Baldur's Gate 2 No-Reload Challenge
#1851
Posté 13 juillet 2011 - 11:44
#1852
Posté 13 juillet 2011 - 11:57
#1853
Posté 13 juillet 2011 - 12:04
@Corey- Alana is basically Mazzy Fenton with Tomes, the Claw of the Kazgaroth, and Bhaalspawn rather than Arvoreen Powers. Alana is a little tougher and a bit more charismatic. Mazzy is 15,19,16,10,13,14. Pre-Tome Alana 15,19,18,10,13,15.
@SoS- Yeah. My Vamps are speedy too. It makes sense though. If you are vulnerable to an insta-kill ranged weapon at -4 then you better be fleet of foot. With an Oil of Speed you can just out run with them. Without, they'll catch you. That seems right to me.
Alesia_BH wrote...
With the random scripting you're going to see what seems like intelligent behaviour every so often (even in situations the author of the script did not anticipate), which is the strength of writing scripts that way.
It was almost eery. We talked about how I keep my distance from high level mages and then watch for them moving forward. It was like Gaius had read my post: Hasting, looping twice, then when Alana had habituated- Maze! Great execution on his part. That was fun.
How many PfMagic scrolls are there?
Not enough to make me feel safe. I don't know exactly since I've never used them before in BGII except with my Level 1 Jester. 3 in SoA at least. Not sure beyond that.
Best,
A.
Modifié par Alesia_BH, 13 juillet 2011 - 12:16 .
#1854
Posté 13 juillet 2011 - 12:14
touch_of_the_void wrote...
There is no auto-pause for enemy spell casting - it's only allies.
I think what Kenng is interested in is how to find time to counter spells.
Some times, you can figure out which spell is being cast based on the context and incantation. So, for example, in the Ascension Final Battle, Melissan has one Alteration spell: Time Stop. When she says "Gracie" you know she's about to cast Time Stop. Pause, and then counter.
Other times, you have to wait for release. The Enchantment school, for example, has a number of spells that require different counters so you need to know which spell -exactly- is being cast. As soon as the spell is released, you can pause and look at the feedback in the battle record. Now the spell won't actually effect you until the animation hits. That give you the requisite time to take your defensive actions. Note that this will only work if you are careful with your Aura management and have a complete set of counter options available to you.
Anyhoo. Happy spell countering Kenng!
Best,
A.
#1855
Posté 13 juillet 2011 - 12:30
I believe there are exactly two in the entire (unmodded) game.touch_of_the_void wrote...
How many PfMagic scrolls are there?
#1856
Posté 13 juillet 2011 - 01:20
Modifié par Alesia_BH, 13 juillet 2011 - 01:28 .
#1857
Posté 13 juillet 2011 - 01:21
Alesia also got one as a drop late in SoA in her last run- likely not static.
Edit: Now that I think about, I may have "identified" it as a Pro-Magic Scroll before it was identified within the game. If there is a cursed scroll with the same icon, then that could have been it. I'll try to check one of Alesia's save game to confirm. For now, I'd encourage others to assume there are just 2.
Modifié par Alesia_BH, 13 juillet 2011 - 02:26 .
#1858
Posté 13 juillet 2011 - 01:50
There are indeed random cursed scrolls which have the same icon. I've never personally seen a random (uncursed) PfM scroll drop, but of course that doesn't mean they don't exist. (I believe some random encounters added by mods do add (un-cursed) PfM scrolls).Alesia_BH wrote...
Edit: Now that I think about, I think may have "identified" it as a Pro-Magic Scroll before it was identified within the game. If there is a cursed scroll with the same icon, then that could have been it. I'll try to check one of Alesia's save game to confirm. For now, I'd encourage others to assume there are just 2.
#1859
Posté 13 juillet 2011 - 02:36
Best,
A.
#1860
Posté 13 juillet 2011 - 02:42
Alana has left for Spellhold. She'll venture into the Asylum soon.
I'll post an update then.
Best,
A.
#1861
Posté 13 juillet 2011 - 04:28
As mentioned earlier, Alana has begun the next phase of her journey.

