Aller au contenu

Photo

Baldur's Gate 1 No-Reload Challenge


  • Veuillez vous connecter pour répondre
16405 réponses à ce sujet

#2551
Grond0

Grond0
  • Members
  • 6 502 messages

corey_russell wrote...

Wow, Grond0, CON=6!!! It's not often you meet a PC who is even less healthy than Xan...good luck though all the same.

Thanks, but in vain I'm afraid.  Got to level 6 and through the Nashkel mines, but then took on the ambush from Molkar.  Killed the mage and had a potion of clarity up that I thought would protect against the problem clerical spells (hold, charm, confusion).  However, I'd forgotten about command and that poor constitution took its toll as he failed to survive even to the end of the round!

I think I will just have a go at a totemic druid.  Some of the comments about this not working well in BG1 are because the summoned animal is too resistant to attacks.  However, with the mods I've got virtually all significant enemies have either magic weapons or spells so I don't think the kit will be particularly over-powered.

#2552
Grond0

Grond0
  • Members
  • 6 502 messages
Yesterday I rolled ability scores for about 2 hours and the best I got was a total of 91.  That was pretty unlucky, but was balanced today when it took all of 5 seconds to get the following:
Image IPB

Hope that's a good omen for her to make quick progress.

#2553
Gate70

Gate70
  • Members
  • 3 208 messages

corey_russell wrote...
Gate70 I assume you were talking to Vaclavc. I have never completed the entire Durlag's can be quite challenging. Lots of traps too, so a non-thief could find it problematic. Lower levels of of Durlag's is no joke either. But in any case I have never completed either part which is why I don't attempt them in my no-reloads. I have peeked at Durlag's - upper level was manage-able but I just got owned in the lower levels of Durlag's tower. That fireball trap I couldn't detect at 100% traps sure didn't help.

Never attempted werewolf isle ever, so no comment there.

Yes I was, but all comments welcome and interesting to see your views. I'm very familiar with both from a party (usually PC melee and NPC's ranged) perspective. For that I would say the island is easier since it is really only fights against groups of lycanthropes, but I change to have the NPC's jump into melee once the PC is targeted. I used to include it in no-reloads and don't think I died there.

The tower is far more varied and challenging, have NR'd it a few times but died in there a lot from either stupidity or carelessness.

The ice island is pretty hairy too...

I'd expect the island to be easier solo too, although trying to kill Karoug and his pack could be fun. I may break-out vanilla and give it a go.

Modifié par Gate70, 12 août 2011 - 05:12 .


#2554
AnonymousHero

AnonymousHero
  • Members
  • 471 messages

corey_russell wrote...
Never attempted werewolf isle ever, so no comment there.

I haven't actually tried in recent times (aka. since I started playing again about 4 years ago.), but I do know that there are a few enemies that require very specific weapons to hit. This makes certain Werewolf Island encounters extremely difficult (if not impossible) for a few characters with item restrictions (mages, clerics or multiclassed clerics, particularly).

#2555
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 572 messages

AnonymousHero wrote...

corey_russell wrote...
Never attempted werewolf isle ever, so no comment there.

I haven't actually tried in recent times (aka. since I started playing again about 4 years ago.), but I do know that there are a few enemies that require very specific weapons to hit. This makes certain Werewolf Island encounters extremely difficult (if not impossible) for a few characters with item restrictions (mages, clerics or multiclassed clerics, particularly).


I've made Werewolf Isle in all of my walkthrough's and never had any problems with mages+clerics characters. Wands of Paralyzation and Heavens works quite well (especially Wand of Paralyzation). Even on Karoug and Loup Garou (the only one's that need those specific weapons). I'm not 100% sure (never tried it myself) but heard of successful attempts with Wands of Lightning. And if I remember correct, Vaclavc made it with solo cleric (lured Karoug to the Lightning trap). Werewolfs may *magic resist* Wands of Heavens from time to time but that doesn't means they 100% invulnerable to them.

