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Baldur's Gate 1 No-Reload Challenge


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#8701
Grond0

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Muse - dwarf swashbuckler (update 2)

Xzar and Montaron have been shot down (the former from stealth).

Shoal becomes another crossbow victim (level 4 - +18 HPs).

In Beregost helped Firebead, placated Marl and shot some spiders.  Travelled to FAI, picking up an ogre's belt and a ring of protection on the way.  At the FAI helped Joia and Landrin, shooting Tarnesh before he could talk (level 5 - +8 HPs).  Also picked up some pantaloons and a ring of wizardry.

Back south of Beregost picked up Mirianne's letter from some ogrillons (first use of a trap there) and returned it.  Also picked up Zhurlong's boots from some hobgoblins (and didn't return them).

In Nashkel picked up some ankheg armour, spoke to Noober and admitted to Oublek that Greywolf was someone else.  At the Carnival shot Oopah and Vitiare, looted the potion seller and bought the green scroll of protection from petrification and necklace of missiles.

On the way to Firewine Bridge saved Hulrik's cow using stealth shots.  At Firewine he failed to set a trap for Meilum and spent quite a while running round shooting before finally finding a nice critical to finish him.

There were two ambushes on the way to Beregost Temple - one by a basilisk, but Muse was able to just run away.  To date he's taken no damage and been attacked just once (by an archer in an ambush).  After buying a stone to flesh scroll he went to the basilisk area.

Shooting the southern group of basilisks got Muse to level 6 - +4 HPs.  He shot the separated ones to the north and revived Tamah before recruiting Korax to deal with Mutamin and his pets (level 7 - +5 HPs).  Korax didn't make much impression on Kirian's party, but 4 fireballs from the shadows and a few stealth shots saw the back of them.

A couple of traps made a start on Greywolf, though Muse's crossbow again did the bulk of the work.  Then swinging through the Cloudpeaks:
- a fireball and a couple of traps set Sendai and her archers up for stealth shot finishes.
- Vax died to run & shoot and Zal to stealth shots.
- reunited Rufie & Albert.
- got accused of drowning a cat.
- killed Gnarl & Hairtooth and found the tome of charisma.
- rescued a penniless merchant from a marauding bear.

Pushing on to get reputation up to 20:
- Charleston Nib wasn't interested in help, but Brage was willing to be escorted back to the local temple.
- Oublek was fobbed off with a single emerald.
- Bjornin was pleased to hear of the fate of a clan of half-ogres.
- another archer ambush on the way to collect Melicamp, but four shots all missed.  A fireball was used to collect a skull for Melicamp, but he failed his resurrection roll anyway.
- that meant Ardrouine was the source of the final reputation point.

After buying the light crossbow of speed, Muse headed for Ulgoth's Beard to buy the ring of invisibility, greenstone amulet and cloak of displacement.  On the way he:
- killed some fishermen and returned a bowl to Tenya.
- looted the ankheg nest and gave Brun back his son's body (stealth failed there so Muse used a potion of invisibility to ensure safety).

Now on to the main quest line Muse headed for the Nashkel mine:
- went invisibly through the mine, disarming the traps as he went.  After shooting the kobolds in Mulahey's cave he did the same to the cleric - not letting him near enough to talk.
- tried to take the invisibility potion from the revenant's cave, but got blocked by a bat and talked to.  That meant needing to use the potion immediately to get out past the skeleton guards (I hadn't bothered clearing all the kobolds away in order to get the dagger to give the revenant)!
- reported to the mayor, returned Joseph's ring and shot Nimbul before he could talk.
- Tranzig shrugged off a crossbow bolt, but the two traps laid next to him had him running.  He tried to run down the stairs, but Muse was sitting on the exit point and wouldn't let him past - that resulted in Muse wielding a melee weapon for the first time in the game to finish him off.

