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Baldur's Gate 1 No-Reload Challenge


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#9951
Jianson

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Hi there! Forums have changed but nice to see that my favourite thread has survived! Also nice to see some familiar faces.

I have not played BG in about 16 months, but now I have picked up my no-reloads run that it looks like I last played in november 2012. My reports are way back in this thread and you can read them via these links:

Introduction
Post 2
Post 3
Post 4
Post 5
Post 6
 
I am about to enter the last part (the cave) of Chapter 6 and my party looks like this:

Eileth, level 8 elven Beast Master, 76+6 HP
Imoen, level 9 Thief -> level 9 Mage, 51 HP
Viconia, level 9 Cleric, 40+5 HP (4 deaths, CON=4)
Shar-Teel, level 7 Fighter -> level 10 Thief, 63 HP (1 death, CON=8)
Edwin, level 10 Conjurer, 40 HP (1 death, CON=15)
 
(Yes, I have a house rule that says that if I raise a dead NPC, their constitution is lowered by 1 (like it was in vanilla BG1))
 
Some short notes on my characters, as I see them now:
Eileth: good archer and scout. Can melee in a pinch (puts on ankheg plate if there is time). Main weapons are Long Bow of Marksmanship, Staff Mace +2 and Darts of Stunning.
Imoen: currently a mage that is somewhat lacking in the higher spells. Even has an empty level 5 spell slot because Hard Times and Item Randomizer has only provided me with a single level 5 scroll this far (that I had Safana pickpocket from Shandalar). Main weapon is the throwable Boomerang Dagger +2 (from Kivan's sea elf quest). She needs about 90k exp to get her thief abilities back.
Viconia: great tank against lesser foes, and when she drinks a Magic Protection potion, she's a great spell soaker. I like the clerical spells but the slower level progression Clerics have compared to Druids allows for fewer of the high-level spell slots. Main weapons are Bassilus' War Hammer +2 and Sling +1. Damage output in fighting is lacking, though. Imoen outclasses her with that throwing dagger of hers...
Shar-Teel: my current thief as Imoen duals. She needs potion help to deal with the tougher traps and locks. Great backstabber and fantastic crossbow user (Grand Master). Main weapons are Light Crossbow of Speed +1 and Scimitar +1. Too bad she has died once. Before that happened she was wearing Claw of Kazgaroth.
Edwin: as usual, a walking spell arsenal. Has four level 5 spell slots but knows only Feeblemind. Main weapon is Melf's Minute Meteors.
 
Rieltar's gang was handled with animated skeletons, a Stinking Cloud (followed by Greater Malison) thrown through the doorway.
 
Main loot in the catacombs were Full Plate +1 (nice because regular Full Plates can break), Cloak of Protection +2, a Prot. from Magic scroll and the STR tome (which I gave to Shar-Teel to bring hers up to 19).
 
I use fewer summons with this party than what I normally do. Viconia can animate dead (once) and Eileth can summon animals (once). Imoen does have a Spider Spawn scroll that she plans to scribe, and I recently found a Monster Summoning II scroll. Maybe time to scribe them and reorganize memorized spells before taking on Prat's gang.

#9952
Grond0

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Well done Corey (incidentally that tomb should be knockable).

 

Welcome back Jianson - I hope you can stay death-free!



#9953
Charlestonian Knight Templar

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I, Black Guard of Asmodeus, followed the leading I sensed from the 9th Hell westward from Nashkel which ended up leading to a Xvart Village well protected in a rocky area that may well have once been a volcano. As always, I led my company south to until we hit Bear River & then westward more until we neared it again. We followed a rocky ridge back to the east until we turned north & ran into the Xvart Village. My Berserker went berserk & started wading into about 30 of them knee deep. I cast Aura of Despair & did the same.  My Bard, Herald & Sage started firing arrows from his Short Bow until he was attacked & wounded & cast Armor on himself. The two mages cast protective spells on themselves during this part of the battle but stayed back as we had this thing in hand. But just as we started looting the 30 or so dead carcasses we were attacked by the Xvart leader who called upon a huge Cave Bear to aid him & another 30 or so Xvarts. My Berserker & I continued knocking off Xvarts while my Bard, Herald & Sage used his Short Bow & Poison Arrows on the Cave Bear. My Conjuror** popped the Cave Bear with Melf’s Magic Arrow but still the Cave Bear kept coming. Once I saw that my Berserker had the Xvarts in hand I used my Poison Weapon ability & turned to finish the Cave Bear. He was wounded when I got there but still managed to hit me w/those massive paws. But the Cave Bear met its match & in short order we were collecting the gold & gems they were carrying. 