She attended to some island concerns, and then faced Perth the Adept in the hopes of securing a way into the asylum along with the vaunted Book of Infinite Spells.
Alana took some renewable pre-buffs before initiating combat (Shield and Mirror Image via items)- just enough to elicit a Remove Magic cast. Perth began by taking his pre-buffs, chaining a Simulacrum, and -predictably- casting Remove Magic.

Alana used her Ring of Air Control to draw out another Remove Magic from Perth while going to work on Simmy Perth. Dart of Stunning->Sling did the trick.

While Alana was attending to Perth's Simmy, Perth was busy calling in demonic assistance. Alana took some buffs- now reasonably sure that Remove Magic was out of the game. The Pit Fiends fell to a combination of Ages and Perth's Horrid Wilting. The Willting did little to Alana thanks to the Belt of Inertial Barrier.

Perth then called in an Efreeti. Alana countered with an Efreeti of her own. Perth brought in another Efreeti. Potion of FIre Resistance seemed a worthwhile move at this point.

Unfortunately, the Battle of Efreetis didn't last long- Perth Petrified Alana's. She was left to deal with both on her own while keeping an eye on Perth of course.

One was dropped by a nice Critical from Ages.

Perth tried a Chain Lightning and a Flesh to Stone x 3 trigger around this point. A Potion of Insulation softened the former. Negative saves foiled the latter.
Protected from Fire and Magic Missles via Shield, it seemed safe to shrug off the Efreeti and finish the now vulnerable Pert. Standard Mage killing tactics here: Arrow of Dispelling-> Dart of Wounding-> Sling.



Fin.
The reward of course, was the Book of Infinite spells. When Alana received it, it was on Fireball. She eagerly turned the page and immediately saw this...