Modifié par Serg BlackStrider, 12 août 2011 - 06:49 .


#2556
corey_russell

corey_russell
  • Members
  • 5 309 messages
Noywad's continuing adventures...

Using greenstone amulet, necklace of missiles and axe/sling, Noywad destroyed the amazon assassins. In the same area, the jellies were defeated, and some undead via greenstone amulet.

As for the revenant I knew his melee was signifcant, so just fired necklace of missiles repeatedly until he fell

Cloakwood encounters:
Overall, extremely difficult and almost faild here. A synopsis:
1) All ambushes I ran from (except an all spider ambush)
2) Since I am not far from the level cap, the entire cloakwood forest was bypassed unless necessary to battle to get to the next section of the forest, with the following exceptions
3) Aldeth - was not sure at all about the call lighting from the druids, so just beat down Aldeth instead. It's not like I need his experience he offers later.
4) Saving Chelak - he was too heavy couldn't save him. I did procure the spider's bane however. Pretty challenging but fired massive shots from the necklace of missiles to defeat all the foes
5) Cloackwood mines (surface) - Drassus and company - via the nymph's cloak I charmed the initial guards to keep Drassus busy briefly and fired a bunch of shots of necklace of missiles at the casters. The casters survived a lot of fireballs so swtiched to sling which took them down. Then melee on Drassus and victory!
6) Cloakwood Mines (underground) - this was nearly a disaster, but used every little resource I had. The plan was to fight to the 2nd level. Then use the secret path with the 2 ghasts to talk to Rill. Then after dispatching the guards guarding the slaves, use my only inviisbility potion to bypass the entire 3rd level and get to Davaeorns level. I no means of taking down the traps so I had to fight battle horrors. The battle horrors quickly proved they are much better at melee then Noywad. Noywad retreated, healed and this time used repeated shots of necklace of missiles at point blank range. This worked, but more heal potions gulped. Had to trigger the next horror - again repeated necklace of missiles shots at point blank range, retreat to heal, and repeat. This was victorious. Finally I put up a protection from magic scroll and charged Davaeorn and defeated him..I will be very tempted to invis past the battle horrors in the thieves maze when I get there.

I successfully returned to the safety of the Friendly Arm Inn. Only 2000 experience to max level, so it's the main story line and upgrades from here on out.

#2557
Gate70

Gate70
  • Members
  • 3 208 messages
Ryssowaun, LN male dwarf priest of Helm. Resting lots to use seeking sword wherever possible.

Cythandria is down, so we head to the coronation. Greater doppelgangers attack the dukes so we resist with doom, slow, horror and web. Liia still dies but Belt survives. Sarevok swats at me (ouch) and escapes, only for Belt to send us after him.

The final group of mercenaries seem intent on self-immolating so we stop casting and use our weapons. Viconia still has her mace, moving in just as Branwen casts a final holy smite. Our drow collapses and we are down to five.
Image IPB

We scoop Viconia up but she's out of the game (not traversing the maze twice for her now). Tamoko is next, then we rest before entering the temple. I use a scroll of protection from magic then use my special abilities to cast DUHM, true sight and seeking sword. Quayle hastes the others and Yeslick casts dispel at Tazok (only Angelo saves of the four).

Semaj and Tazok keep me occupied while Sarevok refuses to move, leaving Angelo to face my companions on his own. Haha.

I quickly kill Tazok and turn to find Angelo has toasted the party. I stroll over and one-chop him then move towards Semaj. He jumps away, meaning I will have to follow. His spells are no concern to me so I cast DUHM, glug a blue potion and pass him to swing at Sarevok instead.

Two hits and we change tactics. I run in my protected globe while he staggers into traps and the spells cast by Semaj. He is badly injured by the time Semaj changes to his staff and joins the chase.