 

 

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A CAVE BEAR & XVART MASSACRE!

 

Key Event:  Asmodeus is king! After a nights rest to replenish spells & heal our scratches we moved westward again away from the Xvart Village. As we were marching, we were approached by a man offering to sell us potions & scrolls & the like. I can’t remember which of my company spoke to him as I’m writing here, quill & parchment, by our campfire. Everyone is asleep except my Conjuror** who’s sitting on a rock studying his spellbook. It’s not really relevant b/c the salesman was basically told that we’ll just take what he’s got & forget his fee.  He was quick to return the challenge & the fight was on. My Berserker went berserk & smashed an axe in to him quickly. But…my Conjuror’s** Melf’s Acid Arrow & my Bard, Herald & Sage’s Magic Missile & my Illusionists** Blindness spell were all ineffective as I realized I was dealing w/a cat w/magic resistance. I suddenly felt a sense of dread that maybe I/my company were in trouble. I called them to separate ourselves from him & asked my Conjuror** to see if we could hang him up in a Web spell. It worked but didn’t keep him from blasting my Bard, Herald & Sage w/a Magic Missile to which he immediately responded by quaffing a Potion of Healing & then started firing Poison Arrows from his Short Bow. My thinking was that, knowing Kagain had landed a blow w/his battle Axe, that we could pick him apart w/arrows, Sling Stones & Throwing Axes while he was stuck in the Web. I knew he’d still be able to cast spells but I was well equipped w/Potions of Healing & Antidotes & personally w/Elixir’s of Health. My enemy turned his attention to my Berserker Lieutenant & blasted him twice w/Magic Missiles.  My Lieutenant was injured & trying to quaff Potions of Healing. Then my enemy moved out of the Web so my Conjuror** cast Grease to slow him down again. If I could do it again, I’d not call for that spell but it was there & we were all equally affected by it. I decided that any protections from weapons he’d cast on himself had probably worn out while he was in the Web so I decided to join my Berserker Lieutenant & melee w/the foe. My Bastard sword +1 hit immediately & again after that & then my Berserker Lieutenant finished him despite being severely wounded. He immediately quaffed a Potion of Healing b/c we both knew his berserk state was about to wear off. He did so in time. I’d defeated my third tough foe w/o losing a member of my company in just a few days, i.e. Zordral, Vititare & Borda.  

 

 

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A WORTHY OPPONENT HAS BEEN WEIGHT & MEASURED & FOUND LACKING!!

 

From there I continued exploring the remainder of the area in the vicinity of the Xvart Village killing more Xvarts as I went but pretty much overloaded w/more Short Swords than the company could carry but able to collect the gold, gems & jewels, dropping a Short Sword in deference to any of the former. As I was heading back east to go to Nashkel for a few days of rest, I stumbled on a cave that contained another Cave Bear, this one a bit of a pushover & I pushed her over to the land of the dead.

 

 

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I MAY HAVE TO KILL THEM MYSELF IF THEY DON'T SHUT UP!

 

Treasure of Note: Short Sword +1 (Bard, Herald & Sage); Quarter Staff +1 (Conjuror); Potion of Fire Resistance (party)

 

 Current Disposition: Resting in Nashkel, resupplying. 

 

Next Steps: I, Black Guard of Asmodeus, am being led in the same westerly direction to cross the Bear River.