At the bandit camp Muse was able to use stealth to investigate the main tent and leave without anyone questioning why a pile of maps had suddenly appeared on the floor.  That meant he didn't need to use his last invisibility potion (the ring takes longer to activate so is less suitable in that sort of situation), but decided anyway to go back and get the ones remaining in Nashkel and Beregost.  On the way back from doing that he triggered his first full bandit ambush - another 4 shots missed before he glugged one of the invisibility potions.  He also stopped off at High Hedge and bought the Claw of Kazgoroth - that should mean future bandits would need a critical to hit him.

He avoided any encounters in the Cloakwood (going invisibly through the web traps) and arrived safely at the mine.  After shooting the 2 guards on the bridge he stockpiled traps (first time I've used more than a day's allocation at once) and then had to do it again when he tried to rest too close and some guards triggered them.  Eventually they were ready and Drasus was pulled into them and died instantly (level 8 - +7 HPs). 

Muse collected his boots and went invisibly through the mine (apart from a brief conversation with Rill) down to Daveorn.  A couple of traps helped deal quickly with the guard there, before Muse detrapped the corridor.  I thought that would prevent the battle horrors appearing and indeed there was no sign of them as Muse went down and had a swing with his sword at Daveorn.  However, the battle horrors them materialised out of thin air on either side of him and one of them managed to hit him before he could get away (ruining his attempt at a no damage run). 

That was a shame as up to then it had been an extremely clean run (and HPs were also above average).  Still, I think I'll probably try restarting him tomorrow to see if I can go one better.

Modifié par Grond0, 27 août 2013 - 03:34 .


#8702
Grond0

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Hardy - dwarf swashbuckler (update 1)

I restarted Muse while I was still half asleep and I didn't even realise for a few seconds that he'd been hit by a guard in the Candlekeep Inn!

While I was waking up properly I thought I might as well reroll the character.  That resulted in a nice total of 94, but otherwise Hardy is identical to Muse.

Hardy followed essentially the same path as Muse did up to the Nashkel Carnival.  Leaving there he encountered a gibberling ambush, but on starting to run for a gap found it occupied by a late-arriving worg.  That resulted in him taking a hit.  However, negotiating ambushes without damage requires an element of luck anyway and I don't feel inclined to restart again, so will carry on.

Hardy has just finished the basilisk area.  His 2 level ups there were 7 and 8 HPs, bringing him a little bit above average.

Image IPB

#8703
Grond0

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Hardy - dwarf swashbuckler (update 2)

Hardy moved through the Cloudpeaks and did a few more reputation quests to get that up to 20.  In the course of that he took a second lot of damage - from one of his failed traps.  I've left his set traps skill at 95 for now in order to benefit fully from the dexterity tome in Baldur's Gate.  As the game's handling of % is poor (as with chances to learn arcane spells) the real failure rate is more like 25-30%.

I decided not to worry about taking damage any more and didn't bother with invisibility in the ankheg nest - receiving another hit there when stealth failed.  Also took damage in a bandit ambush on the way to the Nashkel mine.

Hardy, swashbuckler L7, 44 HPs, 92 kills

#8704
Grond0

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Hardy - dwarf swashbuckler (update 3)

No problems in the Nashkel mine or bandit camp and Hardy ran through the Cloakwood to the mine.  Drasus died in traps and Hardy continued invisibly to Daveorn.  Again removed traps, but this time stayed away from Daveorn and shot from a distance; by sod's law therefore the battle horrors didn't appear.  A potion of magic blocking provided Hardy with the initial spell protection needed while he meleed Daveorn.

On into the City and Hardy soon collected the tomes - traps doing most of the hard work against Jalantha, Ramazith and Marek (level 9).  Went on to get the tomes from Durlag's Tower and the lighthouse (sneaking in in both places) and has just reported in to Duke Eltan.

Hardy, swashbuckler L9, 56 HPs, 121 kills


#8705
Grond0

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Hardy - dwarf swashbuckler (fourth and final update)

Slythe just survived some traps and Hardy had to use a potion of invisibility to set up a steath attack finisher.

