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Baldur's Gate 1 No-Reload Challenge


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#2901
corey_russell

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See Grond0? You are succeeding with your party AND getting lots of excitement -- what more could you ask?

#2902
The Fred

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Grond0 wrote...
...the worst moment for the party as a whole was the first encounter with sirenes. I had no specific protection against their charm persons, but thought they did not take effect on persons protected by evil. The first 2 sirenes were easily dealt with after being caught in a web, but Kagain was charmed by the third despite his protection.

Maybe this is a "feature" of BGT, because PfE is supposed to protect from such spells, and I'm pretty sure it does in vanilla. I suppose you could argue that PfE only protects from mental invasion, i.e. domination and possession effects, and that Charm doesn't count, but that's kind of splitting hairs IMO.

#2903
Gorthaur X

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Did it really work that way in vanilla? I can't remember, but it seems it would be a little overpowered if it did, considering that most enemies are evil, PfE 10' Radius can be cast on the entire party by a relatively low-level cleric, and it lasts basically forever.

#2904
Gate70

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It works like that in my vanilla/patched install, another difference to BG2 engine.

Mendris, LE male halfling bounty hunter.

Cloakwood. Seniyad and tasloi are followed by spiders. I decide not to enter Centeol's lair, instead snaring a hamadryad. I clear a wyvern cavern next right click the stairs, thanks Wierdo.

I lay a series of snares across a bridge in case I need a heroic retreat, and two more at the feet of Drasus. They attack; Rezdan is dead, Drasus and Genthore are injured while I have missed Kysus.
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I ping Kysus with an arrow, sending minor damage into his shadow door. Drasus and Genthore are chasing me now, Drasus bursting through two snares but falling to a third. Genthore takes the final snare but I've enough distance to drop another that kills him too.

Just Kysus remains. I drop a final snare in case he shadows in to me, grab the nippy boots from Drasus then go find him.
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In the city I deal with Lothander and Marek while also helping Varci Roaringhorn no option to keep the tome of wisdom. Then I sort out Ragefast and Ramazith, the Seven Suns xp cap reached and the Merchants League. An ogre mage and carrion crawlers are next and Scar grants us an audience with Eltan.

I grab some evidence from the Iron Throne HQ, set a few snares, sneak out and kill Ratchild, then return to add a few more snares. Then I say hello and run. The doppelganger is the only fatality so I hide and add two final snares.

I'm potshotting Aasim, retreating each time. Eventually he holds me but I'm out of sight and have both traps as a spacer. My next shot gets him to chase me and one snare kills him. Alai stands over him, so I target him next. Two shots and my final snare sort him out.

Three more have clustered, I choose Naaman as the caster. Then Diyab joins in and is closer, so I one-shot him. Zhalimar Cloudewulfe is door-blocking so he is next. After several shots he has me cornered he's in the middle so I can't hide so we trade arrows. I gulp four blue potions before his arrows run out, then I run and shoot until he drops his halberd and dies.

Gardush chases me but I hide and return for Naaman.
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Just Gardush, he's almost dead from snares but best to make sure.
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Stats.
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Modifié par Gate70, 25 septembre 2011 - 05:38 .


#2905
corey_russell

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Gorthaur X wrote...

Did it really work that way in vanilla? I can't remember, but it seems it would be a little overpowered if it did, considering that most enemies are evil, PfE 10' Radius can be cast on the entire party by a relatively low-level cleric, and it lasts basically forever.


Hmm, we all have different installs, because my guys get charmed even with PfE on them. I am just vanilla with official Bioware patch, no fixpack, wonder if that makes a difference.

#2906
corey_russell

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Entering the challenge with Heather, the Human Mage (trilogy no-reload)

I've beat BG 1 with almost every vanilla class possible, except F/M/T, F/M/C and mage. I'm pretty good with melees/divine casters, so-so with thief combo classes, but have never got a mage no-reload. My mage will start out pretty weak in BG 1, but will get a lot stronger in BG 2/ToB. Being a mage hopefully will let me skill up with the arcane. In any case, here is the character:

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Her level 1 spell picks were blindness and armor. I know there's an armor spell in a chest in Winthrop's Inn, but wasn't sure she could bash it in. And even if she could, she still might fail to scribe the spell. It will be a long time before she can afford the robe of the good arch magi, so the armor spell will be a key defense for her until she get to level 3 (so she can travel while invisible).

