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Baldur's Gate 1 No-Reload Challenge


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#8226
Haplo_74

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Grond0 wrote...
These days I tend to rationalise large stacks on the grounds that the backpacks must have an element of the magic used to make the bag/case/quivers of plenty anyway.


It's a point of view I can understand, even if I don't share it.

Grond0 wrote...
If you think of the capacity really required to carry say, 15 2-handed swords and a corpse, you'll see what I meanPosted Image.


Carrying 15 2-handed sword is also illogical. For the body, I think it's a limitation of game engine. The body is not in the backpack but carried by four members of the team, each one holding an arm or a leg.

I try to insert an image: Kivan with his backpack full of arrows (need 250% stealth to hide in shadows...)

Posted Image

Haplo74

Modifié par Haplo_74, 29 mai 2013 - 07:51 .


#8227
Haplo_74

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Haplo II, half-elf cleric wild mage CG. (update 3)

Haplo and the team cleaned the river of the bear. Killing Neville and his hobgoblins provide new arrows for Kivan, Khalid and Imoen.

Then we decided to help Laurel.

Posted Image
With several grease spells, everything was under control but Laurel does the most stupid thing she could; she walked into a grease area and became hostile.
At first she continued to help us and killed gibberlings too. But once there were no more gibberling, she tried to hit Kivan. He moved back but fell on the floor due to a grease area he could not avoid. Laurel hit him and left him with 5 HP. I had no choice and hold her, and then killed her. Reputation drop to 9...

Kivan and Imoen leveled up in this short session.

Haplo74

Modifié par Haplo_74, 29 mai 2013 - 08:00 .


#8228
Grond0

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Haplo_74 wrote...
Carrying 15 2-handed sword is also illogical.

For the swords I had the encounter with Bassilus in mind - there aren't quite that many swords alone, but more than that if you include the heavy crossbows.  They sell for considerably more than most of the gems or jewellery you get from dead bodies.




For the body, I think it's a limitation of game engine. The body is not in the backpack but carried by four members of the team, each one holding an arm or a leg.

It must be a gruesome business travelling in your party.  One of the party has been killed by a single stab to the heart in an encounter with some kobolds.  When they're all dead the leader surveys the scene and, walking over to his dead companion, lifts his axe saying "right, I baggsy the head".




I try to insert an image: Kivan with his backpack full of arrows (need 250% stealth to hide in shadows...)

Posted Image

Modifié par Grond0, 29 mai 2013 - 09:41 .


#8229
corey_russell

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Zacner the level 6 conjurer continues his adventure...
Traveling with: Shar-Teel, Viconia, and Safana

Just a quick note that Zacner is continuing to make progress. Now that Zacner has help, the kills have been faster, safer, and quite a bit less frustrating.

Amazon assassins were defeated with web/silence/hold/blindness then ranged attacks. Lots of ambushes but the team holds their ground and has won their ambushes.

Weapons are good for the team, but equipment for everyone but Zacner sub-par. No one has protection items for example except Zacner. Zacner has almost everything he needs, except the super expensive Robe of the Good Arch-magi. Shar-Teel using full plate and large shield+1, Viconia splint mail and shield +1. We do have the Ankheg armor on order, but takes 10 days for that to get forged...will help Viconia tremendously once we get it.

Safana tried to use her 85% pick-pockets on Dushai - she failed, oops! Well we did kill Dushai and got her free action ring for Shar-Teel (undead/cleric defense primarily), we made a few persons in Ulgoth's Beard hostile...hmm...well we don't really need to come back here, as we have both the greenstone amulet and the cloak of displacement already.

One nice thing is the party members all joined at level 6, so started pretty capable. For sure though, this will become a 5 member team - need a thief of some type, so will get either Coran or Tiax, or pehaps both. Not in chapter 4 yet though, so ways off still...

#8230
Grond0

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Wrecking Crew V (Update 4)

The Crew started working their way through City encounters.  After finishing off the ogre mage and his pets in the sewers they took a body to Arkion and then attacked him to get his amulet.  However, the attack wasn't carried out with full force and Arkion survived to cast a web that trapped all 6 characters (so much for dwarven saving throws!).  The mage quickly killed Flail (who was already wounded from the earlier encounter) with a fireball and also managed to finish off Axe before he finally fell.

