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Baldur's Gate 1 No-Reload Challenge


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#4651
corey_russell

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Gem Hound wrote...

corey_russell wrote...

Gem Hound wrote...

corey_russell wrote...

Gem Hound wrote...

@silverstar
I like Fighter/Clerics better. I think they might be overpowered. :) a spell caster that can be a tank.


I don't know how they can be overpowered, but certainly a very solid class. I'm glad Bioware gave us a NPC with that class -- would have loved a Bioware NPC that was a F/M but oh well...(and to forestall replies, yes I know there's a mod out there that makes Khalid a F/M, but I mean the dialog too for a F/M not just the class itself).

There is a Fighter/Mage/Thief at least.


Really? What Bioware NPC is a fighter/mage/thief in BG1? I must have missed that NPC -- you sure it's not a result of a mod?

I was talking about classes. What were you talking about?


Ah I see. Just a mis-understanding. Yeah F/M/T is definitely strong in BG 2. Their leveling curve a bit rough in BG 1, but certainly a very flexible class. I thought you were responding to my statement about Bioware classes, but clearly you weren't.

While I won't call a Fighter/Thief over-powered, they have to be one of the stronger solo classes for vanilla BG 1. In Tutu, a number of BG 2 kits are crazy overpowered for BG 1, so won't go there (Totemic druid, any paladin kit, berserker, etc.)

#4652
Grond0

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Final update for Gael.

I've been pottering round with my wild mage for a while now trying to avoid getting any XP.  He successfully cleared most of the maps not on the main quest - I suffered from my normal inability to focus and started taking on all comers instead of just the things with worthwhile treasure so there were a lot of encounters.

Towards the end of his run I was getting bored and starting to take risks and came unstuck as a result against Brage.  I provoked Laryssa and took no action against her hold person thinking I would use the dozen or so charmed creatures I had with me to run her round even if Gael failed his saving throw.  That was working with her, but when Brage came into sight his script sent him straight for Gael.  At that point I had the option of letting him kill me or teleporting back to the temple.  I chose the latter, but that meant getting his first XP.  Soon after that I decided I wasn't interested in continuing with him any more and so he is retiring gracefully.

A few points from his run that may be of interest are:
- having a cow dropped on your head is painful (though I missed the cow itself in the screenshot).  However, Gael survived the experience by virtue of the game mechanic which says a level 1 character should not die as the result of a single hit.
- this surge strengthened Gael (+6 to strength).  I noted that as this is not one of the surges listed in the manual.
- looting the revenant's tomb can be tricky if you don't want to get any XP.  Charming a few helpers to surround him, however, can prevent him from talking (and therefore he won't go hostile). 
- looting the ghasts' tomb can also be tricky for most solo characters if you don't want to use up potions.  Charming a skeleton or two and dragging all the ghasts to the back of the tomb will leave their treasure unguarded.
- in an earlier run I noted that Albert was immune to normal weapons.  He went down easily enough, however, to Sendai's magic sword.  Only had some gold on him though. 
- immediately after getting XP for Brage Gael returned to the area and disposed of all his charmed supporters.  The gnoll chieftain at the end actually gave him some XP, even though killed by a hostile creature.  This can occur because the awarding of XP is delayed a bit after the incident that causes it.  In this instance the dog that killed the chieftain was charmed before the XP was awarded and therefore counted as a party member.  To be sure of avoiding this you need to wait at least a round before charming a hostile creature that has just killed something.

#4653
Gem Hound

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Anyways: Is there a way to kill a Mustard Jelly with a Thief? Backstabbing with my +2 Short Sword isn't working.
Nevermind. I'm getting something with +2 arrows.
Just killed it. Took enough shots.

Modifié par Gem Hound, 13 janvier 2012 - 01:06 .


#4654
corey_russell

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Gem Hound: In vanilla BG 1, you need to use either a magical long sword (slashing) or magical quarterstaff (blunt) to kill a mustard jelly with a thief. Mustard Jellies are immune to piercing weapons, or at least I thought they were. Perhaps it's just a very high piercing resistance, not sure how the +2 arrows killed it.