General plan is to use a full party. The leveling pace will stink, but with a full party the enemies will have more targets to pick on, so less likey she will ber targeted -- not to mention more help if she does get in trouble.

After Gorion was ambushed, Heather let Imoen join her. She also let Montaron and Xzar join her. They traveled to FAI as Gorion suggested. They were met by an assassin, who resisted BOTH blindness and command. Ouch. Heather forgot to tell Xzar to use his LMD -- oops. Tarnesh fired off a horror and Montaron and Imoen both failed their save. Next, Tarnesh magic missiled them both to death. However, with assistance of the guards, Tarnesh did fall.

Heather then went inside and recruited Khaild and Jaheira, after resurrecting Imoen. Montaron was NOT resurrected. The party went north for a moment and recruited the paladin Ajantis. Heather feels she has most the party she wants, except that she would like a cleric to fill Montaron's spot. After resting at the FAI, they traveled south and defeated an ogre with a belt fetish (command worked). This was important as the belt of piercing went to Heather - if she gets ambushed this belt maybe the the only thing that saves her.

The next major challenge was another assassin, Karlat. This guy was like superman - he could have killed party by himself, as everyone kept missing him. However, Xzar pumped Karlat with both 2x LMD and lots of shots via the magic missile wand and the party prevailed. Ajantis was nearly killed in the process though. (the party did NOT deal with the spiders in the house yet - we wanted the free antidotes from Landarin, but first we need to get Ajantis CHA to 18).

The party finally arrives in Nashkel Inn and we get ANOTHER assassin. Imoen and Heather ran to the sides, Neira made her threat and the battle commenced. Some party members did get held, but Neira got blinded so everyone in the party survived and Neira didn't.

While headed to the Nashkel Mine surface area to pick up Greywolf's sword for Khalid, Heather encountered her first major ambush. A lot of micromanagement was needed, including healing, but the party did win without any casualties.

Greywolf was interesting -- knowing Khalid's cowardly tendencies, we cast remove fear before the fight. But even so, Greywolf got a big hit in Khalid and Khalid's morale still broke. Greywolf was blinded, however, so the party did end up winning the fight without Khalid's help.

The party traveled to the gnoll fortress using the southern-most areas without clearing them. I think this is the safest route to the Gnoll Fortress. The gauntlets of dexterity went to Ajantis, as did the CHA tome. We dealt with the xvarts in the southern portion of this area, and after killing the carrior crawler everyone had leveled at least once except for Heather. She was close though, so we killed a few more gnolls before leaving the area. (Heather is using the ring of wizardy -- since she's not a specialist mage she will need this help).

The party will clear high hedge next.

Modifié par corey_russell, 25 septembre 2011 - 07:38 .


#2907
The Fred

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Gorthaur X wrote...
...considering that most enemies are evil...

PfE is actually meant to protect you from invasive mind magic regardless of alignment, I believe.

Gorthaur X wrote...
...PfE 10' Radius can be cast on the entire party by a relatively low-level cleric...

You need to be L5 to cast it. In vanilla, without TotSC, the level cap for a Cleric is L7. Admittedly you only need 13k XP to be a L5 Cleric, but in an unmodded, party game, L5 is not really low-level. I for one am used to playing semi-solo or reduced party (usually solo or duo at the start, adding more members progressively through the game) so getting a Cleric to L5 in vanilla is not hard. However, I think this is a skewed perception from metagaming and playing TuTu/BGT/BG2.

#2908
The Fred

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Sidarus' exploits continue.

We did indeed pick up AJ. At L6, his health is 51, less than Sidarus' 53 with his familiar, his AC is slightly higher due to his lower Dex (though once I get him some Plate or Full Plate that should improve) and his THAC0 is not actually much better. However, he has a much better weapon selection (Long Swords > Clubs, had him using Ashideena for a bit even though he's unproficient, and now he has what I think is Varscona, but haven't IDed yet). This means he's doing a lot more damage, and with more magical weapons at his disposal, he's a lot more powerful than Sidarus. Most importantly, though, he's immune to Charm and Poison, being a Cavalier.

We killed Tarnesh (who was easy thanks to Command and Blindness; we could have taken him at an earlier point, but we had AJ, AJ's Remove Fear, and some Hold Persons etc in case he made his saves).

We cleared out Landrin's spiders, saving her antidotes for later. A Sleep spell took out 3/4 of the spiders, making this trivial, but AJ's immunity to poison was what I was relying on.

