved Mages a try some time: they aren't that bad really.

Modifié par Alesia_BH, 30 juin 2011 - 07:34 .


#1564
Alesia_BH

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saros_shadow_follower wrote...

Great, Alesia, nice going. I guess your resources are extremely limited at that moment, so it's gonna be very interesting to see your tactics after this moment. I Wish you all the Rest (and I hope you have some Wish scrolls left).


Thanks. But I think I need a laptop cooling pad more than a Wish Rest. :(

If and when I can run the fight, it shouldn't be too bad. This is Core and that means the pools refresh abilties.

Alesia does have one Wish scroll. Since I'm not duping, I'm saving it as a possible escape hatch if Alesia gets into a real jam.


Best,

A.

#1565
Alesia_BH

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Quick Note on Alesia's Game:

Alesia -and more importantly my computer- have made it through Demon Battle 1. Resting the conductive bottom of the laptop on an air-conditioning seemed to do the trick.

I'm going to continue posting Alesia's run here. However, I'm going to request that it not be placed on any lists of successful Trilogy No Reloads. The laptop shutdowns actually gave her an advantage since she had the benefit of recent experience with the fight. By the time it worked, the fight was trivial for her. The other technical anomalies in this run have tainted it in my mind as well.

This is no tragedy. I enjoy playing Alesia in SCS-Ascension and I'll certainly do so again- perhaps at a higher difficulty setting or with SCS Improved Sendai. She'll have other chances.

Anyhoo. Alesia is heading onto Demon Battle 2 shortly (I want to give the laptop a chance to cool off first). If no one objects, I'm going to try to restore Bodhi's innate weapon (she's still Imprisoned now but Alesia has Freedom scrolls).


Best,

A.

#1566
corey_russell

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@Alesia: I play on a laptop as well and I have had overheating problems sometimes. There's a device (not sure what it's called exactly), but you plug it into your USB port and rest the laptop on it (it's like a pad). The pad has fans blowing on the laptop to help cool it down. This has helped me quite a bit. Just thought would let you know about this.

#1567
Alesia_BH

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corey_russell wrote...

@Alesia: I play on a laptop as well and I have had overheating problems sometimes. There's a device (not sure what it's called exactly), but you plug it into your USB port and rest the laptop on it (it's like a pad). The pad has fans blowing on the laptop to help cool it down. This has helped me quite a bit. Just thought would let you know about this.



Thanks for the tip. I'm travellling these days and living out of a 35L bag, so buying stuff like that isn't in the cards. The AC vent will just have to do. I appreciate the suggestion though. :)


Cheers,

A.

#1568
Alesia_BH

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Alesia v. Ascension Irenicus

In prior Ascension runs, the Irenicus battle was trivial for Alesia. Not this time. SCS scripting made the Fallen Solars a nuisance. They threw Alesia off her game and ended up consuming some of her more valued resources.

The Plan: Take minimal pre-buffs- they'll most certainly be dispelled. Instead, plan to counter spells with items and Potions on an as needed basis. Accept Bodhi as an ally, and sic her on Jon ASAP. Keep her away from Slayer Imoen. Don't attack Imoen. Instead, simply stay on the move and get to work on the Solars with Sling of Seeking + Reflection Shield. Once the Solars are gone -and Jon's Simmy and Projected Image have been removed from play, Endless Maze him.

Execution : As mentioned, the battle didn't go according to plan because of the Solars. They were an absolute pain. Whereas in the past, movement and the Reflection Shield countered them and kiling them wasn't a problem, SCS scripting made them a pain to eliminate due primarily to their use of (seemingly) infinite Heals and invisibilties. Out of frustration as much as anything else, Alesia ended up using 2 Time Stop scroll on them. This was a waste of resources and primarily why I consider this battle a failure. I will certainly do it differently next time. Nonetheless, Alesia remains alive and she should have the resources to make it through.

Here we see the opening of the battle. Slayer Imoen attacked Alesia, and Bodhi was sent to intercept Jon.
Posted Image

Irenicus's opening Time Stop accomplished little. Because while Alesia was visible due to a well timed dispel, Bodhi had caught Jon's attention.
Posted Image

The next phase of the battle consisted of countering spells while on the run. I don't have any good screenshots of this, but this one shows Alesia dealing with 2 simultaneous Finger of Deaths and a Wilting. The Wilting was ignored since the Belt of Inertial Barrier and negative saves would make it irrelevant. The FoDs were countered with Avoid Death- just in case the Solars had a funky, supercharged version with a nasty save penalty.