Pulled the dopplegangers at the palace upstairs for easy disposal.  Then went invisibly through the maze to the temple.

Set a full complement of traps in a corner before going to talk to Sarevok.  I was careless there and activated Angelo rather than just pulling out Sarevok;  quickly used a scroll of magic protection, but Angelo didn't come out anyway.  However, he did send a remove magic that deleted Hardy's potions of mind focusing - making it more difficult for him to hit Sarevok.  He also had not brought along perception potions so found it difficult to hide.  However, he had got Sarevok to near death when I got a bit careless with moving and Sarevok struck with a single hit that must have taken Hardy's head off.

#8706
corey_russell

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@Grond0 - Hardy's death probably had to that he had no helmet, no? Sad to hear though, you were so close...

#8707
Grond0

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Callus - half-elf totemic druid (update 1)

I experimented briefly with a  wizard slayer yesterday.  He eventually became another victim of my tendency to attack basilisks unprotected.  However, in the meantime I discovered that the latest version of BGT prevents wizard slayers from using the Claw or Horn of Kazgoroth.  It didn't seem unreasonable to me that they could do so previously, so that was rather disappointing and makes progressing with that class even more of a nightmare.

After discussing my next step with Gate70 I realised it was a long time since I've tried a druid and I don't think I've ever had a proper go with the totemic version - so let's see how he'll get on.

Thus far he's just done tasks in Candlekeep and seen a spirit wolf munch on Firebead to get his first level up - a healthy start with 9 extra HPs.

Image IPB

Incidentally, Callus was lucky to be born at all.  Typically when I'm rolling for characters I look at the top two scores and discard any that score less than 27 on the grounds they are unlikely to produce a high score - and Callus scored 26.  However, peripheral vision normally also gives me a good sight of the third score - in this case it was 18, which prompted me to look at the remaining scores (which were 16, 18 and 18).

#8708
Serg BlackStrider

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Nice roll for nice class, Grond0! I have totemic druid in my run list and that was a fun one. Take care of him.

#8709
Grond0

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Callus - half-elf totemic druid (update 2)

As might be expected Callus has made comfortable progress so far (with one self-inflicted exception) and has just arrived in Baldur's Gate.

He got a kick start from Shoal - level 4 and 18 more HPs.

Did a few tasks around Beregost, though was too slow to hand a book over to Firebead before he remembered that he was dead (level 5 - +6 HPs).

A first arrival of a spirit snake saved Hulrik's cow on the way to Firewine Bridge, where reputation was immediately knocked back with Bentan's death.  Meilum looked like he might kill a spirit wolf, but got a nasty shock from Callus trying out 3rd level spells.

In Nashkel Callus noted he could wear ankheg armour, but sold it anyway to fund a green scroll and necklace of missiles at the Carnival.  He then very nearly got killed by his own spirit lion.  I dragged it into Vitiare's tent by attacking Callus, with the idea of using it on the thief.  It wasn't unexpected that I couldn't control it inside as that often happens with summons, but normally in that situation the summons will also have lost their previous instructions.  In this case the lion kept attacking Callus - and he had to use a potion of healing and then the potion of speed taken from Montaron to get away.

At the basilisk area his spirit snake seemed to be immune to stoning, which allowed Callus to rapidly get to level 6 (+6 HPs) and then level 7 (+5 HPs).  His first snake evaporated shortly after killing Mutamin, but his second arrived to see off Kirian's party (with a bit of additional spell support).

Spirit animals rapidly took him through the Nashkel Mine (level 8 - +9 HPs) and even the Amazons proved no problem as he moved on rapidly up to the bandit camp.  Made short work of that, though Venkt did get posthumous revenge on the spirit snake with his acid arrows.