 

Level Up: I knew my success was pleasing to my lord in Baator! Asmodeus made his Black Guard Level 5 & granted me a 2ndPoison Weapon ability.

 

 

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PRAISE ASMODEUS! HE CONTINUES TO BRING ME GLORY AS I SEEK TO BRING IT TO HIM!

 

Current Party: (Reputation: 6 - Disliked)

Black Guard of Asmodeus:  Fighter (Blk Gd)/5; Plate Mail w/Lg Shld, +1 B/Swd**, Flail* (SSS**)             

Kagain: Fighter (Bkr)/4; Splint Mail w/B/Axe*** & T/Axe**

Eldoth: Bard/5; Chain Mail, Sh/Bow* & Brazers of Archery, Dgr* (Arm,Slp,MM,Mir Img)

Edwin: Mage(Cjr/4); Knaves Rove & Q/Staff* (Arm, Grease x2, Ch Per,Lar MD,MelfAA x2,PW Slp,Web)

Quayle: Mage(Ill/4); Mage Rove of FR, Slg* & Dgr (Ref Img, Blind x2,MM,Blur,Inv,Mir Img)

 

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); MegaModKits v1.01L; level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Reloads: 0

 

** Self-imposed restriction: I require my mages to ALWAYS select spells from their school to learn & memorize in spell slots. They can use others, only one of each from other schools, but after writing all the spells they can for their intelligence, if they find one from their own school, they have to choose one to remove in deference to the spell from their school. Same w/memorization, they must learn spells from their school first before others which I only allow them to learn one of. Any extra memorized spell slots have to go to spells from their school.  Bards & plain vanilla Mages aren’t restricted in this way. 



#9954
Blackraven

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It's been a few uneventful days in which Shar-Teel and I mainly sold some loot, did a few minor quests in the Cloudpeaks, killed the famous drow ranger Drizzt Do'Urden with my traps after he'd asked me to help him take on a group of gnolls but refused to fight them himself [this was to me the more appealing way to lower Teyl's reputation, compared to killing a commoner].
Things got more interesting when Shar-Teel and I went treasure hunting in the maze below the Firewine ruins, which was supposed to harbor all manner of riches for the taking. Unfortunately it was not so. What we did find was an ogre mage, with a dangerous wizard and others as his lackeys. The wizard surprised us as he came walking up to us. Shar-Teel and I both reached for our ranged weapons. With arrows of biting and my poisoned frost dart, we managed to poison him. He nevertheless managed to protect himself with a globe of invulnerability, but Shar-Teel dispelled the protective sphere with an arrow of dispelling.

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Though the poison from Shar-Teel's arrows and my dart were doing their destructive job perfectly well, the wizard successfully (and admirably, it must be said) managed to cast a lightning bolt our way. It hit and injured Shar-Teel (but not me).

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A critical hit by Shar-Teel with her bow, meant the end of the wizard.

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We sneaked further through the maze, until we encountered the aforementioned ogre mage. A devestating backstab by Shar-Teel finished him off before he could do us any harm.

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This was Shar-Teel's last feat in my company. I told her that I prefer to work alone, as it keeps the senses astute. I travelled to Ulgoth's Beard to buy the Greenstone Amulet as I had long intended to. 28,500 gold is no joke, but by now it's a bearable expense, considering I still have about 20,000 gold left (thanks not in the least to the good money people are willing to pay for various magical wands I've picked up in my adventures).