Posted Image

Again, that's just an example- many spells were countered in this period.

Finally, Imoen came to her senses and left. That meant it was time to get serious about killing.
Posted Image

Alesia tried to drop the Solars first as per her past Ascension runs but they flat out refused to die. Alesia decided to take down Jon first instead using Time Trap-> Dispelling Arrows-> Asps Nest + Improved Haste. Unfortunately, the Solars did a nice job of jumping in and preventing Alesia from setting Traps. Two of Alesia's Time Traps were wasted. Other resources were squandered early as well (Ras, Simmy Alesia). I don't have screenshots from that phase because I was feeling less in control than I typically do.

Finally, Alesia got a Time Trap down. She used the time to free the previously Imprisoned Bodhi. And execute Arrow of Dispelling-> Asp Nest + Improved Haste
Posted Image
Posted Image

That was a knockout blow. Here we see Jon unbuffed and facing Bodhi. He's poisoned so he can't easily refresh. His days are numbered.
Posted Image

He dropped just when Alesia was going to Maze-> Snare him.
Posted Image

Just the Solars now. The screenshots will not convey what a pain this was. Everytime they were significantly injured, they'd Heal themselves, and since they are un-Mazeable and Backstab immune Alesia's standard heavy damage tactics weren't going to work. She tried all the cheap tricks she could (inexpensive as opposed to dirty) , and then resigned herself to using high value scrolls. The choice was between using Time Stop scrolls or ProMW.

Now at this point, with 4 Time Stop scrolls and only 2 ProMWs, the ProMWs were actually more precious to Alesia. She decided to use the Time Stop scrolls and then cut them down to size. She killed one, and then for some reason, the engine treated the battle as over. Alesia still had a chance to sneak off and try a Spike Trap. I didn't expect tthe Solars to be vulnerable to them, but as it turned out, they are: very much so. Alesia manage to sneak off (don't recall how exactly) and get down a patch. That finished the final Solar. Next time, this will be done quick and on the cheap.

Posted Image
Posted Image

Fin. :pinched:

Final Comments: Not a very good post- shoddy coverage of a poorly fought battle. The bottom line is that Alesia still lives though. And that's good. :)

Best,

A.

Modifié par Alesia_BH, 30 juin 2011 - 10:54 .


#1569
Alesia_BH

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Quick Note on Alesia's Game:

Alesia has completed Demon Battle 2. Sloppy, but done. No meaningful injuries. One more before Mel and The Five!

If the Irenicus Fight and Demon Battles, are any indication, the Final Battle is going to be a sloppy mess- I really am rusty. That's a shame because I enjoy completing battles with some style. That's likely not going to happen.

I'll probably just post on the last Demon Battle. That's usually the most interesting one and, hopefully, will be better played.

Best,

A.

Modifié par Alesia_BH, 01 juillet 2011 - 12:13 .


#1570
Saint of Sinners

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@Alesia_BH

Wow, a lot of things happened while I was out. Quite a drag about the laptop, eh? My MacBook gave out on me while playing some game years ago, too. Got totally fried. That's why I stick to the PC mostly, even though it's quite old.

Anyway, wasn't able to do much from the last update with my game. Will post about the Firkraag battle. I decided to wing it and I ended up winning it but very much not according to plan. Had to use a prot. from magic scroll via simmy, too. Oh well. Whatever kills the wyrm, I suppose.

Good luck with the rest of the Ascension, Alesia, and good luck as well to everyone else doing their run.

#1571
Saint of Sinners

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Monty the Mad Blade Update: Firkraag himself.

At lvl26, this is the first time Monty will be facing an opponent that has a lot of passive effects to get around common player tactics. While the Unseeing Eye quest was thwarted by Spell Shield and loads of invi potions, dragons in SCSII apparently has invi detection by script, a lot of improved resistances and immunities(though not in insane levels), and they can cast spells without getting interrupted (mod-wise).