#4655
Silver-star

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 Yep you can go for a backstab with Quarterstaff +1, but going toe to toe with mustard jellies is a bad idea for a thief.

Reenie and her party cleared improved Ulcaster dungeons. The tough ghost group was fireballed and detonation arrow'ed  Image IPB though Khalid was singed by Reenie's fireball slightly. The ghosts fell. Image IPB

Reenie found many traps and enemies but dispatched them all Image IPB
 but one lightning trap very nearly killed her off in a blink Image IPB Note to no-reloaders, lightning traps:BAD! =D

Another tight battle with tough monsters, we buffed and prevailed Image IPB and killed them all.  Image IPB

Rested to identify all the loot. Fantastic items. Image IPB this ring is insane but I will use it heh. Another wonderful sword for Khalid, it's flaming sword and looks cool in game too.  Image IPB Also a nice staff for Reenie to backstab Image IPB since it is +3 it is a better weapon to backstab then +2 dagger, fewer enemies are resistan to type B damage, and extra fire damage and AC bonus is neat.

Exiting Ulcaster, we were beset by hordes of kobolds but Reenie fireballed them to ash. Image IPB We were attacked by a group of three evil red mages (Dark Horizons again) but they were fireballed, and Kivan killed them with his new detonation arrows too. They could not even cast a single spell.  Image IPB Burn, red wizards! Image IPB

Selling all the useless loot, we had +1 STR tome which went to Kivan so he has 19 STR, and one +1 wisdom tome brought Viconia to 16 WIS. Nice. We had 80K gold too, so went to Secret of the Bonehill quest. Because there are wonderful shops there. From magick shop Reenie copied a stoneskin but Imoen botched hers. Aaagh! Anyway, bought many other scrolls and potions and this for Kivan  Image IPB look at the fantastic +10 dmg, it requires 19 str to use but Kivan has already 19 str so no problems. Will do SoBH quests soon. 

#4656
corey_russell

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+10 damage! That strong arm is a massive bow for BG 1, especially considering Kivan could eventually get 3 attacks per round with it. Looks like a nice solo weapon.

#4657
Gate70

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Right, attempt with Ascension and parts of SCS. Full log below, starting with a halfling assassin.
Image IPB

I grab some easy experience and a pair of boots from a gaudy hobgoblin (surreal moment as the hobgoblin is killed and drops inventory, but continues to fight for several seconds with a status of dead).

Nashkel mine is heaving with kobolds so I sneak around them. One group are blocking an exit so I am stuck. I backtrack but forget to hide after passing Joseph and get spotted. I manage to hide again but a huge group of kobolds block my path out. I retreat and try to rest. I eventually succeed but several more groups of kobolds seem to have remained despite my rest. Luckily those blocking the exit have spread out again so I find Emerson and tell him I will be back once I have recruited some muscle.