Wonderful. Just wonderful. I find that almost all spells have their uses- it's just a matter of choosing the right one for the situation. Burning Hands is one of my least favorite however since the animation can hold you still wasting attacks and putting you in danger. Drat!
Anyhoo. Alana has a way into the Asylum now. That's a good thing at least.
Best,
A.
Modifié par Alesia_BH, 13 juillet 2011 - 04:36 .
#1862
Posté 13 juillet 2011 - 06:56
Arinja, level 31 solo totemic druid.
Arinja entered the north forest and immediatly summoned a deva, who in turn immediatly used globe of blades to quickly get the upper hand against the hordes of soldiers. Sadly, she accidentally killed the Merchant (-10 Reputation), but it doesn't really matter since Arinja doesn't really need anything from him.
After blinding the first two fire giants with Nature's Beauty (which I will now abbreviate with NB), Arinja assisted the deva in finishing them off. If you didn't know, a deva actually has a higher attack range than the sight range of the blinded fire giants if she's positioned correctly.
For the second part of the area, fire elementals were used, supported by Sunnis for the giants.
Now, the Forest of Mir. Arinja summoned a Deva and buffed her with prot from level drain, and some extra fire elementals. The NB was wasted, of course (still have to get used to frequently using the spell all the time since I kind of never do that in SoA). Still, energy blades were enough to kill the wraith quickly enough.
The druid charged the skeleton horde, but had to summon Zaman Ruul for success. Talked to Nyalee and went to Marching Mountains, were some unimportant battles occured before Arinja entered Yaga Shura's home.
As you can see here, by far the easiest tactic for the big fire giant groups is pulling them together, blocking them with a summon and casting NB to blind them all, thus making it easy for deva/yourself to kill them all. This tactic was used repeatedly.
Arinja fought her first magic golem with scimitar and club, and obtained the belt of fire giant strength. The rest of the area was actually not that important - some deva and elemental prince summonings, some NB, some using the invisibilty of ring of gaxx/ring of air control to not waste any more time. Thus, Arinja gained the hearts and returned to Nyalee.
A short battle occured, but the summons were CC-protected and Nyalee and her nymphs died due to energy blades. Didn't care about finishing off the shambling mounds, it takes forever as a druid.
Yaga Shura is propably the easiest bhaalspawn for Arinja, at least with the tactic I use - even Illasera is more of a threat.
Step 1: After going invisible and hitting him and immediatly going invisible again, search for Yaga Shura. He will be the only one who can see you, so you can just pull him wherever he doesn't have any minions.
Step 2: Summon a deva to occupy him while casting NB.
Step 3: Kill him with Harm or energy blades (only took one stack of blades).
Arinja continued by stealthing through the Oasis, where everyone can see, but can't attack invisible people for some reason. In Amkethran, she killed the monk to get the Heartwood Ring.
My plan for now is to continue with Level 1+2 of Watcher's Keep, Sendai, Level 3-5 (or 3+4, don't know yet) of Watcher's keep and then Draconis. Let's see how far I'll get.
Modifié par Enuhal, 13 juillet 2011 - 07:05 .
#1863
Posté 13 juillet 2011 - 08:16
Internet is being really difficult where I am. Anyway, actually uploaded the last three battles Monty's had today. Too lazy to come up with a good commentary as there's actually nothing to comment about.
Still, here are the links to the videos.
Hey, they're difficult fights, really, but it seems like I actually worried more about other things than the fights themselves. The Demilich was difficult alright, but maybe if I had a Time Stop and some Imprisonment scrolls, I can do what Stworca did with his Demilich fight. This PnP Celestials mod also upgraded those darn Planetars to healing tanks. I hate them but at least they're a bit stronger.Monty vs Githyanki Lair
Buff, kill, Burst, kill, Burst, kill. Yawn.
Monty vs Demilich
Buff, attack Balor, Burst, attack Balor, Burst, attack Planetar, Burst, run away until Planetar is unsummoned, get back in for treasure.
Monty vs Saladrex
Haste, attack, bait, attack some more, buff against fire, attack some more.
Anyway, will resume playing tomorrow or whatever. I still have a kit to finish writing. Heh.
#1864
Posté 14 juillet 2011 - 12:49
Then I read parts of some of Alesia_BH's playthroughs. She uses polymorph self a lot, especially as Alastria, who practically revolved around the spell before getting Shapechange. So, I'm going back to the Sorcerer, abandoning yet another mid-Underdark F/M playthrough, and changing my spell selection up a bit.
I'm currently on level 10, having used dungeon-be-gone, completed the circus and freed Hendak (soloing). Polymorph Self and Stoneskin have been my first two level 4 selections - and I'm really loving Polymorph Self. It's been awesome at addressing my primary problem as a lower-level sorcerer, the lack of combat endurance. Spider form is particularly sweet (the poison effect is just awesome), though I was disappointed it wasn't immune to Web. Spell Immunity was my first level 5 pick- incredibly high utility for avoiding pesky spell effects like hold person.
Modifié par ExFalsoQuodlibet, 14 juillet 2011 - 01:04 .
#1865
Posté 14 juillet 2011 - 01:01