Being a bit more careful after that there was only minimal damage while doing the poison quest, Ramazith's Tower, Helm of Glory (though Drelik did get scared and run outside, turning most of the area hostile) and the Mountain Maulers.  Even the initial encounter with Degrodel's guards was made simple by filtering the Crew in one at a time after the enemies attention was focused on Flail.

After picking up the Cloak of Balduran however, the return encounter with Degrodel was a disaster.  If he is surrounded in basic BGT there's plenty of time to kill him before he disappears, in order to get the helm back.  However, here he disappeared instantly.  Most of his new collection of guards caused no more problems than before, but there appeared to be a new variety of invisible stalker that fastened on to Boss.  It had a long reach making it impossible to surround Boss to protect him and it seemed to be able to push the Crew out of the way to prevent them from cornering it.  In addition, immediately after attacking it went invisible again.  It did that about 6 times, on each occasion being attacked by multiple attackers, but only 1 attack out of all of those was quick enough to actually be launched before it went invisible.  Eventually Boss had to concede defeat and fled the field of battle.

After resting up the Crew came back to the area to find the stalker waiting.  Once again it targeted Boss, despite originally fixing on someone else, so it's obviously scripted to attack the PC.  This time, the rest of the Crew used missile weapons (generally slightly faster to use) and Boss ran round between attacks to ensure their aura was clear for each attack.  Once he stopped I double-tapped the pause button until the stalker attacked in order to stop the action just as it appeared.  That often gave enough time before invisibility was restored to get some attacks in.  The stalker was got to near death, but so was Boss and he ran again.  The Crew came back for the third time - and this one was lucky.

A bit of the value of the equipment lost was regained with the ogre gauntlets and a few other tasks were done with no problems before moving on to the Iron Throne, which didn't go as smoothly as I would have liked. All 6 of the Crew used arrows of explosions in the opening attack, before running downstairs, but only the doppleganger died - I suspect some of the casters may have been shielded by pillars from the blast as well as having got their opening buffs up.  After running straight back up again I intended just to finish off Zhalimar, who was already at near death.  However, I managed to fireball myself again!  This time though it really wasn't my fault!  After checking I found that, when 2 launchers are equipped, clicking between them on the main screen selects both - though you can select just one in the inventory screen (this seems to be a problem only in some areas and not others).  After correcting that Gardush hit pretty hard before he was taken down and the casters were then led around and targeted individually.  By the time the Crew left the building all except 2-H were feeling rather battered and looking forward to resting in an inn for a few days.

I wanted to get to 7th level before returning to Candlekeep, but the party still needed about 62,000 XP to get everyone to that, so I decided to do a bit more adventuring.  First up Bassilus was slaughtered to provide Hammer with a weapon upgrade.  Then the party fought their way past a couple of battle horrors to take the tome from Durlag's Tower.  Over at the Lighthouse area the use of exploding arrows proved rather more effective in the open against sirenes and nereids on the way to get the constitution tome.

To get the remaining XP I decided to take a trip to BatterseaBalduran's dogs home.  Everyone got up to level 7 on the second level of the ship, although Halberd very nearly died.  I overlooked that there was a vampiric wolf hiding between some wolfweres which held her.  At this point she looked doomed, but both wolfweres were already near death and died without attacking again.  A Bhaal healing from Boss then kept her alive just long enough to put the wolf down.

No further mistakes on the next level up - Flail leading the way to concentrate the opposition and then others piling in behind.  Same for the top level, except that the mage was led downstairs and dealt with separately before going up for the rest.  However, I've got a problem as I think I've only got the sword of Balduran as a weapon that can hit Loup Garou.  I was assuming I would also have the dagger, but can't open the container with it in.  I'm not sure if the sword alone will be able to beat down regeneration (particularly as no-one has any bastard sword proficiency).  I've got a potential way round that, but it's cheesy.  However, I could be forced down that route if there's no other way to continue the game.