Ran through the Cloakwood, though a spirit wolf cleared a way through the web traps.  At the mine Drasus was dominated before swapped confusion spells saw the remaining enemies all unsure of themselves and quickly dead (level 9 - 7 HPs).  More spirits slaughtered all comers on the way down to Daveorn.  He released a fireball unexpectedly (before he'd actually been seen), that hurt Callus a bit.  However, Callus used the damage to the battle horrors to finish them off with a potion of explosion.  An insect plague and some summoned insects then almost killed Daveorn (without the need for Callus to use a potion of magic blocking) and a pair of LMDs finished the job.  Flooding the mine got Callus his final BG1 level.

Callus - totemic druid, L10, 76 HPs, 64 kills
The number of kills don't truly represent the mayhem left behind Callus as kills by summons are not included in the statistics.


#8710
corey_russell

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Grond0 - just fyi there's ankhegs on the Windspear map and you use their shells to form Ankheg Armor in BG 2 (talk to Cromwell). As a druid, you won't get better armor, though shadow dragon armor is a slight upgrade, but both are AC 1.

#8711
Serg BlackStrider

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corey_russell wrote...

Grond0 - just fyi there's ankhegs on the Windspear map and you use their shells to form Ankheg Armor in BG 2 (talk to Cromwell). As a druid, you won't get better armor, though shadow dragon armor is a slight upgrade, but both are AC 1.


IMO the Aeger's Hide is a way better armor for Druid... Personally I always prefer resistances/immunities provided by various armors to their rough armor class.

Modifié par Serg BlackStrider, 29 août 2013 - 03:39 .


#8712
corey_russell

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Serg BlackStrider wrote...

corey_russell wrote...

Grond0 - just fyi there's ankhegs on the Windspear map and you use their shells to form Ankheg Armor in BG 2 (talk to Cromwell). As a druid, you won't get better armor, though shadow dragon armor is a slight upgrade, but both are AC 1.


IMO the Aeger's Hide is a way better armor for Druid... Personally I always prefer resistances/immunities provided by various armors to their rough armor class.


That's certainly a good point - by best armor I was only referring to AC, not the other attributes. 

#8713
Grond0

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Callus - half-elf totemic druid (third and final update)

Spent over 50,000 gold on the Claw of Kazgoroth and invisibility ring before entering the City.  Picked up the tomes and the Helm of Balduran there and took invisible trips to get the tomes from Durlag's Tower and the pirate cave.  Then sneaked up to the Iron Throne before being sent to Candlekeep.

A green scroll and violet potion were used to loot the tombs before Callus returned to the City.  There Slythe was faced with some spirits; he overcame the bear, but the wolf was too much for him.  At the palace the spirits were joined by 3 nymphs.  Even though their domination spells were used up before the fight something they did still obviously caused problems for the spirits - but fortunately they didn't annoy Duke Belt.

Went invisibly through the maze to the temple.  On arrival realised I had forgotten a sling (to attack Sarevok from extreme range so only he comes out), but decided not to go back.  Instead decided to try and pull him out with a fireball by just catching him in the fringes.  That was successful and Callus used a potion of invisibility to hide and prepare for battle.  His summons lasted only moments and he then settled down to running and shooting.  With his darts normally doing only 2 damage that took quite a while and he went through 3 potions of speed and 2 of power in addition to 2 of mind focusing.  Sarevok did get 1 hit in return, but unlike poor Hardy Callus not only had a helmet, but ironskins as well.  So, eventually, with Sarevok at near death Callus brought out a final wolf and used it as a distraction while he made a first use of his vampiric touch Bhaal power.  A single hit from his flame blade was then enough to see the big man off.

Here's his final BG1 record.

Image IPB

#8714
Grond0

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corey_russell wrote...

Serg BlackStrider wrote...

corey_russell wrote...

Grond0 - just fyi there's ankhegs on the Windspear map and you use their shells to form Ankheg Armor in BG 2 (talk to Cromwell). As a druid, you won't get better armor, though shadow dragon armor is a slight upgrade, but both are AC 1.