An oil of speed followed by potions (three types that explode and one that looks like Aganazzars Scorcher) stops Semaj and nearly has Sarevok too. More potions until I run out, then healing and triggering traps. A battle horror arrives, but another trap does Sarevok.
Image IPB

(Don't think I'll take this guy to SOA, fancy a vanilla run instead)

Modifié par Gate70, 12 août 2011 - 08:52 .


#2558
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 572 messages
Congrats, Gate70 :) Pity you not continue in Amn...

Modifié par Serg BlackStrider, 12 août 2011 - 09:19 .


#2559
Grond0

Grond0
  • Members
  • 6 502 messages
Spirae has been making steady, if unspectacular, progress.  The totemic summons are pretty good, but not overpowering - they normally go down quickly against tougher enemies.  There are a few monsters that you would expect to be able to hit them that can't because they are using normal weapons, e.g. ogre berserkers. 

One particular oddity like this was Kaahrk, who I normally leave alone in no-reload, but wanted to see how the summons would fare.  Mods have made Kaahrk's melee and spell abilities much more vicious, but a bit strangely he still uses a normal weapon.  As a result the 2 totemic summons facing him, though basically totally out-classed, were able to absorb all his dangerous spells.  The one surviving one was making no progress in getting through his defenses however, so I eventually charmed Kaahrk and stuck him in the middle of a kobold horde until he died.

I've been using quite a wide range of tactics in addition to the totems - a bit of Algernon's Cloak, druidic spells and a fair amount of sling use (after playing all fighter types recently it's taken a while to get used to miserable ranged damage again, which is the major reason for slower progress than I was expecting).  Not yet bought necklace of missiles, but will probably get that now as Spirae is about to head into the Nashkel mines.  She's got just over 60,000 XP, which equates to a very nice level 8 for druids.

#2560
corey_russell

corey_russell
  • Members
  • 5 309 messages
Grats Gate70. That's quite a casualty list you got there.

#2561
Gate70

Gate70
  • Members
  • 3 208 messages
BG/TotSC/Patch on Linux/Wine.
BGTweaks (weapon animation, icons, higher sales stacks, unlimited stacking) and widescreen.
Playing solo in multiplayer to see how MP works in Linux over a run. Same pause/unpause delay as in Windows.

Dinus, LG human male paladin

After a slow day in Candlekeep we set off overnight, only to be ambushed and for Gorion to die. Imoen, Xzar and Montaron gave me some supplies so I could get to Beregost and on to Nashkel. Then I head out to the coast, rescue Brage and kill a pair of ogrillions on my way back to Beregost.

Anyway, here I am (armour class looks to be altered due to protection from evil, never really noticed that before?)
Image IPB

Image IPB

Modifié par Gate70, 12 août 2011 - 10:06 .


#2562
corey_russell

corey_russell
  • Members
  • 5 309 messages
Noywad the solo dwarven fighter - FINAL Update

So Noywad finally arrives in Baldur's Gate. In terms of upgrade, there are basically only 6 items that he needs to get before getting the story line along:

* The DEX tome in the thieve's guild
* the +2 Axe the mountain maulers have
* The helm of balduran
* Razamith's +2 ring of protection and INT tome (I don't NEED this but might as well get while I am there)
* The better shield against missiles the follower of Tymora offers

All of these items were obtained successfully. Incidents of note:

* Mountain Mauler Battle - Nymphs cloak ruled the day, I kept charming the melees and the casters kept casting at their own groupmates, while I slinged the casters. This was enough to carry the day.

* Iron Throne acolytes - tried a new strategy. I had protection from magic up and was using necklace of missiles instead of arrows of detonation like usual. This wasn't killing them very well. So with my haste boots I ended up switching from stairs to stairs on the 4th floor and using my sling which WAS effective in downing everyone.