Stats:
Flail, fighter L7, 73 HPs, 155 (+26) kills, 2 deaths (Kirian, Arkion)
Hammer, fighter L7, 78 HPs, 106 (+15) kills, 1 death (Kirian)
2-H, fighter L7, 82 HPs, 165 (+37) kills
Axe, fighter L7, 79 HPs, 128 (+38) kills, 4 deaths (Kirian, giant spider, Kysus, Arkion)
Boss, fighter L7, 90 HPs, 174 (+31) kills
Halberd, fighter L7, 79 HPs, 142 (+20) kills, 2 deaths (Zordral, Kysus)


#8231
Grimwald the Wise

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Haplo_74 wrote...

Haplo II, half-elf cleric wild mage CG. (update 3)

Haplo and the team cleaned the river of the bear. Killing Neville and his hobgoblins provide new arrows for Kivan, Khalid and Imoen.

Then we decided to help Laurel.

With several grease spells, everything was under control but Laurel does the most stupid thing she could; she walked into a grease area and became hostile.
At first she continued to help us and killed gibberlings too. But once there were no more gibberling, she tried to hit Kivan. He moved back but fell on the floor due to a grease area he could not avoid. Laurel hit him and left him with 5 HP. I had no choice and hold her, and then killed her. Reputation drop to 9...

Kivan and Imoen leveled up in this short session.

Haplo74


Unfortunate to say the least.
No freedom of action potions presumably. :(

I remember losing a game to something similar. I tried to protect the dukes by casting otiluke's resilient spheres on them.

They went hostile! :crying: End of game! Even if I had been able to use friends, I don't think that it would have helped as you can't converse with charmed creatures.

#8232
Grimwald the Wise

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[quote]Easymask wrote...

Alas, Balion fell at the hands of Greywolf - the two fought an epic battle, but in the end the level 5 Druid ran out of spells and potions and was bested by the Bounty Hunter. (Had him at near death and was certain he would be killed by my Fire Blade(though I didn't realize it was already gone).

Quite the streak I am having..
[/quote

Hard luck Easymask. :crying::crying:

#8233
Blind_Visionary

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Grond0, nice barrage with the arrows of explosion! I'm glad that your aim this time was a bit better. The wrecking crew seems to be more functional when they are not fried to a crisp ;)

Good luck with your Werewolf problem...

#8234
Grond0

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Blind_Visionary wrote...

Grond0, nice barrage with the arrows of explosion! I'm glad that your aim this time was a bit better. The wrecking crew seems to be more functional when they are not fried to a crisp ;)

Good luck with your Werewolf problem...

Thanks, but as you can see there's been frying tonight!


Wrecking Crew V (Final update)

My confusion over differences between installations proved costly again as the Crew failed to escape from Werewolf Island.

I had planned to try out different forms of ammunition against Kaishas Gan - I thought for instance that fire, acid or exploding arrows might do damage.  If nothing but Balduran's sword would work, the back-up cheesy plan was to surround her and then pass the sword from person to person to attack with.

However, those plans quickly came to nothing once Flail failed to talk Kaishas into letting us go as I noticed the entire werewolf village was starting to run up from behind to provide a rousing send-off (I'd forgotten that aspect of SCS, though it's quite fun to play if you're prepared properly).  Flail was being hit too easily by Kaishas so the others went on the offensive to provide her some room to run around in.  That caused its own problems though as a mainly missile strategy being replaced by melee resulted in much more damage being taken.  So, with the room provided, Flail started running Kaishas backwards and forwards while the others mainly switched to missile with 1 or 2 tanks switching around in a new bottleneck.  That was working nicely, but after killing huge numbers of werewolves I was running short of magical ammunition and gave Boss some darts of stunning.  Micro-managing him to maximise their effectiveness I lost track of Flail for a few seconds and only returned to her just as Kaishas came in to attack - clawing her to death before she could run again.