IMO the Aeger's Hide is a way better armor for Druid... Personally I always prefer resistances/immunities provided by various armors to their rough armor class.


That's certainly a good point - by best armor I was only referring to AC, not the other attributes. 

Could be a close call.  Aeger's Hide is less of a benefit to a druid (who has access to chaotic commands) than it would be to, say, a thief.

#8715
Serg BlackStrider

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Grond0 wrote...

corey_russell wrote...

Serg BlackStrider wrote...

corey_russell wrote...

Grond0 - just fyi there's ankhegs on the Windspear map and you use their shells to form Ankheg Armor in BG 2 (talk to Cromwell). As a druid, you won't get better armor, though shadow dragon armor is a slight upgrade, but both are AC 1.


IMO the Aeger's Hide is a way better armor for Druid... Personally I always prefer resistances/immunities provided by various armors to their rough armor class.


That's certainly a good point - by best armor I was only referring to AC, not the other attributes. 

Could be a close call.  Aeger's Hide is less of a benefit to a druid (who has access to chaotic commands) than it would be to, say, a thief.


That could be true for vanilla. With SCS though every class without spell immunity: abjuration is defenseless vs remove magic>confusion. Yuan-Ti (or any other serious mages) are fond of that trick . So any undispellable abilities are better then spell buffs (imo).

Modifié par Serg BlackStrider, 29 août 2013 - 06:08 .


#8716
Alesia_B_H

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In my opinion, the best armor for a druid in terms of AC is plain old non-magical studded leather because it allows you to stack a protection item with a potion of defense while also taking armor adjustments.

Non-magical studded leather paired with a RoP+2 or CoP+2 and a potion of defense grants:

Base AC: -2
Slashing: +2 (bonus)
Piercing: +1 (bonus)
Missle: +1 (bonus)

Wearing Aeger's, you miss out on the +2 save bonus from your protection item while your AC numbers with a potion of defense are:

Base AC: 0
Piercing: -2 (penalty)
Missle:-2 (penalty)

With Ankheg plate, you still miss out on the +2 save bonus from your protection item and your AC numbers with a potion of defense are:

Base AC: 0
Slashing: +3 (bonus)
Piercing: +1 (bonus)
Missle: +1 (bonus)

When you don't want to expend a potion of defense, your studded leather and +2 protection item can be paired with the Bracers of AC 3. That approach still beats Aeger's in terms of AC while also granting the option of further buffing to -2 base if the need emerges. Anhkeg plate becomes a closer call, but Bracers of AC 3 plus protection item grants the same base AC as Ankheg plate. Setting aside the additional +1 to slashing, the main benefit of ankheg plate becomes the freed up bracer slot in this case.

Of course, AC isn't the be all end all when it comes to armor: as others have noted immunities, resistances, and such should be taken into consideration as well. Aeger's grants confusion immunity and +15% resistance to fire, cold, and acid, however, in most situations, I'd rather take my non-dispellable save bonus via my ring armor slot combo and get my confusion immunity and elemental resistance from my spells, potions, and scrolls rather than go the other way around. Aeger's remains a useful tool in some situations, but it does't offer a compelling deal for daily use. As a reminder, Ankheg plate provides no non-AC benefits while also precluding use of a protection item. 

Later on in the adventure, the Shadow Dragon Armor becomes appealing for druids because it allows them to fill in one of the two sizable gaps in their energy attack defenses. A high level good path druid will enjoy 50% immunity to fire, cold, and electricity while also having the ability to easily reach or exceed 100% in those categories with spells. Without green scrolls or potions of magic shielding, acid resistance, on the other hand, maxes out at 55% (innate + AoF). Wearing the Shadow Dragon armor can get that to 105%, leaving magic damage resistance at 75% (BoIB + AoF) as the only gap. My old Ascension Solo Challenge avenger, Aliana, took this approach in ToB. Were I to run another druid, I'd likely do the same- except in situations where it makes sense to prioritize saves.