We then took on Bassilus. His undead army collapsed around him, but somehow, mine did too, leaving me with a single skeleton. Never mind; he was Held and quickly killed.

We then progressed to the Nashkel Mines. The DSotSC-based kobold upgrade (from SCS), combined with SCS' better calls for help, mired us in some large battles, with multiple Kobold Commandos and Guards facing us at once (amongst large numbers of weaker foes). AJ is slightly resistant to fire, and of course the Guards' poison daggers were no threat to him, but we still have to rest multiple times to heal up.

When we hit Mulahey's hideout, we had an issue. No Mulahey. Not sure how this happened. I was able to walk around, chat to the Kobold Elites, pick up Xan, rest and even riffle through Mulahey's stuff without hassle. In the end I had to CLUAConsole him in. This gave me a slight advantage, since I'd prepared, but he popped up in the wrong place so I think it didn't advantage me too much. Anyway he was pretty easy thanks to Sleep (for his lackeys) and Hold Person, so I don't think I could have lost.

The plot thickened as we stepped outside and met another Mulahey. Hmm. Well, I didn't want to fight him twice (and get double XP, etc) so I enabled cheat keys and tried to kill him. Unfortunately I accidentally added him to the party (pressed Ctrl + Q). Tried Ctrl + K but that just kicked him back out again. Oh well, he didn't want to fight me so I just left him. I did gain 29 gold, but there was probably that much lying on the floor which I left and anyway I have ~5k so I don't think it will affect the challenge too much. ;-)

The team now:
Sidarus, Beastmaster 3 -> Cleric 6
Awesome now he has the Ring of Holiness; four L3 spells!

Imoen, Swashbuckler 5 -> Mage 5
Needs a better L3 spell, kinda not much help now we have Xan, but should be a lot more useful once she gets Mage 6.

Ajantis, Cavalier L6
Cavalier Immunities are very useful. Now he has Varscona he should also be pretty decent in combat (11 THAC0). I've focused him in Two-Handed Style, though, so I want to get him a decent TH Sword.

Xan, Sorcerer L6
Multiple castings of Sleep, Magic Missile and Monster Summoning I are pretty cool (also chose Blindness, Charm Person - as an allusion to his unmodded self - Melf's Acid Arrow and Mirror Image), but he has only 11 HP! That's even worse than unmodded! He took 10 damage from a Kobold in the fight before he could get a Sleep off and nearly died, so I'm thinking of giving him Imoen's bracers - she can take a hit better than him.

The next challenge will be the Ch 3 assassins. Still, I took on the bandits in the Drizzt area with relative ease so I'm not too worried about them (touch wood). After that it will probably be a toss-up between the Bandit Camp and the Lighthouse area, though heading to Durlag's Tower (with I10R) to get the Wis tome sounds attractive.

#2909
Grond0

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Gate70 wrote...

In the city I deal with Lothander and Marek while also helping Varci Roaringhorn no option to keep the tome of wisdom.

The priestess has it in her inventory so you can still get it back from her if you want.

#2910
Grond0

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The Fred wrote...

Gorthaur X wrote...
...considering that most enemies are evil...

PfE is actually meant to protect you from invasive mind magic regardless of alignment, I believe.

I haven't checked in players handbook, but my vague memories of playing PnP 2nd edition about 30 years ago are that PfE was only effective against evil and worked by preventing evil enemies from touching you - so effective to stop ghoul paralysation for instance - rather than specifically being against mind magic.

#2911
Gate70

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Mendris, LE male halfling bounty hunter. Doing the direct route here.

Duke Eltan sends me back to Candlekeep. I leave Rieltar alive, only to be framed for his murder. Tethtoril frees me and I'm soon out of the catacombs. Back in the city I rescue Duke Eltan then deal with Cythandria, Slythe and Kristin on the advice of Tamoko.
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My snares don't work well against the greater doppelgangers at the coronation game over pending. One keels over before the rest turn aggressive, and two chase me upstairs. I lead them onto a pair of snares then run and shoot until they die.

Three greater doppelgangers are left downstairs, one chases me up again. I gulp an oil of speed and kill it, when I return a second doppelganger chases me back up. The final doppelganger is running scared and the dukes are safe, although Sarevok looks like he may change all that. After a bit of heroic running I'm relieved when he teleports away with both dukes still alive. Then Belt sends me after him.