* Candlekeep Catacombs - very careful prep here. Basically I put up long lasting fire and ligthning protection, dealt with the spiders and their traps easily thanks to the free action ring. Then I unequipped the free action ring put on my haste boots, used the cloud giant potion (STR 24) plus DUHM and was able to force open the crypt with the strength tome. I then ran to the other side, but the DUHM ran out. Fortunately 24 STR was enough to open the WIS tome. I really don't need the WIS tome, the real reason I bothered was for the fire resistance ring. I then went to the 2nd section of the crypts, killed the initial dopplegagner, then gulped a invisibiilty potion and ran all the way past Elminster, Prat, and the Basilisks.

* Cynthrandria - tried necklace of missiles but wasn't very effective. Yet again, switching attacks with my sling by traversing the 4th floor and appearing on the other set of stairs was enough to take down all enemies here with Noywad's sling.

* Slythe and Krystin - I still had my buffs from Cynthrandria active, this was enough to take down Slythe. Krystin wisely decided to remove my buffs. However, i was ready for that and gulped a magic blocking potion. I charged her and the slashed with Noywad's axe was too much for her.

* Duchal Palace Battle - this was very interesting to me. I have always beat this with summons and this time around that is not an option. So put on heroism, haste, cloud giant potion (STR 24) PLUS DUHM and put myself next to belt. I tried a sleep from my sleep wand and it did put two nobles to sleep. Then it was axe all the way. Couldn't protect the female duke but Belt survived. He saw the evidence I had and Sarevok approached. After a few hits with my sling Sarevok ran.

It was time for the final push. This is my equipment and resources before entering the thieve's maze. Since I am at the level cap, my plan was to protect myself as much as I could with long lasting buffs from potions and scrolls and use a haste potion that way I can wear the boots of grounding, then gulp an invisibility potion and run all the way from the beginning of the thieve's maze to the Bhaal's Temple. This was successful.

So I entered the Temple of Bhaal and put on some buffs, longest lasting buffs cast first. Note that I used a potion of clarity since it lasts lot longer than the greenstone amulet. Here are my buffs before entering combat.

I remembered last time I soloed a fighter (with reloads that run) I used an invisibility potion before pulling Sarevok and got just him. I dont know if that was a fluke or a valid idea but tried it anyways. When I did Semaj and Tazok approached. I quickly change my equipment and equipped my bow and dispelled Semaj's protections although it took more than one shot. Then I removed the bow and re-equipped my shield and starting slinging Semaj with Tazok on me. Semaj fell pretty fast, switched targets and burned down Tazok taking no damage.

I creeped up the left and saw Sarevok run real fast, my initial pull with a dispel arrow must not have connected. I ran to the opening and got in to my equipment screen (which unpauses the game in my case), removed the shield and equipped the bow and fired my ONE dispel arrow - it connected!

I then removed the bow, put on my shield and starting meleeing with my +2 axe. Was doing some real nice damage to Sarevok, and SUCCESS!

This is my first EVER solo no-reload of any version of Baldur's Gate. Was happy at the result.

Noywad's Final Character Sheet for BG 1

Moving on to BG 2. Will attempt to solo BG 2 as well. 

Modifié par corey_russell, 13 août 2011 - 06:50 .


#2563
Gate70

Gate70
  • Members
  • 3 208 messages
Congrats. Even more if you did an inventory hop while Semaj and Tazok were on your back. I've tried it several times years ago and ended in a real mess (although that would have been with a party and I gave up trying because Angelo usually blew them to bits).

Modifié par Gate70, 13 août 2011 - 07:59 .


#2564
Gate70

Gate70
  • Members
  • 3 208 messages
Dinus, LG human male paladin.

Half ogres and paladins. Bjornin is hiding from four while I'm hiding from Gnarl and Hairtooth. I'm resting fitfully (only healing 1hp per rest) so even with lay-on-hands and an ability to cure minor wounds my recuperation is slow.

I save a nymph and her tree from Caldo and Krumm, kill a couple of wolves and retrieve a drowned cat for Drienne. Gnarl and Hairtooth are no match for Krumms belt, allowing me to press forward. The odd xvart blocks my way briefly, but I am soon in a cave trying to read a magical tome. It's no use, I will have to find somebody to read it to me.