Anyhoo: Best of luck in Amn Grond0!


A.

Modifié par Alesia_B_H, 29 août 2013 - 06:41 .


#8717
Gate70

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I'd have agreed with Serg and would play it this way but suspect Alesia has the right answer. Fighter/Druid or fighter > druid can also grab the helm of the rock for an additional 25% against various including acid - it's not too far into Watchers Keep. Not an option for single class druid though.

#8718
corey_russell

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Just for more data, Alesia's approach is exactly what Picenon did for a long time - studded leather, +2 protection ring, and AC 3 bracers (plus his shield of harmony). It served him well. Although, Picenon eventually obtained two rings of Gaxx, so then the shadow dragon armor made more sense, as I didn't need a protection item then.

#8719
Alesia_B_H

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Gate70 wrote...

I'd have agreed with Serg and would play it this way but suspect Alesia has the right answer.


Serg had an excellent point: remove->chaos is dangerous. In addition, it is common. I could definitely see wearing Aeger's for that reason in certain situations.

There are other save or else spells to worry about though. The undispellable +2 save bonus can be more valuable than undispellable confusion immunity in many circumstances.

I suspect that Serg would agree. I didn't see him as arguing in favor of Aeger's so much as noting that you need to consider dispellability when weighing options. 

Best,

A.

Modifié par Alesia_B_H, 29 août 2013 - 07:32 .


#8720
Alesia_B_H

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corey_russell wrote...

Just for more data, Alesia's approach is exactly what Picenon did for a long time - studded leather, +2 protection ring, and AC 3 bracers (plus his shield of harmony). It served him well.


Studded leather + Bracers of AC 3 + protection item + shield is a solid defensive approach.

(Having that option available is one of the reason why beastmasters are a lot more capable than many assume.)

Modifié par Alesia_B_H, 29 août 2013 - 10:27 .


#8721
Alesia_BH

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Btw. Some may be wondering what avengers should do with their armor slot pre-Shadow Dragon Armor. Counterintuitive though it may be, the best answer may be to leave it empty.

Like other druids, avengers are often best off wearing the Bracers of AC 3 along with a protection item. And once you are wearing a protection item, unenchanted leather and unenchanted hide become an avenger's only armor slot options. Wearing either of those, however, would have no effect other than to impose -2 penalties to piercing and missle AC: going au-naturel makes more sense.

Best,

A.

Modifié par Alesia_BH, 29 août 2013 - 10:28 .


#8722
Alesia_BH

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Oops!

Modifié par Alesia_BH, 30 août 2013 - 04:14 .


#8723
Grond0

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Gate70 wrote...

I'd have agreed with Serg and would play it this way but suspect Alesia has the right answer. Fighter/Druid or fighter > druid can also grab the helm of the rock for an additional 25% against various including acid - it's not too far into Watchers Keep. Not an option for single class druid though.

Why not?

#8724
Alesia_BH

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Grond0 wrote...

Gate70 wrote...

Not an option for single class druid though.

Why not?


Use restrictions: the Helm of the Rock is for fighters.

#8725
Serg BlackStrider

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Alesia_B_H wrote...
I suspect that Serg would agree. I didn't see him as arguing in favor of Aeger's so much as noting that you need to consider dispellability when weighing options. 


You are right, of course :) SCS taught me one thing (among many others) - to value undispellable  abilities of armor/weapons/jewelry. And I agree with you in terms of *unenchanted armor+protection item* approach - enchanted armor, which only provides better AC (without other bonuses), is the first candidate for me to sell. For example, Krimlor even now (in ToB, with so many other options available) still wears an unenchanted full plate + cloak of protection +2. The only difficulty for me is how to spread one RoP+2 and one CoP+2 among six party members...:)