That did allow the others to retreat to a potentially still more favourable location, but HPs were getting to critical levels and Boss took over tanking duties for the first time in the game as the only character with enough HPs to definitely survive being hit.  However, he was immediately hit - twice - by criticals, taking him down to 5 HPs.  That prompted a desperation tactic of trying to use exploding arrows next to him.  Flail, unfortunately, had been carrying the green scrolls of fire protection that could have stacked with his helm of defense and ring to allow fire to heal him.  However, Boss had already used a scroll of magic protection with this contingency in mind.  In vanilla that would protect against the exploding arrows I think, but I was pretty sure it didn't in this SCS installation.  Still, with nothing to lose, I gave it a shot - you can see the results for yourselves.  So it's another Crew triumph in the art of self-immolation - always good to go out with a bangPosted Image.
Posted Image

#8235
Grimwald the Wise

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That is certainly some conflagration!!

#8236
Haplo_74

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Grond0 wrote...

It must be a gruesome business travelling in your party.  One of the party has been killed by a single stab to the heart in an encounter with some kobolds.  When they're all dead the leader surveys the scene and, walking over to his dead companion, lifts his axe saying "right, I baggsy the head".


??Posted Image
Ha Ha Posted Image

That's not exactly what I had in mind.
Haplo the name, not Dexter...
I think the body is transported by four guys, in one piece, like a coffin or such.



... and sorry for your (always spectacular) loss.

Haplo74

Modifié par Haplo_74, 30 mai 2013 - 07:07 .


#8237
Haplo_74

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Grimwald the Wise wrote...
I remember losing a game to something similar. I tried to protect the dukes by casting otiluke's resilient spheres on them.

They went hostile! :crying: End of game! Even if I had been able to use friends, I don't think that it would have helped as you can't converse with charmed creatures.


Realy ? That was exactly what i had in mind for this fight. I don't remember this.

Is this vanilla behavior or mod ?

It's strange because Otiluke's sphere is not an offensive spell (white icon, not red one), despite the fact you can use it on allies or enemies (with save allowed)
I need to chek it on Algernon for example, when I have the spell (I've spell revision installed, maybe it's different in my game)

Haplo74

#8238
Grimwald the Wise

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Well worth checking. I don't remember what my set up was at the time. Years ago and I'm getting old. My icon is pretty accurate. :D

Dragonslayer has definitely angered a god or two. Never before has one of my party been chunked by lightning. I'd given Ajantis the charisma boosting tome too! :(

Imoen was almost killed and if Dragonslayer hadn't been protected by boots, it would have been game over.

Posted Image

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Ajantis badly hurt! :crying:

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Imoen almost killed by lightning. :crying: :crying:

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Ajantis killed by lightning.! :crying: :crying::crying:

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Pleased Aldeth at least, if not Ajantis. :lol:

The death of Ajantis meant a change in plan. Since Coran was nearby he joined the group. This is the first time that I have played with Imoen AND Coran in the same party. They complement each other nicely. Imoen removes traps and Coran opens locks.

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Brute force and ignorance, plus ranged weapons at the rear.

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Area spells and then we all moved in for the kill. :D

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Davaeorn was weaked by summoned mosters and then we all moved in on him. As you can see, a cleric was picked up in the mines.

Modifié par Grimwald the Wise, 30 mai 2013 - 07:26 .


#8239
Haplo_74

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Grimwald the Wise wrote...

Dragonslayer has definitely angered a god or two. Never before has one of my party been chunked by lightning. I'd given Ajantis the charisma boosting tome too! :(


I think this happens not because of gods, but druids.
I don't know if you have SR installed, but here the description of call lightning spell:

"
The spell has a duration of one round for every three levels of the caster, up to a maximum of 5 rounds at 15th level. The lightning will strike first at the target of the spell, dealing 6d6 points of electrical damage, with a successful save vs. breath at -2 reducing this to half. For the remainder of the storm's duration, the bolts will strike out randomly at the enemies of the caster
"

So if Ajantis is striked several times, it's the spell lightning bolt, not the random weather lightning one.

Haplo74

#8240
Grimwald the Wise

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Haplo_74 wrote...