From Ulgoth's Beard I made my way southward, to the Cloakwood, to get an idea of what this Iron Throne is up to. The Cloakwood is a vast, beautiful forest, though as most forests not without its dangers. I entered from the South East, where I had retrieved Gurke's Cloak of Non-Detection before. This area was relatively quiet, with only one incident worth mentioning: my involvement in a conflict between a foppish nobleman from Baldur's Gate, who had been hunting in the woods, and a druid. I sided with the druid, but was rather disappointed with him after he let me do all the work in taking on the hunter, and scarcely rewarded me for my effort. So I confronted him, which resulted in battle. He had a very nifty spell, an insect plague he conjured up, one that went straight for me, and not only injured me but also made me panic. Nothing that made me have to fear for my life, but nevertheless a warning signal of what these druids are capable of. It was my poisoned frost dart, backed by the will of Cyric, that once again decided a conflict in my favour.
Deeper in the forest I trespassed on spider territory, replete with giant spiders, phase spiders, sword spiders, ettercaps etc. Their web traps cannot harm me thanks to my ring of free action, nor do I gravely fear their poison (due to my affinity with poisons). Their paws however do present a risk. I managed to clear most of the area using backstabs and ranged attacks. An obese female, possibly human, inhabited a den filled with even more spiders. Inside I might have fallen to that multitude of strong and venomous monsters, but luring them outside gave me the edge. I separated them and took them on one by one. Inside I found an enchanted greatsword and a body. I took the sword, and left the body.
I also came upon a Druid community. They were far from hospitable, especially when I told them I just wished to pass through unharmed and unmolested. Turning downright hostile, they displayed little care for my wish. In return I displayed little care for their lives. Bunch of bigots, claiming the moral high ground all the time. I enjoy and respect this grand forest just as they do.
I continued my way until I reached a heavily guarded mine. Another mine, the presence of Black Talons... this must the Iron Throne base, I thought. A the entrance a group of four assassins, hired to kill me, were waiting for me. Two mages, a fighter and a cleric. It seems there is some sort of connection between this Iron Throne and all the assassins after all. Before confronting them I made sure that the surrounding areas were free of any guards that might try to stop me. Then I dispatched one of the two mages with a single backstab.

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The cleric was easily taken care of as well. Their leader Drasus, the fighter was more difficult to handle. Nevertheless, a couple of backstabs did him in.

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Then only one mage remained, this one was quite generous with his stoneskins, and thus more difficult to hit. Therefore I summoned a number of skeletons to take him on. Once they got their first hit in, I knew that it was time for me to attack from the shadows and finish him off with my upgraded dagger of venom (the dagger of venom as upgraded by Thalantyr has come to replace the weary cudgel club as Teyl's primary melee and backstab weapon).

[Teyl is now a level 8/9 Cleric/Thief, and therefore one level beyond what the XP cap would allow for each class in BG1-TotSC. I intend not to level Teyl up any further. But the *4 backstab multiplier and the opportunity to invest another weapon proficiency point (in daggers), were to good to neglect in this heavily modded setup. His weapon proficiencies are: *daggers, *darts, *clubs, *single weapon style]

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#9955
Aasim

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@ Blackraven
I see no problems with bypassing the BG1 imposed level cap, tbh. I'd say level up as you aquire EXP to do so.

#9956
Blackraven

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@Aasim, thanks. I think from now on I'll try to hold on to every benefit I see. The account below, will make you understand why.

HOW TEYL MET HIS END:

Entering the Cloakwood Mines Teyl had to dispatch a number of guards. Backstabs were working fine though. Only one of those was hard to kill, due to very high hit points.

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Once inside Teyl didn't have any problems on the first level. However as soon as he descended things started to change. He one-hit-killed one of two guards at the entrance, but then he saw a multitude of guards coming after him, which prompted Teyl to retreat to the previous level. The guards followed in hot pursuit.

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Among these guards was a mage, Hareishan, whose Chaos spell made Teyl go and kill a number of miners until he stopped, very inconveniently, right in front of the mage. Frustratingly, the Chaos effect, which brought on Teyl's demise as I will explain hereafter, could have been avoided by a timely activation of the Greenstone amulet.
Though Hareishan wasn't doing Teyl any serious damage with her Melf's Minute Meteors, once the Chaos spell expired she managed to (dire) charm or dominate Teyl at lightning speed. There was no way he could have avoided this.

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I'm going to keep my last save, because I'd like to explore the class a bit further. Except for a narrow escape in the bandit tent, I hadn't been in any avoidable trouble at all (against all kinds of enemies).