Final Iron Throne mercenaries, I lay down some traps and rest before appearing in the middle of them. Haseo is killed, everybody else badly wounded. Rahvin chases me into another snare and dies. Gorf triggers another, and I shoot him down. I throw another snare next to the rest, and only Shaldrissa remains. I hit her with a few arrows until she chases me into another snare.

Tamoko takes four snares and a backstab. Then I enter the temple, remove two snares and add seven of my own in four goes. One last rest and I enter the temple for the final time, using a single scroll of protection from magic.

I hit Sarevok with an arrow of dispelling, then run and hide as he blunders into my snares. He is injured, so I lay four more snares then attack but my DUHM backstab misses. I'm hidden again, he is badly injured so I try a second DUHM backstab. He's badly injured.
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I zip behind a pillar and hide, while he staggers over slowly. Gawds, he's still badly injured.
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He's too slow, I'm hidden in moments just by running across the room. As he nears me he speeds up fun while it lasted then. I miss, but still easily reach the pillar and hide. I miss again, and just squeak a hide from the far side. This time, he drops to near death but again no poison his saves must be too good.
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I switch to the longsword unidentified Varscona and hit again.
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There can be only one.
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I hide from a battle horror that arrives as Sarevok dies, and leave the temple. All I have to do now is return to Belt avoiding all the nasties I skipped past in the thieves maze.

Finished with 305k xp, haven't levelled up past the TotSC cap. 342 kills, most valued is a greater basilisk apparently. Not my ideal class for SOA but hope I can have a fair run.

Modifié par Gate70, 25 septembre 2011 - 11:09 .


#2912
The Fred

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Congrats, Gate.

#2913
corey_russell

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Congratulations, Gate70! Good luck in Amn!

#2914
The Fred

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A quick update for Sidarus (it's late here).

We killed Tranzig. Tougher by far than in vanilla, but still pretty easy.

We also killed Molkar and his band. We pretty much had this in the bag, but we left the Held ones a bit too long and they rallied by the end. Still, we prevailed, despite a Monster Summoning scroll being cast right on Sidarus (thank you, Sleep!).

An accident befell Ajantis in the coast area (north of the lighthouse). He got a bit too close to an Ogre Beserker and we had to head over to Beregost to get him raised. I kind of forgot how many spells Xan could cast, so the battle needn't have been so hard.

The amazonians proved to be more difficult than the others. Their rogues started off invisible, which threw me; luckily the one who attacked Xan missed, but she then used an Oil of Speed and shot him down with a fire arrow. Ouch. That also left us without most of his spells. Luckily, a combination of disabling spells (Summon Insects, Hold Person, Horror and Command) and summoned creatures kept most of the threats neutralised, and we picked up a couple of nice items from the corpses.

#2915
corey_russell

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Quick update on Heather the Human Mage:

The party thought they would stop a merchant selling defective (read: dangerous) goods, named Borda near an Xvart village. It was a costly endeavor. Borda magic missiled both Ajantis and Khalid to death. Jaheira was upset about the latter's death. However, the girls were able to finally put Borda down.. Had to leave a lot of stuff behind and Imoen and Jaheira had to walk encumbered to carry the guys equipment. Jaheira leveled and the girls were close to leveling after the fight so guess it was worth it.

Next major challenge was Bassilus. We attacked him with ranged and took him down. Heather got a brief scare - a single bolt dropped her to like 20% health. She ran and potioned, and then came back and helped the party down the the remaining skeletons. We reported our success to the Mayor of Beregost and he was quite pleased and gave the party 5000 gold. Think we will save up for the robe of the good arch magi.

Another tough battle was against Sendia and her archer buddies. Ajantis was so close to death his morale broke and starting running. The party, however managed to keep him alive. The key was a success hold person on a archer and Heather managed to blind the other -- otherwise Ajantis would have died. We kept at it, however and Sendai was defeated.

#2916
Gorthaur X

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Quick update:

Candlekeep done. Killed Shistal, the Greater Doppelganger (for the first time ever, in all these years - I've almost never explored the upper levels of the Citadel). Looted the graves below Candlekeep, and killed those nasty ghasts (they got a paralysis effect on Hador, but this time, I'd kept the Ring of Free Action on).

Prat's party wasn't quite as tough as the last time: Imoen cast a Greater Malison, after which Edwin's Emotion took out all but one of the opposition (not counting the Air Elementals). The last guy did manage to survive long enough for Prat to come out of uncosciousness and give our party a little trouble (Cone of Cold hit three or four of us), but we had no casualties.