Thalantyr reads this tome of leadership to me, then I sort out a few gibberlings and a belted ogre before heading north towards the Friendly Arm Inn. A few hobgoblins are marauding, so I put a stop to that.

I practice some more on Arghain and his half-ogres before dealing with Bjornin's four. Then I kill my first ankheg and sell the remains in Beregost, and head south to Nashkel mine where I hear Prism tapping away in the distance.

Greywolf is one tough bounty hunter. I've only got one of my nine blue potions left by the time he dies.

#2565
Grond0

Grond0
  • Members
  • 6 502 messages
Well done Corey - best of luck in BG2.

Spirae has done most of the areas prior to the Cloakwood now and is at her cap (level 10).  At the bandit camp I have been essentially using run and shoot tactics recently, but Spirae has neither the damage potential nor AC to make that a feasible tactic.  Instead she used Algernon's Cloak extensively.  At the main tent Venkt made the mistake of chasing her out and paid the price - the rest were then straightforward.

Spirae belatedly returned to Nashkel and prepared to face Nimbul - only to find that he was not there!  I presume that he had heard the bandit camp had been sacked and decided no-one was going to pay him for an assassination anyway.

Just picked up the constitution and charisma tomes.  The latter also required putting together a bit of a task force in order to nullify the Dark Horizons assassins.  With the sale of their equipment Spirae has bought everything of use to her and is ready to resume the main quest line.

Modifié par Grond0, 13 août 2011 - 10:47 .


#2566
Gate70

Gate70
  • Members
  • 3 208 messages
Interesting comment about Nimbul Grond0.

Dinus, LG human male paladin. Try and follow Vaclavc, with no reload inevitably slipping to minimal reload at some point.

Wenric is pleased with my zombie clearance, helping to pay for the greenstone amulet so I can track down Bassilus. After collecting a reward for him I can afford a cloak of displacement. These two items plus my pair of girdles should help in Nashkel mine.

The first two areas of the mine are easily dealt with until I reach a trapped bridge. Two traps and a critical arrow are painful but I'm hardy enough to cure wounds and down the kobolds. Another critical hit is endured before a roaming ghoul homes in on me (easily avoided in Tutu/BGT but it wanders in vanilla). I kill it before it can hold me (risky).

As I attack the spiders a kobold appears and shoots me so I kill it and wait for the spiders to catch me up. Then I move to the final group of kobolds and kill one so I can reach the kobold commando. One hit finishes it off and I clear up the other five kobolds. Then I try to squeeze past three exit traps, only triggering one of them. I need to rest so risk it before leaving.

I have to rest three times ( plus one interruption) to feel better, then I move on again. A few more kobolds are flushed out then I confront a cleric called Mulahey. A second use of the greenstone amulet nullifies his spells as I take down yet more kobolds. My first hit is a critical, causing him to cry for leniency. I answer him with a second critical hit, chunking him.

As I leave I am beseiged by a kobold and six skeletons. Once the kobold is dead I turn undead and walk out. Two gray oozes are easy prey, allowing me to leave. Berrun Ghastkill rewards me and I head south for Beregost (well it avoids Nimbul).

I have second thoughts and continue to Larswood first. Teven decides to recruit me (bypasses Tranzig too), only for Tazok to attack. I have to heal twice and glug two more blue potions before gaining his approval for becoming a bandit. He clears off and I decide to rest before making more enemies.

(Thoughts about disabling enemies without Algernon's cloak but using the greenstone amulet, which I think has 7 charges but you can't tell in vanilla so will trade after six but try to minimise use of by using other methods/items).