The question now is whether to keep on playing (without posting on here), or starting a new run. And in the latter case whether to hold on to a stealthy character, or to do something completely different...

EDIT: what saddens me most is that I'd forgotten about my hHelm of Charm Protection (instead I'd been wearing the Helm of Glory for better shop prices :( )



#9957
Jianson

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Too bad there, Blackraven. GL with your next attempt.

(BTW, I think that's a really stupid game quirk that you lose the game if you get charmed. I think that the enemy should still have to kill you, and it's not guaranteed that they can do it before the charm effect expires).

#9958
Aasim

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Blackraven, condolences. I enjoyed reading your posts, and would be very happy if you choose to stay here on No-reload attempts. Charm death can be easilly avoided by not soloing...

#9959
Blackraven

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Thanks Jianson, I hope your beastmaster will fare better in the city of Baldur's Gate (out of his element)...
And I agree with you, that charm and maze "deaths" are difficult to accept. Hareishan wouldn't have had the firepower to kill me with one hit or spell, and thus would have dispelled the charm. However I accept the thread rules here. :)

Many thanks Aasim, for your words. Don't worry, I'm not gving up. I think my next run will be a duo run.



#9960
Charlestonian Knight Templar

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Then only one mage remained, this one was quite generous with his stoneskins, and thus more difficult to hit. Therefore I summoned a number of skeletons to take him on. Once they got their first hit in, I knew that it was time for me to attack from the shadows and finish him off with my upgraded dagger of venom (the dagger of venom as upgraded by Thalantyr has come to replace the weary cudgel club as Teyl's primary melee and backstab weapon).



 

Just noted the section highlighted in blue.  Is that a mod that allows Thalantyr to 'upgrade' items? The only thing I know about is the Spear  he gives to Kivan if he is in your party? if there is a mod, or something that gets Thalantyr to upgrade items, I for one would like to know it.  I think you're using a lot of crazy mods that I don't normally use but I just wanted to know if he can do the Cespenar thing like it BGII.  CKT



#9961
Charlestonian Knight Templar

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@ Blackraven
I see no problems with bypassing the BG1 imposed level cap, tbh. I'd say level up as you aquire EXP to do so.

Agree w/Aesim. set the game up like you want.  I've started eliminating the experience Point Cap myself just to see how high level my PC would actually get unrestrained - but then, I never live long enough to find out.  

 

Plus, for me I always play w/the idea of moving my PC over to BGII once I complete the run. I'll take all the Levels I can get, starting that game. Actually, it's kind of artificial to me to put a cap on experience.  CKT



#9962
Serg BlackStrider

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Congratulations, Corey, with your new achievement! Safe travels in Amn!

 

Sad to hear about the fate of Teyl, Blackraven, but nice run nonetheless! Looking forward for your next one.

 

And welcome back, Jianson!



#9963
Charlestonian Knight Templar

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I'm going to keep my last save, because I'd like to explore the class a bit further. Except for a narrow escape in the bandit tent, I hadn't been in any avoidable trouble at all (against all kinds of enemies).

The question now is whether to keep on playing (without posting on here), or starting a new run. And in the latter case whether to hold on to a stealthy character, or to do something completely different...

EDIT: what saddens me most is that I'd forgotten about my hHelm of Charm Protection (instead I'd been wearing the Helm of Glory for better shop prices :( )

Two things: 

1) Condolences on the end of a great run. Agree w/everyone else that your narratives are top notch.  

2) No one plays over there anymore, but I started a Minimal Reload Challenge on here that a few of us used to use to bring characters we liked over and continue playing after they took a 'Reload' here. Just a thought if didn't want to do all those hours again but really like the PC.  You could pick up w/your last save & imagine that Cyric determined to raise his faithful cleric.