Winging it has been the major theme of this run, and I intend to have it remain that way. While we still went out and bought and looted items, it was more of an update thing than a preparation as Monty has been doing quests non-stop without even restocking his inventory (all my 100+ potions of extra healing are looted, as well as most of the items and scrolls I have). With a semi-updated but severely incomplete spellbook, we load the following spells:

Spellbook:

Lvl 1 - 2 Armor, 2 Shield, 1 Chromatic Orb
Lvl 2 - 1 Mirror Image, 2 Rays of Enfeeblement, 2 Resist Fear
Lvl 3 - 2 Remove Magic, 1 Spell Thrust, 2 Ghost Armor
Lvl 4 - 3 Stoneskin, 2 Teleport Field
Lvl 5 - 2 Breach, 2 Spell Shield
Lvl 6 - 2 Improved Haste, 2 Prot. from Magic Energy
Lvl 7 - 4 Ruby Rays of Reversal
Innate - 2 DUHM, 7 Offensive Spins, 7 Defensive Spins, 3 Weapons Display, 1 Sound Burst, 1 Resonating Weapon

I had the option of memorizing 4 Cacofiends instead for my 7th level spells but I figured that it would be too taxing to rely on them to whittle down 561 hit points.

Equipment:
Armor   - Adventurewear with backup Vecna for Simmy purposes, Armor of Faith for endgame
Helm    - Vhailor's Helm, with backup Helm of Charm Protection
Rings   - Ring of Prot. +2, Ring of Prot. +1, Ring of the Ram, Ring of Fire Res. (juggle)
Amulet  - Amul. of Prot. +1, with backup Poison Periapt
Cloak   - Cloak of Prot. +1, with backup Cloak of Sewers
Gloves  - Gloves of Healing
Boots   - Boots of Stealth (technically, none)
Girdle  - Girdle of Hill Giant Strength
Weapons - Short Sword of Mask +4, Flail of the Ages +3, Dragonslayer, Arbane, Belm, Defender of Easthaven +3 (massive juggle as seen fit)

Strategy: Abuse all the fire protection we have from potions to scrolls. Use a prot. from magic scroll on Firkraag to stop him from casting anything. Simmy while wearing Vecna and anything that has resistances or usability (RotR, Gloves of Healing, etc.) to create a copy that can backup as a buffer. Of course, simmy must have copies of potions of fire res. and scrolls of magic prot. and fire prot. This will be the deciding factor. As for the method to bring down Firkraag: beatdown. He will use Wing Buffet like there's no tomorrow so he I have to have enough resistances to survive the onslaught. Adventurewear/Armor of Faith plus Defender of Easthaven will raise the physical resistances to incredible heights. The dex penalty will be offset by DUHM and Defensive Spin, or with Mind Focusing pots if need be. Improved Haste will take care of 30% movespeed slowdown. Dragonslayer takes care of fear, Arbane for hold, Belm and FoA for attacks. Mask is pretty useless because dragons cannot be entangled. Still, it's there if needed.

Battle: We now position our simmy equipping the following on the norther wall to facilitate quick a bigger field of vision. After our initial pre-battle spellcasting, we end up with the following resistances. We buff with Improved Haste, talk to Firkraag, and activate Offensive Spin. We end up with 6APR, which is good enough. The simmy's function for the time being is to use a Prot. from Magic scroll on Firkraag (this is some massive cheese right here) and make him unable to complete his initial contingencies. It succeeds.

What we didn't see here is that Firkraag's Remove Magic goes through, killing all of our buffs. This was a dangerous scenario, as it was largely unforeseen that the simmy would actually have quite a delay in using the scroll. Still, we were able to run away and Firkraag concentrates on the simmy. Simmy was able to pull off a Sound Burst dealing nearly 50 points of damage and followed up with Resonating Weapon, adding approx. 8 points of pure unpreventable damage to the simmy's attacks per hit. He died soon enough but we were already one step ahead here.

We rebuff and heal ourselves, confident that this time around, even with innate spellcasting, he will fail most, if not all, of his spells for the time being. We get thrown around a lot of times but we were hitting Firkraag at 3APR on maximum damage via Offensive Spin (~16-20, 34-36 on crits) with Flail of the Ages and Defender of Easthaven. We did not use Belm because we badly need the AC provided by DoE and we did not use Imp. Haste because it is needed for the endgame. The evasion, resistances, and the very small damage Firkraag was hitting us with allowed us to whittle down his HP very quickly without taking much damage.