Bassilus and Mulahey are down, maybe shouldn't have tackled Bassilus.
Nimbul and Tranzig avoided.
Venkt (have to get to the chest near him).
Drasus & gang (might be able to distract them).
Hareishan (more evocation than disabling, buff vs electric)
Davaeorn (will have to kill him).
From this point on I can use any charges in the cloak from Ragefasts nymph.
Zhalimar Cloudewulfe and gang (check the gone to Candlekeep note is mandatory).
Prat and co (might be able to avoid combat with them).
Final mercenaries and Tamoko (dodgy to hope their exploding arrows to disrupt all the spells).
Sarevok (hoping I have some potions left for here).

That leaves Ice island (greenstone or maybe some off the wall ideas), werewolf island (ring of free action against vampiric wolves and greenstone at the top of the ship) and Durlags Tower (ring of free action, plus greenstone against the demon knight and Aec. Maybe also against the four warders and on the chessboard). Will be educational.

Modifié par Gate70, 13 août 2011 - 12:19 .


#2567
Shadow_Leech07

Shadow_Leech07
  • Members
  • 553 messages
Congrats corey!

#2568
corey_russell

corey_russell
  • Members
  • 5 309 messages
Thanks all for the well wishes. I will definitely need luck in BG 2 we will see how that goes.

#2569
Gate70

Gate70
  • Members
  • 3 208 messages
Dinus, LG human male paladin.

Ardenor Crush puts up little resistance but his hobgoblins hit hard. When they are dead I find a bandit with Taugosz Khosann. I retreat and Taugosz chases, so I cast PfE and turn to fight. He hits and I miss, so I cure my wounds and continue. He hits me again as the bandit arrives, so I cure my wounds again. Then I hit him back.
Image IPB

Now the bandit hits me critically so I cast lay on hands only for another critical arrow to hit. Then Taugosz lands a critical hit (down to 28/55hp so not great). The bandit is a pain, so I cut him down with two blows. Taugosz has followed so I try an old paladin trick of standing in the shade while he fights in the sun (OK I just felt like doing it). I hit him hard and retreat to the next shaded tree (Paladin 5, THACO 11, 1.5 APR - I think his APR is higher so keeping it at 1APR each).

I miss, so move again and miss yet again. The next move I have to cast PfE and we both miss again, so I move again. He hits (17/25, gulp a blue). I hit and run. Miss and run. He hits, I gulp (last one so next hit means I have to leave) and run. PfE, hit and run. Miss and run. Chunk and loot.
Image IPB

I buy some more potions and head back to the bandit camp. A few more bandits force a rest then I prepare for the main tent. PfE and greenstone amulet, and off we go. Venkt is harming me with spells, so I gulp one potion in addition to three healing spells. After I kill him I move past Raemon and Britik to Hakt, hit him once and cast PfE again. A second hit scares him and after a third blow I move on to Raemon and finally Britik.

After freeing Ender Sai I rest and cast PfE (saving throws reduce by 2), then force a chest open (lightning hit 36/55hp remained) to find details of a mine hidden in Cloakwood.

On the way I agree to help Aldeth Sashenstar. Seniyad and his druids attack me so I kill them (hey this ring could be helpful but yet again I have no idea how many charges it has).

Deeper into Cloakwood, killing spiders and ettercaps before rescuing the body of Chelak. Then deeper still to pass Eldoth, edge past a hamadryad, ignore a wyvern cave and reach the hidden mine.

I waste four charms against the two guards (does it even work against humans), finally giving up and killing them instead. I've left most of my potions in Beregost so need to consider returning for them or coming up with another plan.

I try to sneak around between the compound walls and the buildings but come to a dead end. I edge around the other walls and Genthore attacks me so I retreat. He follows so I draw him away to play on the bridge. I soon realise my war hammer (Ashideena) is more effective against him than my longsword (Varscona).

Drasus is just as stupid, and again I find the war hammer more useful. He's easier to kill than Genthore too. I change to my longbow and put on his boots (speed), thinking I can outrun enemy spells, provide a counter or run around scared far away from them.