 

Okay, three things:

3) Cyric is a wuss!  Asmodeus could smash him like a bug.  lol

 

CKT



#9964
Blackraven

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Just noted the section highlighted in blue.  Is that a mod that allows Thalantyr to 'upgrade' items? The only thing I know about is the Spear  he gives to Kivan if he is in your party? if there is a mod, or something that gets Thalantyr to upgrade items, I for one would like to know it.  I think you're using a lot of crazy mods that I don't normally use but I just wanted to know if he can do the Cespenar thing like it BGII.  CKT

Yes, Charlestonian, this a mod: http://www.shsforums...r-item-upgrade/ if you're interested.
The upgrades are pretty powerful, too powerful for the early game perhaps, but viable late game (and some of them also in BG2).

However thanks to item randomiser, I usually only manage to upgrade a few items...



#9965
Aasim

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Just noted the section highlighted in blue.  Is that a mod that allows Thalantyr to 'upgrade' items? The only thing I know about is the Spear  he gives to Kivan if he is in your party? if there is a mod, or something that gets Thalantyr to upgrade items, I for one would like to know it.  I think you're using a lot of crazy mods that I don't normally use but I just wanted to know if he can do the Cespenar thing like it BGII.  CKT

Thalantyr Item Upgrade mod allows for "Cespenar-like" upgrades.
Kivan's Spear of Entanglement is from BG1 NPC Project (I highly reccomend BG1NPC, it's stunning work).

#9966
Blackraven

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CKT thanks for your suggestion. I might continue Teyl in a minimal reload challenge in the future, or might just abandom him. Though this cleric/thief combo has a lot potential I reckon. Also for BG2. And it's a shame not to be able to explore more in Amn.
Thanks as well for your comments on my writing. I really dig yours as well. It shows your knowledge of d&d lore and is entertaining at the same time! I can imagine that Mordred hasn't been that impressed with Teyl, but my next character might just command some respect with him.

Everyone, thanks for your sympathy. And believe, in my new playthrough I'll take every possible advantage I can find (just to survive...)

So without further ado, let me introduce Grynne, half-orc wizard slayer of Candlekeep.

***
Grynne is of lawful neutral alignment. Her neutrality manifests itself in her idea that one is under the moral obligation to refrain from perpetrating any "evil" deeds, while at the same there is no such thing as an obligation to do "good". However she doesn't have to ponder often over moral dilemmas, as the answers are normally provided to her by her distinct lawfulness. Grynne distinguishes between just and unjust rather than between good and evil. Her concept of justice means that she shall always honour a given word, unless the recipient of her word acts in a dishonourable way. Dishonorouble would be for example to trick her into an agreement using false or incomplete information, or to act against the terms of an already concluded agreement.
Interestingly Grynne has little respect for the laws of the land, since those laws lack an in her eyes essential element for validity: the express assent by those subject to them. The laws of the land are not agreed upon by all, but imposed by a governing elite. Therefore any laws that go beyond the most fundamental principles of co-existence (such as to abstain from murder, rape, etc.), are subject to Grynne's careful scrutiny. She'll only respect any laws that she considers to be just and necessary. To give an example she won't act against the adherents of a banished belief system solely because there is a law that says so; obviously the adherents won't have consented to that particular law.

As a wizard slayer Grynne holds a deep-rooted distrust of arcane magic. From Gorion's tales and from her studies in Candlekeep she's gathered that the most powerful beings to walk the realms are almost without exception mages and sorcerers. And well, power corrupts, according to Grynne. How else can it be possible that the powerful few impose laws on, and feed off the salt of the earth? Mages appear to be the worst in this respect, as is witnessed in recent times by the atrocity that is evil Thay. And even good-intentioned magic users are inclined to use their power to interfere in the lives of others without asking, without permission, without need. It is for these reasons that Grynne, well aware of her physical prowess, decided at a young age to train with the Candlekeep guards as a fighter, and to specialize herself in combating magic.

Grynne's aversion against arcane magic, combined with her lawful neutral alignment make her quite picky when it comes to entering into alliances with other NPCs. In practice, she'll not accept any arcane magic users (bards, mages, sorcerers) into her party, nor will she ally herself with chaotic characters since these lack focus and reliability according to Grynne. Only a very compelling reason might inspire her to make an exception, and then probably only for limited amount of time.