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Hador now has 123k exp, and I'm wondering if I should do Durlag's before heading back to the city.

#2917
Gorthaur X

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Since Hador needed at least the tome of wisdom from Durlag's Tower to get his WIS to 18, we headed south to Nashkel. After Imoen stole back the Ankheg armor Hador sold back in the very beginning and bought a Shield Amulet from our favorite Carnival merchant, we headed to the dwarven ruin.

First, we killed some Doom Guards. They are annoyingly tough, but susceptible to spells, so the first three were blinded and killed by our melee fighters.

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"Valiant heroes beating up the disabled."

The fourth one made his save, but his crazy AC didn't help against Viconia's magic.

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"Viconia demonstrating the bad touch."

Then, we went to kil lthe basilisks on the roof. We didn't have any anti-petrification spells or scroll, but we did have two Potions of Mirrored Eyes. They only last ten rounds, but I thought ten rounds would be more than enough for four basilisks.

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"Thought wrong. My bad, Kagain."

Fortunately, we have a ridiculous number of Stone to Flesh scrolls with us, so he was promptly restored. Next, Viconia used one of our two Potions of Magic Protection to take on the Ghost at the next level.

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"Viconia: she ain't afraid of no ghost."

Then Kirinhale. Imoen managed to blind her with her first spell. Which was nice.

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"Now you see us, now you don't."

Then we all ganged up on her, and almost got her dead in the first round of battle:

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"Now you see me, now you don't."

Etherealness (an ability given to Succubi by aTweaks) is a bit annoying: I wasn't looking forward to her popping back in full health. Fortunately, she did not, and charming Kagain was the last thing she did in this world. Well, until someone summons her back, I guess.

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"And thus, she was sent back to Hell. So, um, a happy ending for everyone?"

Current team status:

Hador: Level 9 Swashy, 71 HP
Kagain: Level 8 Fighter, 88 HP
Imoen: Level 5 Thief / 8 Mage, 50 HP
Kivan: Level 7 Archer, 67 HP
Viconia: Level 7 Cleric / 7 Mage, 38 HP
Edwin: Level 9 Conjurer, 42 HP

Modifié par Gorthaur X, 26 septembre 2011 - 09:49 .


#2918
The Fred

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Gorthaur X wrote...
Etherealness (an ability given to Succubi by aTweaks)

She does this in vanilla TotSC too.

She's only worth something like 4k XP, though.

Gorthaur X wrote...
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#2919
Gorthaur X

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Oh, right. Well, it has been a few years since I've played vanilla TotSC, so I stand corrected.

aTweaks still appears to make her match its PnP Fiends component, which is why she gives more exp (and is worth killing instead of freeing). I'm not sure how much she differs from the original version, though.

#2920
The Fred

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Well, I don't have aTweaks installed, but I do have the Lure of the Sirene's Call. So, I headed over to the Lighthouse area.

A wierd old man got in my way whilst I was rescuing a young boy. He warned me of the sirenes in the area, but when we confronted them it seemed they were attacking them with the aim of looting hidden treasure. So, we talked this over with the old man, and it came to blows. I feel a bit short-changed, though, because the pirates were worth relatively little XP. By siding with the Sirenes I missed out on 2k XP for two of them, and whatever Sil is worth (4k I think), getting only ~1600 for quest completion.

I did get to raid Black Alric's Cave, though. This was a bit dodgy, since only AJ has a magical weapon. Basically he had to engage a Golem, roll with the hits, then flee and Lay on Hands. I did use summoned creatures to distract the Flesh Golems, but with varied levels of success. I think AJ and the Golems were faily balanced in that each could only take a few hits from the other, but they had no healing ability. We did have to rest quite a bit, though.

The Constitution tome went to Sidarus. To be honest, it didn't make much difference because the bonus 17th point only applied to his Beastmaster levels, so he only got +3 HP. Still, it mitigates the previous loss due to his familiar, and means that should a freak accident with the little guy occur again (shouldn't since he stays in my pack more often, now) I won't be dumped down to 15 Con and lose another 6 or more. AJ would have benefited from it more, but he can be Raised.