Ubuntu 11.10 & Wine.
ASCENSION. Tougher Abazigal, Demogorgon, Gromnir, Illasera, Yaga-Shura.
BG2 Fixpack. Core Fixes, GTU Light (by Wisp), BETA Core Fixes, Improved Spell Animations, Corrected Summoned Demon Behavior, Additional Script Fixes, Bard Song Fixes, Additional Alignment Fixes
Baldur's Gate Trilogy.
SCS. Initialise, Faster Bears, Allow player to choose NPC proficiencies and skills, Allow Yeslick to use axes, Remove blur effect from displacer cloak, Better calls for help, More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats), Smarter deployment, Smarter sirines and dryads, Slightly harder carrion crawlers, Smarter basilisks, Improved doppelgangers, Harder giant and phase spiders, Tougher Black Talons and Iron Throne guards, Improved deployment for parties of assassins, Dark Side-based kobold upgrade, Relocated bounty hunters, Improved Ulcaster, Improved Balduran's Isle, Improved Durlag's Tower, Improved Demon Cultists, Improved Drasus party, Improved Undercity party, Improved minor encounters, Tougher chapter-two end battle, Tougher chapter-three end battle, Tougher chapter-four end battle, Tougher chapter-five end battle, Tougher chapter-six end battle, Improved final battle.
SCSII. Initialise mod, Retrieve Dropped Items from Hell, Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic), Remove the blur graphic effect from the Displacer Cloak, Improved golems, Give fiends more staying power by increasing their hit points (this component has no effect unless Improved Fiends is installed), Fiends cast spells like normal wizards, Genies cast spells like normal wizards, Give Celestials slightly more staying power, Celestials cast spells like normal wizards, Give dragons more staying power by increasing their hit points, Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins, Dragons cast spells like normal wizards, Improved Vampires, Smarter githyanki, Only selected ToB mages get HLAs, Only selected SoA mages get HLAs, Only selected ToB priests get HLAs, Only selected SoA priests get HLAs, Smarter Illasera, Smarter Yaga-Shura, Smarter Abazigal, Smarter Gromnir, Smarter Melissan, Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities, Improved Shade Lord, More resilient trolls, Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty, Improved Random Encounters,Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics), Slightly improved Faldorn, "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting, Party's items are taken from them in Spellhold -> Normal mode (recommended), Improved battle with Irenicus in Spellhold, Improved Beholder hive (adapted from Quest Pack), Slightly Improved Watcher's Keep, Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid, Improved Fire Giant temple, Enhanced Sendai's Enclave, Improved Abazigal's Lair, Improved Minor Encounters.
Generalized Biffing.

#4658
Grond0

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@Gate70. I look forward to seeing a trail of poisoned bodies down the sword coast!

#4659
Gem Hound

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Well I'll have the second one in about a week from GOG.
Hope to join you guys there!

Modifié par Gem Hound, 14 janvier 2012 - 05:11 .


#4660
Gate70

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Jubb, halfling assassin.

Who can help me sort out Nashkel mine? Shar Teel (***** b sword) wants a fair fight but I have free backstabs so force her into my service. Kagain (***** hammer) and Viconia (* sling and * mace) are simpler to recruit, but I have sold the ankheg armour so we need to equip everyone.

I lift a magical sword for Shar Teel from the Beregost smithy before purchasing a magical sling for Viconia. Bassilus is doomed and silenced, obtaining a magical hammer.

We grab a few treasured items before returning to the the toughened mine kobolds. A fierce battle takes place over a bridge, draining us of several healing potions. Viconia silences a kobold shaman, allowing us to reach the centre of the mine.

Mulahey thinks he has us, possibly as since Viconia failed to silence him. She finally gets her act together only for Kagain to make her contribution worthless once more.
Image IPB

The minions are tough and we're getting battered until Viconia holds the kobold elites. This allows us to fight our way out of the mine and claim a reward. Nimbul gets the doomed silent treatment and fails to stop us travelling to Beregost.

I am hidden but Tranzig turns hostile, meaning I can start with a poisoned backstab. The mage totters away, dying by the door before he can reach my companions.
Image IPB

The bandit camp alarm sounds and we start to fight. Almost immediately Kagain is glugging potions so we turn and run.

Kagain glugs potions of regeneration and hill giant strength on our return. We throw a fiebreath potion then kill a few enemies including Venkt, Raemon and Britik while Hakt is held then killed. Taugosz Khosann is doomed and killed next.
Image IPB

Kagain starts to take hits, and we have to retreat. Shar Teel takes a poison arrow, and glugs a green potion only to be hit again. The rest of us have escaped but I sneak back to grab her gear. As I approach I leave the shadows and the bandits hit me with three or four arrows. Kagain and Viconia shrug and wander off together; how romantic.

Cavalier next I think.

Modifié par Gate70, 14 janvier 2012 - 06:09 .


#4661
AlexDeLarge

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Do you have True Grandmastery installed? Cuz if so, it's a bit like cheating to give Sharteel and Kagain grandmaster in weapons so early.

