Aller au contenu

Photo

Baldur's Gate 1 No-Reload Challenge


  • Veuillez vous connecter pour répondre
16386 réponses à ce sujet

#10051
Grond0

Grond0
  • Members
  • 6 494 messages

Good stuff Gate70 - let's hope 13 is lucky for some.

 

I had another go with a melee sorcerer, who got past the hard part by getting up to level 4.  However, when trying to finish off the last few HPs Greywolf had he got beaten to the initiative and Greywolf landed a critical before he could attack with his dagger - doing more than the 21 HPs available.

 

I'll have one more go ...



#10052
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 179 messages

Talking to Grond0 here.

If you had used Algernon's Cloak, BG1 is definitely do-able since I have completed it without killing anyone but Sarevok with various solo characters.

In BG2 the cloak is nerfed so more problematic.



#10053
Grond0

Grond0
  • Members
  • 6 494 messages

I agree Wise - you perhaps remember I've done my own fair share of abusing the cloak!  However, I'm confident that my character concept is viable without that - if correctly played ...

 

Nice to see you safely back from the mountains by the way.



#10054
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages

Mordred, a servant & Black Guard of Asmodeus. I’ve restructured my retinue as I sense my lord is leading me to do. My Berserker Lieutenant is now my Berserker Sergeant. In no way is this a demotion but simply a change of title. He remains my most trusted follower & protector. I’ve promoted my Conjurer to third in my chain as I have come to realize his worldview is the same as mine & that of my Berserker Sergeant. I value his service & his connection to the Red Wizards as far as that can benefit my efforts on behalf of Asmodeus, my liege lord. I know he is also the one I must watch most closely therefore, bringing him closer to my inner circle is in keeping w/the adage, ‘Keep your friends close & your enemies even closer.’ My Bard/Herald/Sage is just that. He is my messenger & speaks for me. When we are not travelling he is charged w/designing my Coat of Arms which will include images of my place of origin, Candlekeep, & will be dominated by my lord Asmodeus’ symbol. For now, he is working on ideas & bringing them to me for guidance. He has no role in my chain of command beyond being my messenger & an outstanding Sage (Lore 65).  My Illusionist compliments the abilities of my Conjurer & will remain w/me for that purpose. I still petition my lord for a Rogue w/a full complement of thieving skills & for a Cleric. Should he bless me w/both I will likely release the Illusionist from my service.

 

I led my subordinates to Dryad Falls where I‘d sensed my liege telling me to go. My followers assisted me in blowing through two Dread Wolves, a Dire Wolf & a dozen or so Gnolls. The Dire Wolf lived in a cave & guarded a healthy treasure of >200gp & a Tiger Cowrie Necklace.

 

Key Event:    I tried to rest my company in the NW corner of Dryad falls but we were attacked by a half-dozen Flinds in the night. My Conjurer was killed & the battle was tough. I returned to Beregost, not daring to enter Nashkel now, & had him raised before heading back. The highlight of this battle was the one-two punch of my Conjurer & my Illusionist, attacking my enemies w/combo Blindness (Illusionist) & Melf’s Acid Arrow &/or Flame Arrow (Conjurer). Using their favorite spells from their respective schools they soften my opponents up for me & my Berserker Sergeant to finish off. My Illusionist has four Blindness spells & my Conjurer three each of Melf’s Acid Arrow & Flame Arrow. My Bard/Herald/Sage tosses in a Magic Missile & then pulls out his Short Bow w/Poison Arrows or his Lute to play MY battlesong as he deems best able to serve his lord…me. 

 

 

g82k.png

DEFEATING THE BANDITS!

 

On return I waded thru a dozen or so Xvarts, two Cave Bears & a couple of oafs that wanted me to cut down a tree that was supposed to be filled w/gold. I’d just been approached by a Dryad who was seeking protection from them. She had nothing to offer for my efforts & for a moment I thought about letting the two oafs cut the tree down. I got tired of waiting though & decided to cut them down, which I did.

 

I got a little ticked @ my Bard/Herald/Sage after he advised I help some little brat find her cat. He said it would be good for my image. I told him to do what he thought best & he found the cat drowned in a pool beneath a waterfall. For all his efforts she had 23gp & I’m sure my image isn’t any better. Generally, his advice is good so I’ll let this one slide. Another waste of my time like that & some corrective measures might well be in order.