My first arrow hits Kysus but he manages to shadow door. On my next visit I tag Rezdan and outrun a confusion. I shoot Rezdan again and receive a flame arrow so cure my wounds. Another arrow and shrug off horror. The next arrow is unanswered, the one after that met with a Larloch but as Rezdan has died he won't benefit.

Kysus fits a scorcher in before two more arrows end the battle (a charge of greenstone would seem safer). I'm soon back after a quick inventory drop at Beregost.

Modifié par Gate70, 13 août 2011 - 02:50 .


#2570
Gate70

Gate70
  • Members
  • 3 208 messages
Dinus, LG human male paladin.

I've forced my way into Cloakwood mine. As well as PfE I glugged a potion to make me immune to lightning and attacked Hareishan. I took a fair bit of damage and had to glug a couple of blue potions but with the mage dead my injuries slowed down. It still took several more potions before the guards were all dead (thought I'd blown it about 10 seconds in).

My healing spells allow me to continue almost uninjured. I charge the three hobgoblin archers then turn back for the guards. I've managed to clear the room but feel like Kronenbourg (16/64hp) and only have one blue potion left.

These guards are determined, I am interrupted ten times before I can successfully complete three sleeps. Three more hobgoblins are swept aside as I enter Davaeorns lair and bust up his sole remaining guard.

I edge forward, retreating to cast PfE and take on a battle horror. I have to heal my wounds a couple of times and re-buff before it perishes, then I try to rest. After two disruptions I go up three levels and rest in a safer spot, or so I think. I manage to fight several attackers off and even cure a poison arrow before finding a better spot and trying again.

Battle Horror two forces me to retreat, to find the hobgoblin reinforcements have arrived. I kill them, leave Cloakwood and pick up a strange ring (fire resistance) embedded in a faraway rock face. Then I buy all the blue potions that Erdane has and return to the battle horror.

I'm hit twice then I get into my stride and kill it. Then I retreat and rest before coming back for Davaeorn. PfE and a greenstone charge see me into battle but Davaeorn jumps about then casts mirror image. I churn through the images as he summons four ghouls. I hit him once before he switches to his quarterstaff and I realise I need to sort out the ghouls as they have me blocked in. A couple of hits later the greenstone charge expires and I am immediately held.

(So should have delayed the buffs until he stopped shadow dooring. To be continued in the minimal reload thread).

Edit - worse, I had Spiders Bane in my pack.

Modifié par Gate70, 13 août 2011 - 07:39 .


#2571
Serg BlackStrider

Serg BlackStrider
  • Members
  • 1 572 messages
Bad... very bad luck, Gate :(

@corey - congrats! May be we'll meet in Athkatla :)

#2572
Grond0

Grond0
  • Members
  • 6 502 messages
Spirae is through the mines and the route to the city lies open. 

No problems with the cloakwood, although Spirae must have been on autopilot Spirae when she chose to attack the spider nest - no real point as can't use Spiders Bane and already has ring of free action!

Outside the mine Spirae used scroll of magic protection to handle the party there.  Her 2 totemic summons didn't last long, but did enough damage to Drasus to make him easy to finish off.  Genthore was shot up with sling.  The 2 mages both went invisible so Spirae charmed a couple of black talons to get them to show themselves for more sling practice.  Hareishan and masses of guards fell to several fireballs from her necklace.  I was a bit surprised that Hareishan died to the last one as he had just finished casting a minor globe of invulnerability - presumably the necklace attack counts as non-magical.

I didn't want to use up another of the limited supply of magic protection scrolls so used fire and lightning protection supplemented by potion of magical shielding.  Fortunately Daveorn failed in his attempt to remove magic and left himself open to some running and shooting.

#2573
Grond0

Grond0
  • Members
  • 6 502 messages
In the city Spirae's first order of business was to secure the 3 tomes:
- dexterity.
- intelligence.  Used Righteous Magic to open Ramazith's door; sanctuary gave a free ride up his tower and a single firebreath roasted him.
- wisdom.  Marek might have thought he was safe when he went invisible, but the clouds of insects around him gave a target for a fireball.