#4662
Gate70

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No.

#4663
Gem Hound

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I'm starting another Fighter Cleric and this time I'm going solo throughout the entire game. I'll start as soon as I figure out this custom portrait. Both large and small are bitmaps of the appropriate size in the right location... Just turns up as a question mark though.
Nevermind. Got the patch and it's working now.
Character Sheet at Candlekeep

Modifié par Gem Hound, 14 janvier 2012 - 08:34 .


#4664
Gem Hound

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I first went and cleaned out the assassins in Beregost and then traveled South. had to reload several times due to a CD switch glitch that has always been there no matter how I install the game and then hit Nashkel. There I killed yet another assasin easily, talked to Berrun Ghastkill, convinced Oublek that Greywolf is a Fighter/Cleric that wields a warhammer, and then chatted with Volo for a bit in the Belching Dragon Tavern. After that I cleaned out the Xvart village, saved Brage and went to the Western Cloudpeaks
imageshack.us/photo/my-images/638/baldr001w.png/
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imageshack.us/photo/my-images/59/baldr003.png/
Ooh just found a bug with Larochs Minor Drain. If it is cast on a creature as it is falling because of death, you will still gain the HP. lol
Wanna know what sucks though? When both your weapons break like "bang bang", you have no replacements and you still have knolls to kill. Oh yeah: you only have one spell left as well. I survived.

Modifié par Gem Hound, 14 janvier 2012 - 11:26 .


#4665
Gem Hound

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I did some more adventuring after that including killing Bassilus, fighting Sirines, killing Flesh Golems, I recruited Safana to help me carry some stuff back to beregost where I let her go -> I'll grab her back before rentering Candlekeep. I then cleared out the Ulcaster Dungeon and then went to the Firewine. I next plan on going to the Nashkel Mines and cleaning them out((tomorrow))

#4666
Melchom

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 This new run is a bit of an experiment for me. An experiment in dual-classing which is something I've never done before. I've decided to go with a Beserker/Druid dualling at 7th level for the extra 1/2 attack. Originally I'd intended to the same with a Beserker/Cleric but there's not enough XP available in BG1 with the 161,000 cap. And I like druids anyway so no major loss :)

However rolling decent stats AND meeting the Druid DC requirements was an exercise in patience ... Finally providing the following: -

Name: Agaliarept
Race: Human
class: Berserker
Run: Solo

Str: 18/44
Dex: 17
Con: 16 
Int: 8
Wis: 17
Chr: 17 

Charisma and Wisdom both count as key stats for Druids so to dual you need at least 17 in each plus at least 15 Str. This makes rolling a tall order as your only 'dump stat' is Int - which isn't something you want to dump. This is my best ever Fighter roll for points though so I guess it was worth the time invested. And he's done well so far so no complaints. Actually now I'm thinking about it by the end of the game he's going to be a bit epic for stats after tome's applied... 19, 18, 17, 9, 20, 18 

The original idea for this character was to do a figher/cleric of Velsharoon specialising in the quarterstaff ('staff of the necromancer' being the deities favoured weapon)  but the quarterstaff aspect works equally well for a berserker/druid so I've pumped all my points into two-handed weapon and quarterstaff. As I won't be 'wasting' any points on missile weapons the disadvantage of the beserker was non-existant. 

The Enrage ability has been quite handy so far as an anti-mage prep although I will need to be careful RE the 15 hp's and ensure I always have enough healing available. 

Took a beeline south from Beregost after dealing with the usual quests (Silke, Marl, spiders, murdering Algernon) to pick up the Ankhag plate and deal with the mines while my reputation was low to get the Larloch's drains. Used a line of charmed kobolds again to hold back Mulahay and slinged him to death. No major problems in the mines although did take a reasonable amount of damage from the swarms of kobolds. As has been said before 7xp is not enough for the hassle :pinched:

After using my 'charming' friends Hamster-Boy and Red Riding Hood to help dispatch both assassins they predictably turned on each other so I don't need to worry about returning later in the game and finding a level 9 Red Wizard gunning for me :lol:

Heading North I cleared Lion's Way and acquired a new belt then went to the Friendly Arm Inn. No Jahiera or Khalid as the mines were clear although I did return the ring from the recently deceased hobgoblins.