Grimwald the Wise wrote...

Dragonslayer has definitely angered a god or two. Never before has one of my party been chunked by lightning. I'd given Ajantis the charisma boosting tome too! :(


I think this happens not because of gods, but druids.
I don't know if you have SR installed, but here the description of call lightning spell:

"
The spell has a duration of one round for every three levels of the caster, up to a maximum of 5 rounds at 15th level. The lightning will strike first at the target of the spell, dealing 6d6 points of electrical damage, with a successful save vs. breath at -2 reducing this to half. For the remainder of the storm's duration, the bolts will strike out randomly at the enemies of the caster
"

So if Ajantis is striked several times, it's the spell lightning bolt, not the random weather lightning one.

Haplo74


Thanks for info. As you can see, the druids were already dead when lightning struck, but the spell might already have been cast I suppose. :crying:

#8241
Grond0

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From the damage done the strike on Imoen is definitely call lightning (vanilla version, which strikes rather harder than the SR one at 2-8 +1-8 damage per caster level, with save for half damage). Looking at the damage to Ajantis I think that would have been call lightning as well. Natural lightning does 50% of whatever maximum HPs are, so Ajantis would have needed to have 58 HPs as maximum at the time. However, looking at his picture I don't think he could have - natural lightning would then have killed him, but not got to the -10 HPs required for a chunking unless he had taken more damage between your screenshots.

Modifié par Grond0, 30 mai 2013 - 08:51 .


#8242
Grimwald the Wise

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Thanks for the help, though I'm not sure that it will help much.

I suppose that once I had spoken to the druids, I could have cast web.

If they hadn't saved then no lightning spells.

The continuing adventure:

Droth killed

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Shoal killed

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Jan's sister, the banshee was attacked

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And then killed.

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Another death

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Arlin killed

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Pargus killed

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Silke killed

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Gorion killed

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Prat was a prat and killed himself

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Modifié par Grimwald the Wise, 30 mai 2013 - 09:38 .


#8243
corey_russell

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@Grond0 - Just thought I would let you know, in vanilla, the Pro Magic scroll does NOT protect vs. the arrows of detonation explosions - the explosion is physical, not magical. This is why in the final fight, if I have someone in my party with the pro magic scroll active, I be sure to give them some fire resistance gear so Angelo can't easily take them out. Before I realized this, I used to have trouble using a pro magic scroll on the 5th floor baddies at the Iron Throne, not realizing my own arrows were killing me...

Modifié par corey_russell, 30 mai 2013 - 04:09 .


#8244
Grond0

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OK. That makes sense actually, as my vague memory was that I did take damage, but I also had a memory of someone suggesting them as protection.

#8245
Haplo_74

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Haplo II, half-elf cleric wild mage CG. (update 4)

An other short session yesterday.
Haplo and the team arrived at archeological site. Imoen scouted forward and discovered a giant snake.
A lonely one. So I decided to test how Khalid could tank with his new armor (the only benefit after being forced to kill Laurel).
With AC -3, he could handle it easily, right? Maybe he will be hit once, but no more.
In fact, no. Khalid approached and the snake was very quick, and bite him immediately, thus provoking disease...
Every other member of the team was shooting/slinging but everybody missed! And then Khalid was hit a second time! (and with those snakes, they wrapped around you and you can not flee).
With only 10 HP meft, Khalid gulp the only major healing potion I had (if I remember correctly, I collect it on Sendai's body) but again, every arrow/bullet missed...
In the third round the snake was wounded, but it bite again, and Khalid panicked !!
Every one shot/sling and finaly the snake died, but Khalid then ran around. If he encountered a new enemy, he was toasted. The time was very loooong, but eventually, he recovered his mind, and then gulp 3 healing potions. Pffou. This snake was expensive. But it could have been worse.

Imoen and Kivan scouted and discovered again groups of giant snake and several huge spiders. This time, no risk, and with a combo of entangle/grease, it was rather easy.

The group killed Laryssa (she managed to hold Jaheira but Haplo held her, then she was shot to death). and we answer correctly Brage's riddle.