Now's the critical time. When Firkraag enters Injured state, that means he has only about ~280 hit points, which is very small when he's unable to remove our Imp. Haste. Stupidly enough, Monty goes for the kill, but Firkraag--even at Badly Injured state--gets an upper hand, scores a critical, and storms through our plan with a Wing Buffet, which drops us to 58/118 hit points. This was bad not because it was damaging but because we were careless enough to conront him with the corner to our backs. This was originally to prevent Wing Buffet from throwing us way too far and waste too much time. Still, the critical was unforeseen.

With little choice left, and with nearly an empty spellbook (not really, we didn't get to use any magic attack spells at all), we use the fallback spell Teleport Field, but not before Firkraag gets off a Melf's Acid Arrow. Right after casting, Firkraag is thrown a few feet away. This buys us enough time to run. While he was getting shuttled around, we heal with potions and threw another (and our last) Teleport Field to his position. We run towards it to halt his progress. Firkraag is already healing quickly enough and the score has to be settled. We buff with our last Imp. Haste and go for the endgame.

We lure him away from the fields and used Defensive Spin with Belm at the offhand. At 6APR, we scored hit after hit against Firkraag and he eventually falls. Monty levels up, and we take Sound Barrier as our next HLA.

Conclusion:
All in all, not a tough fight, but it was downright dangerous, especially with the Remove Magic getting through. Though it was a simmy copy, prot. from magic shouldn't be relied upon as this also would have made Firkraag more dangerous in another aspect. He is a massive dragon after all, and his strength in terms of melee combat will far surpass a puny human's. Still, the Adventurewear and DoE did their job, as well as Ghost Armor which provided much needed resistance against physical attacks.

The only real problem in this battle was Wing Buffet, as there is no clear way to deal with this when you rely on close distances to deal majority of your damage. The simmy wasn't really necessary, but he also caused enough damage and was able to pull off a prot. from magic scroll and a couple of tactics on his own (and he was able to use Resonating Weapon, which Firkraag wasn't immune against).

While the Unseeing Eye was scarier in terms of the build-up involved, Firkraag was way scarier battle-wise, which forced us to deal with him using a very unorthodox (though some would want to use the term "cheesy", haha) method. Now, we have Carsomyr and a few more trinkets. We can now take on the Umar Hills quests without much fear thanks to the Holy Avenger. Eventually, Kangaxx (now that we have Sound Barrier which grants immunity to any spell which relies on verbal components) will be dealt with. This will put Monty in the really high levels, yes, but the game will adjust eventually. Even now, enemy parties are turning into enemy party packs, kind of like the KFC barrel variant: a lot of goodness among a lot of dead (chicken). Heh.

Cheers and good luck to everyone! :)

#1572
Alesia_BH

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Saint of Sinners wrote...

Good luck with the rest of the Ascension, Alesia


Thanks. Demon Battle 3 is finished- just Mel and The 5 left.


Best,

A.

#1573
Alesia_BH

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Quick Note on Alesia's Game:

The battle has begun...

Alesia's opening worked just as planned. Sendai is out of the game. Balthazar is Mazed. Hopefully, he'll remain there during Mel's first Time Stop.

Bodhi has been freed. I don't know if her weapon has been restored- somehow I doubt it. She can serve a purpose running distraction nonetheless.

Wish her luck!

Best,

A.

#1574
Saint of Sinners

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@Alesia_BH

All of the luck in the world! This is going to be awesome!

Posting Shadow Dragon battle soon enough.

#1575
Saint of Sinners

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Monty the Mad Blade Update: Shadow Dragon and co.

Monty will enter the fray at lvl32. Because of perfectionist tendencies, I don't want to wait until after Chapter 2 to take this wyrm down. The biggest concern here, of course, is the freaking level drain. Monty has no NPP items with him in any way. Still, we're going to wing it with a beatdown. Anyway, the following are his battle get-up.