With all the coin he now possessed Agaliarept headed north, pausing to resolve a dispute between a young priestess and some treacherous fishermen by feeding them to the fish, cleared a farm of a zombie infestation then made his purchases: +3 Quarterstaff (yay!), Green Amulet and cloak of displacement. With a Cha of 19 and Reputation now of 10 these were pretty cheap leaving me about 4k spare.  

Decided to buy some better armour so hunted down Bassilus. Using Enrage I took him down readily with my quarterstaff .. although it occurred to me afterwards that Enrage probably doesn't protect against Hold so I was a bit lucky.. 

The Talking Chicken decorated the mage's inner sactum so no gain there although I did try :)

Now equipped with Full plate, boots of missile avoidance, ogre belt (not the sex change one!), ring of protection and cloak of displacement I deemed my AC good enough to go hunting some bandit! Stopped by Feldeposts to batter Tranzig to death Agaliarept headed north. 

The camp was actually reasonably tough. The Chill hobgoblins did a reasonable amount of damage although fell to my enslaught. Archers weren't too much of a problem given my approx +10 to AC modifier from my equipment. I charmed the full-plated fighter and brought him into the tent with me to take out his erstwhile friends. With my healing fast running out his help was definitely needed! Had a bit of a mishap with the trapped chest having forgotten about the lightning trap (eeeeep!! :o ) . Fortunately I had enough hitpoints left after that to survive the lapsing of Enrage so entering the next chapter! I did stop by at the camp again to get the rest of the loot. I generally don't both too much but where there's other magical items I do try and get everything even if just for resale. 

Next... the lighthouse! Cut my way through the bandit hobgoblins foolish enough to cross my path and took out the first set of 3 blue ladies. This brought me very close to lvl 7 so I went south and cleared the rest of this map rather than head towards the cave. This has got me to Level 7 where I want to dual-class and where I am saved now. 

BUT I'm confused. I can select Druid for dual so that's all good. But what about skills ? Currently my fighter has **** in Qtr and ** in Two Handed Weapon. If I select * in Qtr and * in sling with my druid what happens when I get to level 8 Druid and get my fighter skills back ? Would I end up with 5 in Qtr or just 4 from the figher and would I keep the point in sling ? Confused :blink: Don't really want to continue until I know what I'm doing won't mess me up later. Any comments guys ? 
 

#4667
Gate70

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You will keep * until fighter class re-activates when you will get **** and ** back. The extra * in quarterstaff will get lost but you will keep the * in sling.

If I dual-class I tend to choose different proficiencies so sling sounds good. Something like scimitar (think single class can still choose this?) or club would be a logical choice, but there are no magical clubs without mods. There is a half-decent scimitar on the roof at Durlags Tower, other than that Drizzt has the two best but suspect your druid alignment rules at least one of them out.

Edit, fighter dualled to druid is a good choice imo.

Modifié par Gate70, 15 janvier 2012 - 12:30 .


#4668
Grond0

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Looking good Melchom. Not sure if you were aware, but the check on stats for dualling comes at the time of dualling. You could therefore have kept charisma down a point (and then used the tome) and used it on something more usefu. I might have done the same with wisdom as well depending how I was feeling.

#4669
Melchom

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Gate70: Thanks for the quick response! :) I'll go with sling and a different melee weapon to the Qtr staff to maximise my options.

Grond0: Interesting to note - I'd have likely dropped Cha a point in favour of another one in Int so I'd get to 10 by the end of the game. 

Modifié par Melchom, 15 janvier 2012 - 01:08 .