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I'll be playing Grynne with the Wizard Slayer Rebalancing mod, available both for BGT/Tutu and for BG:EE.

KIT DESCRIPTION:

This warrior specializes in hunting down wielders of arcane magic. To that end, he conditions his body to resist magic and learns attack techniques that can disrupt arcane spellcasting. This rigorous training regimen requires the Wizard Slayer to forego the use of any magic items besides weapons, armor and healing potions. In addition, he must remain fully devoted to his cause and cannot pursue additional professions.

Advantages:
- Starts with 10% base magic resistance
- Gains an additional +2% bonus to magic resistance for every level of experience
- Gains the Disrupt Magic passive ability at first level
- Gains the Shatter Magic ability at first level and every 8 levels thereafter

Disadvantages:
- Cannot use any magic items except for weapons, armor and healing potions (and items that specifically protect against magic)
- Cannot dual-class

Disrupt Magic:
Whenever a Wizard Slayer lands a successful hit on an arcane spellcaster the target is afflicted with a cumulative spell failure penalty. During the next 3 rounds, the victim has a 10% base chance to miscast any arcane spell plus 1% for every experience level the Wizard Slayer attains. This passive ability is always in effect.

Shatter Magic:
A Wizard Slayer can channel his innate magic resistance into his weapons in order to break through the magical defenses of arcane spellcasters. During the round when this ability is activated, each successful hit removes one combat and one specific protection from his target. However, this temporarily nullifies the Wizard Slayer's innate magic resistance making him vulnerable to magic during the next 2 rounds. Until his magic resistance recovers, the Wizard Slayer cannot use any special abilities that rely on it.

The mod also introduces two new HLAs: Reflect Magic (replaces Resist Magic), which does as the name implies during 3 rounds, and Arcane Bane (replaces War Cry), which gives a damage bonus to wielders of arcane magic. Of course it remains to be seen whether Grynne will ever acquire those abilities.

Besides I've installed a component that makes moderate changes to item restrictions. It allows the Wizard Slayer to use items that provide protection from magic in some form, such as the Cloak of Balduran, Cloak of Mirroring, Belt of Inertial Barrier, Amulet of Spell Warding, Ring of Spell Turning, Potion of Magic Protection, Potion of Magic Shielding and Potion of Magic Blocking.

***

I'll be playing on core rules, and of course: no-reload. I've never played a straight fighter. Am most experienced with thieves (including multiclassed), and to a lesser extent (arcane and divine) magic users. To increase her survivability I'll probably have her operate in a small group, with a decent thief (preferably a Fighter/Thief), and a cleric.



#9967
Charlestonian Knight Templar

Charlestonian Knight Templar
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Thalantyr Item Upgrade mod allows for "Cespenar-like" upgrades.
Kivan's Spear of Entanglement is from BG1 NPC Project (I highly reccomend BG1NPC, it's stunning work).

Thanks Aesim, actually I use BG1NPC Project. I list all my mode @ the bottom of my narratives. Right now I'm using: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); MegaModKits v1.01L; level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges).

 

This spars another question though. I found a mithril ring last night & the descripton says I might wanna hold onto it. I did a little rading & it seems tied to a Xzar quest but in my game Xzar & Montaron are history. Any other use that can be gleaned from it? Or should I just get the 375gps?  CKT



#9968
Charlestonian Knight Templar

Charlestonian Knight Templar
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Yes, Charlestonian, this a mod: http://www.shsforums...r-item-upgrade/ if you're interested.
The upgrades are pretty powerful, too powerful for the early game perhaps, but viable late game (and some of them also in BG2).

However thanks to item randomiser, I usually only manage to upgrade a few items...

Definately interested for my next game to see what it offers.  Thanks.  CKT



#9969
Aasim

Aasim
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This spars another question though. I found a mithril ring last night & the descripton says I might wanna hold onto it. I did a little rading & it seems tied to a Xzar quest but in my game Xzar & Montaron are history. Any other use that can be gleaned from it? Or should I just get the 375gps?  CKT[/size]

Afaik no. I believe it's only needed for Xzar's quest with Dryad of Cloudpeaks. Get those 375 GP.