Back to Nashkel (but with inventory full, Brage's sword was (automatically) left on archeological site...).
Haplo leveled up and is now a cleric L4, wild mage L3.

Then after a good rest, we visited the carnival. We killed Oopah but Gazib managed to escape (bye bye Agannazar scorcher and blind spells for Edwin).
We managed to kill Vitiare fast enough and collect his potions (with SCS, i selected half are destroyed in my installation).
My plan against Zordral was good and I killed him rather easily. I entered with the fairy dragon (miror imaged and immune to lightning bolt), Khalid, Jaheira, Kivan, Imoen and Edwin. Haplo waited outside.
Once hostile, Zordral was protected with ghost armor, miror image and shield. I planned to cast magic missile with Edwin, in order to destroy some miror images, but with shield up, it's a waste, so I decided to cast Melf acid arrow instead (but it was also a waste). Zordal casted slow, and everyone failed the save. With kobold poisonned arrows, Kivan and Imoen did not manage to poison Zordral but they did poison themselves... But with slow, the poison is less efficient, and after Zordral casted his first and only spell, Haplo entered and casted hold. Zordral was held and killed (and I also killed Bentha, as a compensation for Gazib's escape)

I bought some expensive items: fireball necklace (I dont' remember the name), shield amulet...

Then go to Nashkel mines.

After collecting frost wand, I entered the house where 3 war dogs wanted to eat us. Khalis was tanking 2 of them while Jaheira was tanking the last one. The others were shooting at range as usual (and Edwin was watching as usual Posted Image).
In my installation, fighter-druids as druids are not allowed to wear helmet. So Jaheira is vulnerable to critical hits. And the war dog did one... for 28 HP (in insane it hurts). She was left with 2 HP, but she didn't panick as Khalid can do. I retreat her and gulp 2 healing potions while the dogs were killed by the team. Again an expensive fight, regards to the trash mobs we killed. I should have use a sleep spell, but I keep them for the mines.

After this, we killed some kobolds (guards, captains, ... even a shaman) without taking any risk (web used) and collected some new poisonned arrows for Kivan and Imoen (but after Zordral's episode, they are cautious with these ones Posted Image)
Next move will be to kill Greywolf and probably to follow with the mines.

Haplo74

Modifié par Haplo_74, 31 mai 2013 - 07:43 .


#8246
Grimwald the Wise

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The ducal palace was easy. Using web and summoned monsters. If DSoSC was installed along with SCS, that would be a different story!!

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I discovered that if you have magic shielding then the Dark One is not a difficult fight. :D

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It is now time for a proper dragon, but should I do it before or after Durlag's Tower etc?

Dragonslayer now has otiluke's resilient sphere. so he can kill the demonknight at the top of the tower. :)

#8247
corey_russell

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 Zacner the level 7 conjurer continuing his adventure...
Traveling with:
Shar-Teel, level 7
Viconia, level 7
Safana, level 6

What's a bit unusual is my party is mostly level 7 but we haven't even hit the bandit camp yet! In fact, many areas of the sword coast to explore still. Guess it's a result of being solo for so long before finally recruiting my party members.

We battled in "Drizzt" country - Shar-Teel tanked well here. A few times we got a bunch of ghasts, but Zacner would do Scorcher (from wand) - this burned up the wand, but worth it to keep the party safe. Zacner got a level a little later, and got a 2nd spell level spell slot - yep put in aganazar's scorcher, seems real helpful vs. undead masses. 

Next area battled was the Xvart Village. Zacner ordered Shar-Teel to charge, and in a little retribution for Shar-Teel's constant knocking of him (men), Zacner fired a skull trap right at Shar-Teel's position - this killed a huge mass of the xvarts, and with any luck taught Shar-Teel a lesson about respect - she survived of course. We also took down Borda, it went pretty smooth, mostly because of the magic blocking potion on Shar-Teel.