Mostly, and I'm sure they will correct me if I'm wrong, the solo no-reload people do this because they have finished all three components of the game so many times, that they are bored to death with the game unless they use mods to ramp up the difficulty and exchange "here's how to beat battle number x" posts with each other.
That may be what you consider fun, and if so, by all means, go for it, but, I would suggest that you are missing out on a lot of what Baldur's Gate has to offer if you have never finished it as its devs intended.
#1866
Posté 14 juillet 2011 - 01:05
Edit: Unashamedly going to move this to the low-reload thread if I die. I just wanted to express my
Modifié par ExFalsoQuodlibet, 14 juillet 2011 - 01:08 .
#1867
Posté 14 juillet 2011 - 01:22
BelgarathMTH wrote...
Mostly, and I'm sure they will correct me if I'm wrong, the solo no-reload people do this because they have finished all three components of the game so many times, that they are bored to death with the game unless they use mods to ramp up the difficulty and exchange "here's how to beat battle number x" posts with each other.
And then there's me, who AnonymousHero lovingly called having a death wish. Never finished the game on a maximum install of SCSII and Improved Ascension before so it's kind of a freak decision to just wing it and go no-reload. Gave birth to, what, six runs that all failed? Haha.
Good luck ExFal. You'll be doing just fine. If the going gets tough, remember to go inside a room, close a door, hug a corner, and rest. It might bore you out of your skull that you're actually going to rest for a quadrillion times but it's for the love of the class. And yes, PS is a very powerful skill. Alesia demonstrated kicking Sendai's arse with her bounty hunter going Mustard Jelly + Adventurewear (correct me if I'm wrong, anyone) and slicing the other statues up with Sword Spider.
Have fun on your run! Looking forward to it.
#1868
Posté 14 juillet 2011 - 01:22
I'll let you in on a little known secret: I have never actually finished ToB, although I've played it almost to the end and then lost interest and moved on, in the distant past.
I'm like you - I kept wanting to try new builds and party configurations more than I wanted to actually finish the game.
My goal for this summer was to finally finish Might and Magic 8 (got it!), and Throne of Bhaal (almost there!)
I have one and a half weeks of summer vacation left. I am going to make it to the end, come heck or high water!
#1869
Posté 14 juillet 2011 - 02:48
Back at the Copper Coronet, I unloaded some of the loot off the bodies of those who had tried to ambush me. Since it was daylight now and I had little chance of stealing the Weathermistress's Amulet while she was wearing it, I decided to help Hendak deal with the slaver scum. However, I'd need some reinforcements if I wanted to take out the Slavers on their home ground, so I picked up Yoshimo and Minsc to help me out.
We were pretty well armed: I've got my spells, Yoshimo has the Tuigan Bow +1, while Minsc has the Plate Mail +1, Sword of Chaos, and Helm of Balduran. Anyway, we went through the sewers, picking up a very... odd sword along the way, which I gave to Minsc since I'm not really a sword-person. The Slavers weren't as tough as I expected, Yoshimo and I managed to take them out from afar with a combation of my Web and Skull Trap spells and his arrows, while Minsc went head to head with Captain Haegan- a nice Slow spell helped Minsc out over there while we cleaned up. They had some more mages, but they fell to a similar combination of spells - but with a pre-emptive Sunfire made possible by Improved Invisibility. Hendak's reward wasn't quite as nice as I expected - I mean, I took better stuff of Lethinan's corpse - but freeing children from slavers is definitely a reward in and of itself.
Modifié par ExFalsoQuodlibet, 14 juillet 2011 - 04:46 .
#1870
Posté 14 juillet 2011 - 04:48
Arinja entered watcher's keep, where she immediatly took the book and fought the first stautes. After dealing with some slimes and shadows, she completed the ritual to fight the second battle, where Sunnis showed his superior strength - in combination with NB, he pretty much defeated all the enemies by himself.
For level 2, after exploring the libraries, Arinja used the cloak from the Asylum to take out the air guardian. There was a strange fight with a group of kua-toa before the druid could take on the serpent.
For the ice golem, she used her boots of the high north and potion, which made the battle rather easy. Next, she lured the fire elementals to the ice room and killed the fire giant.
Arinja immediatly freed the chromatic demon as he turned to ice form, and used a very effective implosion spell, bringing him to injured. She finished the demon off with some additional hits and two storm of vengeance spells.
Next will be Sendai.
Modifié par Enuhal, 14 juillet 2011 - 04:49 .
#1871
Posté 14 juillet 2011 - 09:05
Enuhal wrote...
Bad luck with the book of infinite spells, Alesia. Still, you're making very good progress, and I love the halfling warrior concept (in fact, my favorite NWN2 Character was a halfling warrior/favored soul of arvoreen with short sword and sling).
Thanks. Alana has been fun.
So you know, I'm really rooting for Arinja. She done wonderfully: I'd love to see her make it.
Best,
A.
Btw. Welcome and best of luck ExFalso!
Modifié par Alesia_BH, 14 juillet 2011 - 09:07 .
#1872
Posté 14 juillet 2011 - 09:10
Introduction:
Durga is a chaotic evil human female zerker/thief who finished BG1 as a zerker 5 (16000xp)/thief 9 (145000xp) for a total of 161,000 xp with TotSC. Her stats after tomes are:
Str 19
Dex 19
Con 19
Int 12
Wis 9
Cha 9
Her weapon of choice will be Katanas, but she will take some points in shortbows, slings, darts, quarterstaffs, shortswords, and longswords as well. Single weapon style will also get one pip.
Mods include:
1. SCSII, with full prebuffing for mages and clerics, HLAs for SoA mages and clerics, and all tactical battles except for improved Irenicus in Hell. All potions are recoverable (she will need those invisi potions, and is generally a potion junkie).
2. Full Ascension.
3. Tactics—Lich at the Docks, Fighter/Illusionist at the Docks, Kurosian, and random city encounters at night. These extra encounters will provide some additional items and PfMW scrolls which may be critical later on in ToB.
4. Item Upgrade Mod—primarily for Celestial Fury +5 and Azuredge +4 (which Durga will have access to with UAI). The Celestial Fury is for style in ToB and having a ranged slay undead weapon is just too sweet to pass up. I love Azuredge.
5. BG2 Tweaks for true grandmastery, no xp cap in SoA/ToB, multiple magical items, bottomless bags, and infinite stacks. A little cheese here, but Durga is a rat and thus likes cheese.
6. Personal Item: emulating Alesia’s tradition, I have created a custom amulet for Durga, called “Get Off My Back”. It gives her +3 movement speed and 1x Teleport Field per day. The movement speed is critical for a stealthy assassin, and will help her play her role prior to boots of speed. The Teleport Field is for dealing with those pesky nighttime random city encounters, which tend to spawn in such a way that the PC is completely surrounded and blocked from moving. This would be deadly for Durga who typically relies upon fast movement, stealth, and quick hit and fade tactics to win. Going toe to toe with 5 or 6 powerful surrounding enemies is not an option. Teleport field will give her breathing room and get the enemies off her back. It will also come in handy when she has to deal with other stealthy assassins.
Durga’s Personality Disorder
Durga is not a normal person. She is a god-child, a bhaal-spawn, born from the Lord of Murder. She tried to be normal while under Gorion’s care, but she just couldn’t. She had deep, dark, secret urges to kill things, just for fun. Definitely not normal—in common language, she would be classified as a psychopath—a potential serial killer. But perhaps this is normal for those born from the loins of the Lord of Murder.
After Gorion’s death, the last vestige of sanity fled from her mind, and she succumbed to the dark side. She is quite clever at hiding her psychopathic nature, by pretending to help people until she get what she wants—but in the end she will stab them all in the back, literally.
After discovering her Dark Divine Source, she embraced her abnormality, and sought to emulate her father—by becoming as much of an assassin as she could. Given her early training as a berserker, she was forced to become a berserker/thief, which somehow seems to fit her chaotic/evil nature.
She covets power. She lusts for power. Her only goal now is to eliminate all obstacles in her path, including all other bhaal-spawn, and thus assume her true inheritance as the new Goddess of Murder. Let the Carnage begin.
#1873
Posté 14 juillet 2011 - 09:12
Starting Dungeon:
Imoen woke up Durga in her isolation cell. She had a pounding headache, and only a blur of memory, nevertheless her dark heart was filled with a deep passion for revenge. She quickly told Imoen to get lost—her whining was irritating. She unlocked the cages for Jaheria and Minsc, checked to see if they had anything she wanted, and then backstabbed them both, just because she felt like it. The Carnage had begun.
As Jaheria died, with a look of both disbelief and horror on her face, a twinge of lost humanity stirred somewhere in Durga’s soul. But she quickly shrugged it off as a symptom of weakness. She reminded herself that she was the offspring of the Lord of Murder, and it was her destiny to leave a swath of purifying blood wherever she went. In her mind, the world needed to be washed in the blood of innocents, and it was her job to do the purification ritual—involving murder—which would bring about her own consecration as the new Goddess of Murder.
Durga then backstabbed and stealthed her way through the dungeon, using the normal katana she found in her starting area, combined with hit and run tactics. This included killing the two lesser clay golems behind the closed door, as soon as she acquired the quarterstaff +1.
Whenever she encountered imps or mages, who might use some disabling ability or spell, she invoked her innate enrage ability which gave her immunity to all such things. When she was done, there was nothing left alive inside the dungeon—including the three wood nymphs and Yoshimo. All had to be sacrificed to her deceased father, the Lord of Murder, and she found a grim satisfaction in completing her work.
She emerged victorious, and it was fortunate for Imoen that she was whisked away by the Coweled Wizards—because Imoen was viewed by Durga as a threat to her own quest for power, and Durga was intent on slaughtering Imoen the first chance she got. It was to slaughter both Jon and Imoen that she would seek them both wherever they had been taken.
#1874
Posté 14 juillet 2011 - 12:20
While Arya the F/M is on hold, I wanted to try the Priest of Lathander -> Mage dualclass, so here's my current attempt:

Mods (short): SCS/SCSII (no smarter mages/priests, most improved creatures), aTweaks fiends, removed EXP cap.
Mods (full):
~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-OVERSIGHT.TP2~ #0 #6 // Monk High Level Abilities: 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 #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 #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 #241 // Revised Bhaalpowers -> Only standardize the Bhaalpowers' 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
The story so far:
Pilgrim got through BG1 reasonably easily and got all the tomes. He stayed at level 8 (under the cap) for the BG1 finale, but leveled up to L9 immediately once in Casa Irenicus.
In BG2 his initial priest career was sort of slow since he wanted to avoid some of the really easy stuff, but wasn't really powerful enough to only take on difficult quests. Once he'd made it to level 15, things went a lot quicker since he could just summon a horde of Skeleton Warriors to tank while he flung bullet with his trusty Sling of Seeking. The final quest before dual-classing was the Unseeing Eye -- Turn Undead was used to get rid of all those pesky low-level undead on the way (while Invisible using the RoI), and Skeleton Warriors served admirably to tank all the Beholders and the Unseeing Eye itself. After killing the Unseeing Eye, Pilgrim was extremely close to Priest L21, and doubled back to kill a Lich. The remaining mummies and skeleton warriors inside the Lich's lair yielded the necessary experience.
Once he'd dualed, leveling up to M12 was pretty quick with the help of scroll memorization and a few completely trivial quests (Lilarcor, turning in the Druid Grove quest, etc.). Getting from M12ish to M15 was... laborious but kind of exciting. Once all the truly safe quests had been done, he had to take care of some slightly more dangerous quests, such as killing the Shade Lord at L14. (The dungeon had been cleared completely while Pilgrim was a priest.). The setup here was a Spell Sequencer: 3xSkull Trap and various protective buffs, most importantly II/SI:A/SI:D/PfME + Spell Shield to absorb the Shade Lord's Spellstrike.
Having mopped up almost all the minor experience that's available in and around Athkatla, Pilgrim is now level 15 mage and (hopefully) ready to wreak havoc with hasted Skeleton Warriors. The only major quest area which is left now is the Planar Sphere, and that should be quite easy (mostly) with Skeleton Warriors, so that's where he's headed.
Modifié par AnonymousHero, 14 juillet 2011 - 12:23 .
#1875
Posté 14 juillet 2011 - 09:43





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