#9970
Serg BlackStrider

Serg BlackStrider
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Nice backstory of Grynne, Blackraven. Wish her luck and hope she'll not meet my characters (always a some kind of magic user and mostly chaotic types... :rolleyes: ) during her travels... :)  



#9971
Aasim

Aasim
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Entering the No-Reload challenge, Ajax Peebledrown
Baldr009_zpsc4158796.png

It's a Kit Revision Berserker.
Weidu (I made a new install since I can't stand SCS vampires no more with buggy vampire mages). I also removed slow level-up. No more excuses for poor gameplay! In addition, my protagonist isn't concerned about fair play no more, he uses whatever he needs to stay alive.

// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13)
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v13_120121
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13_120121
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v20
~BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v20
~BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v20
~BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #1 // The BG1 NPC Project Music Pack -> Install Regular Audio Only: v5
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1020 // Potion Revisions: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1 // Masterwork Weapons: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Heavy Armor Encumbrance -> Dexterity and Speed Factor Penalties: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1050 // Revised Armor Bonuses: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.16
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.16
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1 (Hotfix 03)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v3.1 (Hotfix 03)
~SETUP-KIVAN.TP2~ #0 #0 // Kivan of Shilmista: v13
~SETUP-KIVAN.TP2~ #0 #4 // Select Deheriana's Class -> Specialist-Mage, Diviner: v13
~SETUP-KIVAN.TP2~ #0 #5 // Select Kivan's Portrait -> Do Not Install Alternative Portrait for Kivan.: v13
~SETUP-KIVAN.TP2~ #0 #7 // Install ToB Portion of the Mod: v13
~XAN/SETUP-XAN.TP2~ #0 #0 // Xan NPC MOD for Baldur's Gate II: v14
~XAN/SETUP-XAN.TP2~ #0 #3 // Install alternate class for Xan? -> Change Xan's class to Sorcerer: v14
~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v14
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCSII scripts and abilities: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v28
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.23
~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.1
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9
~POLYTWEAK/POLYTWEAK.TP2~ #0 #50 // PnP mind flayer attacks: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #60 // Improved (less buggy) trolls: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #70 // Improved Umberhulks: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #80 // Improved Yuan-Ti: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #83 // Improved Minotaurs: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #85 // Corrected Vampire Stats: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #150 // Cernd: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #300 // Keldorn: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #600 // Valygar: v2.00
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V14
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter): V14
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V14
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V14

As so far, Ayax almost died to Ankhegs at level 2...
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Killed Dushai for her ring of Free Action after a failed pickpocket
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Succesfully dispatched an Ogre Mage ambush, with a commonly used tactic of Web trapping
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Killed Morvin's gang, amongst other minor encounters.
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And ran from Flesh golems since he doesn't own a magical weapon
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#9972
Serg BlackStrider

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I was going to wish Ajax Peebledrown intelligence and wisdom to lead his way but seems he is lacking both so... good luck, Aasim!  :)

And he is pretty ... cute (charismatic)  :D


  • Blackraven aime ceci

#9973
Blackraven

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@Serg, thanks for your wishes! This is a first-timer for me as well (in various respects).
@Aasim you had me LOL with your berserker... The portrait, the reckless ankheg hunting at level 2, very in-character :)



#9974
Grond0

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Best of luck with the wizard slayer Blackraven.  Even with the slight improvements from the kit mod I suggest you're going to want some company to help keep him alive.

 

And I like your berserker Aasim - I wonder whether Drizzt would recognise him as one of the Gutbuster brigade?



#9975
Aasim

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Thanks all for good wishes! I'll post some update soon.
Blakcraven, once I tried "revised Wizardslayer" you're playing now. It was a No-reload up until Prat's gang beneath Candlekeep, where he got stunned by a dart. He's (she, in your case) hard to play since you have no means to aquire Free Action unless have a devoted cleric.