The party is at 18 reputation, so Zacner has to be real careful or the evil party members will clear out. He doesn't want to drop it quite yet, as with 20 CHA his robe from Thalantyr will cost 16,000 gold and the party has 12,400. Once he gets about 2000 gold, he can get his robe then drop his reputation. Unfortunately, this also means he can't restore Melicamp or help Brage due to reputation gains - will do that once we drop our rep, though Zacner needs his robe first...

#8248
corey_russell

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Zacner the level 7 Conjurer - FINAL Update

Unfortunately, my record of 100% mage failures in BG 1 is unbroken. Zacner had a lot of success with Aganazer's Scorcher this run, though most casts were from wand. For the large group of ogres in the area directly south of Candlekeep, he thought that would work pretty good. So he went invisible, cast Scorcher from spell...and couldn't move! Needless to say, no movement= death. My install is EasyTutu if that makes any difference. Back to the old drawing board once more...
Posted Image

#8249
Grond0

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The pause after casting your own scorcher can certainly be a problem! I think this occurs in all forms of BG using the BG2 engine. Hope you can find a mage that works for you soon.

Modifié par Grond0, 01 juin 2013 - 04:29 .


#8250
Haplo_74

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Haplo II, half-elf cleric wild mage CG. (update 5)

Haplo continues his adventure.
Carnival map was cleaned, as was Nashkel mines map.
Greywolf was not a problem, once held Posted Image.


Cleaning the mines was an other story, with all the kobolds Inside (about 120 with SCS, including guards, shaman...). Khalid was  very unlucky and died three times !!

The first level of the mines was easy, with 4 kobolds killed.
On the second level, we killed 40 of them, including 5 guard kobolds.

But on the third level, things went wrong. Khalid was tanking  a group of about ten kobolds, when reinforcements arrived. I decided to retreat and launch a fireball with my necklace but Khalid took the wrong path and remained in the area of effect of the fireball... Haplo 1 - Khalid 0. OK back to Nashkel, he was raised and then we go back to the mines.

A other small group of kobolds (30 or more) decided to join a small fight. No fireball this time ! But two guards, with their nasty "nome stika" (a dagger that poison the enemy, but with 5% chance poisonning yourself, like the kobold arrows) hit Khalid for 35 HP and he was poisonned. So he gulped a antidote and began to run when a commando kobold hit him in the back, killing him immediately. No need to bother and Haplo launched a fireball and killed the opposition.

And back to Nashkel for Khalid... where I was first ambushed by ogres ! It was not the good moment for them and they were slaughtered quickly.


At the end of the third level of the mines, Imoen scouted and saw a shaman kobold with several guards.
KIvan, while stealthed, shot him with a poisonned arrow, and he failed his save (and panicked and fled).

Then Kivan retreated and Edwin with a web, managed to hold every kobold. They were easily killed when the shaman (near death) came on the side of the web and casted a lighting bolt on Khalid before we could finish him ... Khalid was of course killed . Again.

After a third raise, we realy easily killed Mulahey.
The fairy dragon casted invisibility speher, and everybody entered while invisible in Mulahey's cave.
We went directly to him and Khalid showed himself in order to launch dialog. Mulahey became hostile while reinforcements came. But we were ready for this. Jaheira (I gave her the necklace) shot a fireball and every additional kobold was killed. Haplo held Mulahey and Edwin opened his score with one kill !

We are now waiting in fresh air, after leaving mines. Narcillicus (who killed me in previous game) in the next target...

Team:
Haplo, cleric L4/ wild mage L3, 34 HP, AC 7, 67 kills (2619), 10% (Karlat)
Khalid, fighter L4, 45 HP, AC -5, 106 kills (7747), 17% (winterwolf)

Jaheira, fighter L4/ druid L4, 39 HP, AC -2, 108 kills (7850), 17% (Neïra)
Kivan, ranger L4, 32 HP, AC 2, 240 kills (25404), 38% (Greywolf)
Imoen, thief L5, 36 HP, AC 4, 96 kills (9614), 15% (polar bear)
Edwin, mage L4, 22 HP, AC 10, 1 kill (650), 0% (Mulahey)

Haplo74

Modifié par Haplo_74, 01 juin 2013 - 09:52 .