Used sanctuary again to avoid the Iron Throne combat and open up the route back to Candlekeep.  The violet potion from the carnival gave Spirae the strength to loot the tombs and more sanctuary took her back to Baldur's Gate.

Cythandria gave up a useful diary before it was time to settle accounts with Slythe and Kristin.  Slythe was a real handful for my wizard slayers, but no match for Spirae with her tough druid skin.  He did manage to kill both totemic summons, but quickly fell to a critical hit from Spirae boosted by Righteous Magic and Divine Might.  Kristin should have been as easy, but I nearly ballsed it up against her.  She successfully removed magic and I just got Spirae to take another potion of magic shielding before slinging her.  I thought the potion lasted 5 turns (actually 3) and had not worked through her stoneskins before the potion wore off and Krystin confused Spirae.  She had to survive a save against charm person and was getting low on hits from rabid dogs before she came to her senses and quickly finished Krystin off with a barrage from the wand of heavens.

The fight in the palace was straightforward.  I was initially thinking that it would not be possible to use summons because they would get confused and hit the wrong targets.  However, I realised that Spirae could cast Chaotic Commands so used that on the totemic summons.  I didn't really try and save Liia and she died just before the last of the greater dopplegangers, but Belt was never in danger.

With Sarevok running to find a hole to hide in Spirae is now free to take on the extra areas in TotSC.

#2574
Grond0

Grond0
  • Members
  • 6 502 messages
First item of business in TotSC for Spirae was Ice Island.  Generally this was pretty easy, but for the second session in a row carelessness could so easily have ended the run when I mistakenly thought the green amulet protection was on and Spirae had to make a save against charm person.  I was also momentarily worried, when using winter wolves in the final encounter, that the cloak to get off the island might be destroyed.  Fortunately it appears that it is correctly coded as a plot required item and not subject to disintegration.

Next up was the werewolves isle.  Got hold of some sea charts from a reluctant seller and set off.  Decided the easiest way to take on the doggies was to form my own pack.  The wolves that chased me out of the first level of the ship had a nasty surprise waiting.  As Spirae worked up through the ship her pack got bigger.  Charming the werewolves isn't particularly easy because of their magic resistance, but she persevered and by the time she got to the top level she had overwhelming forces available.  After finishing off the opposition a few of the pack died in traps, before the remainder fought among themselves.  Spirae formed a new pack on the way out, who were keen to take ship with her.  However, they seemed to be busy arguing with their friends so Spirae set sail by herself in the end.  On the way home she stopped off at an island that was not marked on the sea charts, but decided not to explore it (not sure what mod this was introduced by, but was too worried about being script-killed to chance talking to what looked like sirenes).  Selaad was easy - I was a bit surprised that Spirae's +3 staff was effective against him.

Next up Durlag's Tower.

Edit: completed the upper floors of the tower.  Used green scrolls of acid, fire, cold, electricity, poison and petrification as basic buffs.  Unfortunately Daital dispelled these, though Spirae had already killed the basilisks on the roof.

The first basement level was also easy enough.  Renewed the green scrolls (except petrification, which Spirae is out of) and used potions of speed to allow boots of lightning to be worn.  A ring of fire resistance got fire resistance up to a fairly safe 90%.  Before triggering the final battle Spirae buffed up fully with potions.  Love and Fear fell quite quickly to her staff.  Avarice and Pride were hiding downstairs and were a bit trickier because she was out of skins, but her mobility and greater weapon speed allowed her to wear them down in due course.  Spirae will need a rest before continuing with the next level.

Modifié par Grond0, 14 août 2011 - 08:37 .


#2575
Gate70

Gate70
  • Members
  • 3 208 messages
Good luck Grond0. I've been pushing Dinus in a minimal reload and am slightly behind you (plus four deaths). Just have Durlags Tower to do now, but that could be very painful.