#2921
Grond0

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Update for Jug and party.  They have now cleared all areas south of the Friendly Arm, with the exception of the underground portion of Durlag's Tower, and are on their way to the bandit camp.  Progress included:
- little trouble with Nashkel mines.  Edwin slept the kobolds supporting Mulahey and a few hits quickly sent him running.
- up to this point neither of the fighters was using a magic weapon they were proficient with (I've restricted shopping to missile ammunition and temple goods in this run).  Jug was given a +2 dagger in the valley of the tombs, but Kagain has still not acquired a magic axe - this reduces party damage by around a third!
- Viconia did a good job dealing with the ghasts in the tomb to allow acquisition of  wand of monster summoning.
- the amazon ambush failed quickly.  Kagain was held late on, but the party took hardly any damage.
- I was a bit concerned about attacking Kaahrk without buffs.  Had no luck with dispelling his buffs - Edwin and Viconia threw 5 dispels at him with no joy - but Jug's spell suppression daggers prevented Kaahrk from getting any really dangerous spells off himself and he fell without trouble in the end.
- it's a long time since I did the Firewine ruins, so felt that had to be attempted.  Usual slow progress through the traps, but they finally made in to the other end.  Lendarn made the usual SCS mistake of spending time putting mirror image up and was dead before he could attempt another spell and the ogre mage followed shortly after.
- coming out of the back door the party ran into Jenkal.  He can be a pain with his potions of invisibility, but on this occasion they didn't do him much good - Edwin's chromatic orb seeming to petrify him well after he should have been safe.
- Kagain's lack of a magic axe slowed down progress at Ulcaster, but the undead knight fell at last.  Even more of a battle was in store against the wolf of Ulcaster.  This was partly because he came out before I was expecting him and set most of the party running. 
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Fortunately Edwin saved and was able to bring most of the party back to their senses, although Viconia had already run off into the distance.
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The wolf had several more howls, but all but one were wasted on terror, which was handy.  Things still looked bleak for a moment when he paralysed Jug, but he immediately turned on Kagain rather than going for the kill.
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With the wolf's death his remaining minions were quickly dealt with.  Viconia, with the best AC in the party, was still alive and well when the others got around to mounting a rescue.
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- Molkar's ambush wasn't much more successful than the amazons.  Molkar was held immediately and I think the only damage to the party was the unholy blight cast on Imoen.
- Kagain did most of the work against the basilisks, though Viconia chipped in with a command to put Mutamin out of business, while the party to the south got tangled in a web.
- Exploring the East Wood Kagain got webbed by some spiders.  However, what is exceedingly dangerous for a solo player is only an inconvenience for a party - Edwin had an evil laugh as he had a good excuse to fireball the group of spiders (and Kagain and Jug).  I had forgotten that the Red Wizards would not fight with Edwin in the party, but that was no reason to let Denak walk away with his ring.
- Jug again proved his prowess as a wizard slayer as he put the ghost in Durlag's Tower to sleep.
- Easily the longest fight of the run to date was against the succubus at the top of the tower.  Unlike in Gorthaur X's game my one did consistently go ethereal and heal herself just before I could kill her - again Kagain's lack of proficiency was costly here I think.  Had to wait quite a few times while characters shrugged off charms and had no luck getting the succubus to step on top of priest traps.  Eventually Kirinhale waited a fraction too long and Jug got the fatal stab in.

#2922
Gorthaur X

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I've had that experience before, both with Kirinhale and the Firewine Succubus (from BG1NPC). Ultimately, the best way to fight them is to use some kind of disabler, preferably following a Greater Malison. Emotion is always nice, but Chaos and Confusion probably also prevent the use of abilities even with SCS.

#2923
corey_russell

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@Grond0 - you keep saying Kagain is not using a magical axe. Why don't you get hiim the one in the Feldeposte's Inn? Or is that moved/removed in your install?

#2924
Gorthaur X

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Tiny update:

Cleared the first level at Durlag's. With Hador now at 146k exp, that should be enough to reach level 10 by the end of the game, or early on in BG2.

The Warder battle was surprisingly easy, given that Pride chose not to join it. Didn't notice until the three others were killed:

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"The death of love. What a... joyous victory."

Pride actually hit hard enough to take the majority of both Hador and Kagain's HP before both decided to fight at range, instead.

Very little left to the game now, just wrapping things up in the big city.

#2925
Grond0

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corey_russell wrote...

@Grond0 - you keep saying Kagain is not using a magical axe. Why don't you get hiim the one in the Feldeposte's Inn? Or is that moved/removed in your install?

It's there - I'm just not allowing the use of shops in this run (except for ammunition and healing stuff from temples).   The restriction provides something to look forward to!