#4670
Gate70

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Grond0 has a good point. However, I'd max wisdom for a fighter/druid, even at the expense of constitution. A good reference is below, changing WIS from say 16 to 18 will give an extra 3rd and 4th level spell plus maximise the value of items such as tomes or Lum's machine.

playithardcore.com/pihwiki/index.php

Bonus Spells per day are cumulative; a priest with 18 Wisdom will get the bonuses from having 17 Wisdom and 16 Wisdom and so on.

13 +1 1st level
14 +1 1st level
15 +1 2nd level
16 +1 2nd level
17 +1 3rd level
18 +1 4th level
19 +1 1st level, +1 4th level
20 +1 2nd level, +1 4th level
21 +1 3rd level, +1 5th level
22 +1 4th level, +1 5th level
23 +2 5th level
24 +2 6th level
25 +1 6th level, +1 7th level

Modifié par Gate70, 15 janvier 2012 - 01:45 .


#4671
Grond0

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Gate70 wrote...
Grond0 has a good point. However, I'd max wisdom for a fighter/druid, even at the expense of constitution.

I think it depends on how the character is going to be used:
- if intending to melee a lot (which I thought might be the idea with a berserker as start) then constitution would seem preferable.
- if hanging back and using sling of seeking a lot there's also a good argument for dexterity.
- if principally used as a caster then wisdom is a good choice.

@ Melchom.  I'm not sure why you want to get intelligence up to 10.  Having 9 intelligence is very useful to allow operation of wands and scrolls.  As far as I know the next benefit up from there is 11 (to allow you to survive 2 hits from a mind-flayer).

#4672
The Fred

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Even so, I favour a high Wis over everything else because those higher-level slots are just worth so much more, IMO, than most other things. Of course, this may not apply at L1 and if you get one-hit-killed by a kobold arrow, you'll never get to use that super-high Wis. That's just the way it is, sadly.

#4673
Gate70

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Melrus, LG human male cavalier 4.
Image IPB

Imoen. Thief 4.
Image IPB

Minsc. Ranger 3.
Image IPB

Jaheira. Fighter 2 / Druid 2.
Image IPB

The toughest fight to date is the gnoll fortress, where the SCS call for help resulted in a huge fight near the gnoll chieftain.

#4674
Serg BlackStrider

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Gate70 wrote...
The toughest fight to date is the gnoll fortress, where the SCS call for help resulted in a huge fight near the gnoll chieftain.


As for me it's quite the contrary  - I found that behaviour of SCS as a boon, allowing to blast all of them at once with say Necklace of Missiles (I mean Gnoll Fortress clean-up and other trash mobs of course :)).

Modifié par Serg BlackStrider, 16 janvier 2012 - 02:01 .


#4675
Wierdo

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Razor's Maniacal Gleams

Razor (Fighter/Assassin) and Selina (Priest of Talos/Mage) have been terrorising the Sword Coast for a while now.

To start with, Razor began his career of evil like most murderous fiends: killing innocent animals.

First it was rats:

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then he worked up to black bears:

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Then to dire wolves:

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Before moving on to dread wolves:

http://scarvell.net/...le:Baldr535.png

Then onto the penultimate - squirrels:

Image IPB

And finally the ultimate target - back to rats again. These guys are the toughest animal in BG! Rats are just so resistant to damage.

Image IPB

Of course, plenty of gibberlings and xvarts were backstabbed. The trick is to not get around 30 of them angry at the same time, especially while still on level 1/1:

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Moving on to bigger game, Razor started backstabbing hobgoblins:

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And ogrillons:

Image IPB

Before moving on to human targets, like Tarnesh (that assassin from when you first go to the FAI. This time his friends helped a little by casting Command and distracting the guy:

Image IPB


Currently travelling in a threesome (Razor, Selina + Imoen). Although she is a goodie-two shoes, Imoen is tolerated as she is good with locks and traps (Razor does stealth), and distracts monsters (ie, her nickname is "Bait").

Modifié par Wierdo, 16 janvier 2012 - 04:04 .