Spellbook:
Lvl 1 - 2 Armor, 2 Shield, 2 Chromatic Orb
Lvl 2 - 2 Mirror Image, 2 Blur, 2 Resist Fear
Lvl 3 - 3 Remove Magic, 3 Spell Thrust
Lvl 4 - 2 Stoneskin, 2 Spirit Armor, 2 Fireshield: Red
Lvl 5 - 2 Breach, 2 Spell Shield, 2 Spell Immunity
Lvl 6 - 2 Improved Haste, 1 Prot. from Magic Energy, 1 Prot. from Magic Weapons, 1 Globe of Invulnerability
Lvl 7 - 2 Ruby Rays of Reversal, 2 Mordenkainen's Sword, 1 Khelben's Warding Whip
Lvl 8 - 1 Abi-Dalzim's Horrid Wilting
Innate - 2 DUHM, 8 Offensive Spins, 8 Defensive Spins, 4 Weapons Display, 1 Sound Burst, 1 Resonating Weapon, 1 Mass Charm, 1 Enthralling Melody, 1 Magic Flute, 1 Whirlwind Attack, and sequencers.

Sequencers contain purely protective spells. Since the blade is unable to access CC ever, Spell Trigger is the best bet we have. The following sequencers were used:

Minor Sequencer: Mirror Image, Shield
Spell Sequencer: Stoneskin, Fireshield: Red, Spirit Armor
Spell Trigger: Improved Haste, PfMW, Spell Shield

I planned on never changing items in the middle of the battle, just keeping on hitting the Shadow Dragon over and over.

Equipment:
Armor   - Adventurewear
Helm    - Helm of Defense
Rings   - Ring of Prot. +2, Ring of Prot. +1
Amulet  - Amul. of Prot. +1
Cloak   - Cloak of Prot. +1
Gloves  - Gauntlets of Ogre Strength
Boots   - Boots of Avoidance
Girdle  - Belt of Inertial Barrier
Weapons - Scarlet Ninja-to, Belm

Strategy: We buff up before resting with Stoneskin and Armor as they last longer than 8 hours. We also calibrate the spellbook as listed above. After resting and with the help of Vecna, we buff up with one of every defensive spell we have, with Spell Immunity set to Abjuration. Our resistances are also topnotch. With PfMW up, we only have a short time to make the initial strike.

We enter the wyrm's chamber, cast Resonating Weapon, and hit him. We get off two attacks and immediately deafened the Shadow Dragon, giving us an advantage right before he turns hostile.

He responds with a single contingency containing PfMW. The round exactly ends after that. We throw a Breach. The Shadow Dragon responds with a Wing Buffet.

As with Firkraag, we stand near the wall to minimize the time closing the distance against the dragon. Thax repeats the Wing Buffet again and again, but isn't able to deal any damage to us. He misses a lot, while were consistently dealing 16-18 damage at 10APR, thanks to Offensive Spin being refreshed every four rounds. Two more castings of OS were in order and, with the wyrm unable to cast spells, Thax was brought to Badly Injured.

Seeing a trend here that started with Firkraag, Thax threw a Wing Buffet and released a Shadow Dragon Breath that drained Monty of 10 experience levels. Still, not much of the buffs has dissipated. Though blinded, Monty lets loose a final assault and Thax ultimately falls. The whole battle lasted a little above a minute.

Conclusion: The Shadow Dragon, apparently, did not turn out as much a threat as it could have been in my previous attempts. Even the level drain is negligible if the THAC0, AC, APR, and resistances and protection are good. Thax wasn't able to deal even one point of damage the whole time. Of course, Resonating Weapon helped with the Deafness, but I don't believe it's much of a problem. Even if Thax did get his spells off, Monty barely needed anything more than his attacks to bring them down (Carsomyr and Whirlwind Attack was on backup, even) and, in the worst case possible, the sequencers will be used for a last hurrah.

Shade Lord wasn't much of a threat after this except for Shadow Patrick summoning loads of fodder. Monty didn't even need to refresh his buffs. A mere few castings of Offensive Spin ended their collective reign of terror. Even the two liches in the catacombs underneath were more of a challenge as they summoned more dangerous opponents (Bone Golems, Magical Swords, Cornugons, etc.). Anyway, that's that.

Cheers and good luck to everyone else!