 

Afterward, I completed reconnoitering the Dryad Falls coming to battle w/a group of four Gnolls that tried to extort 50gp from me for passing. This skirmish was another opportunity to use my methodical attack, i.e. I cast Doom on the target creature, my Berserker Sergeant used his Enrage, my Conjurer cast Melf’s Acid Arrow, my Illusionist Blindness & my Bard/Herald/Sage used a Poison Arrow before switching to normal arrows. I led my group to do the same through all four of them. Overkill for Gnolls, yes, but necessary to engrain this method into my subordinates so that it becomes Standing Operating Procedure for all significant foes. A few steps later, we found four more Gnolls but my Conjurer cast Grease & while they struggled my Bard/Herald/Sage fired his Short Bow w/normal arrows & my Illusionist used his sling. Two of them died before ever moving but a step or two while the other two got close to the edge where my Berserker Sergeant & I met them & finished them off. We tried travelling back to Nashkel & killed two Winter Wolves and two Dread Wolves on the way back, But when I sent my Bard/Herald/Sage ahead of me to see if I was welcome, the Amnish Soldiers fired on him so I continued to the Nashkel Carnival

 

Treasure of NoteNone

 

 Current Disposition Resting @ the Nashkel Carnival

 

Next Steps: I am led to Fisherman’s Lake 

 

Level UpNone

 

Current Party: (Reputation:– Disliked)

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

Kagain: Fighter (Bkr)/5; Splint Mail w/B/Axe*** & T/Axe**

Eldoth: Bard/6; Chain Mail, Sh/Bow* & Brazers of Archery, Dgr* (Arm,Slp,MM,Mir Img)

Edwin: Mage(Cjr/5); Knaves Rove & Q/Staff* (Arm, Grease x2, Ch Per,Lar MD,MelfAA x2,PW Slp,Web)

Quayle: Mage(Ill/5); 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. 



#10055
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages

Mordred, a servant & Black Guard of Asmodeus. Following my foray into the Dryad Forest, I sensed my lord leading me to this place known on maps as Fisherman’s Lake. My subordinates are getting better & combining their skills to effectively destroy my enemies. While my path might seem somewhat random, I sense that my lord Asmodeus is directing me to locations that will gradually increase my own power while simultaneously increasing the effectiveness of those he has given me to lead.

 

Here @ Fisherman’s Lake my first encounter was w/three Ghouls. While Ghouls are relatively simple, mindless creatures they can be that type creature that leads one into a sense of false security. In this case, my Bard/Herald/Sage tossed an Oil of Fiery Burning Potion in their midst & the fight was won. Further on, as I worked my way clockwise around the lake, I encountered three Ogre Berserkers. Here, my subordinates fired off the SOP package, i.e. I cast Doom; my Berserker Sergeant skipped Enrage & charged in; my Conjurer cast Melf’s Acid Arrow; my Bard/Herald/Sage strung one of his Poison Arrows & my Illusionist cast Blindness. I had him dead in a moment & then moved forward knowing that he was likely accompanied by at least two others. He was & they're dead now too.

 

My journey continued after a rest. I moved north until I was heading into The Red Canyon’s & then turned east again where, near an old abandoned house, I destroyed a half-dozen Skeleton’s armed w/Warhammers & then shortly afterward, four Half-Ogres w/Bastard Swords & half-dozen Gnoll Elites. Needing a place to rest I took my subordinates to the northeast corner of the lake, where should it be necessary I could retire to familiar ground. Sur enough, my rest was interrupted by 8-10 Gnolls which I beat down w/my Morning Star since my Bastard Sword +1 was out of reach when they attacked. My wizards & Bard/Herald/Sage stayed back & attacked w/ranged weapons & spells.

 

I finally got that nights rest before moving southwest until I came upon 15 or so Gnolls. As I formed my subordinates up into the ’Reverse V’ attack formation which allows me to see the battlefield clearly before deciding my course of action, suddenly I was approached by a Drow w/wicked blades who asked if I would aid him. My instinct was to tell him he was on his own but then, again, I wanted to kill the Gnolls to acquire what treasure I could. He insisted I take sides & something told me I did not want to meet the Drow in battle. When he announced afterward that he was Drizzt Do'Urden I knew that something that warned me not to challenge him was once again, my lord in Nessus.  So I assisted him in killing the Gnolls & he had little interest in their treasure so I collected the gems & gold but was running out of room for the heavier weapons. I let my subordinates take a knee again for a few hours after a tussle w/three more Ogre Berserkers. Victory was mine but we’d exhausted many of our abilities & needed to refresh them. 

 

After the pause my Berserker Sergeant & I destroyed a pack of Wild Dogs & on the north side of the lake about eight more skeletons. Not real sure these weren’t the same ones we’d killed before reanimated. 

 

Key Event: Just as I was ready to wrap it up, I passed around the south side of the lake & was challenged by a bandit w/a Mage & a Chill Hobgoblin. Nothin’ gets my Berserker Sergeant goin’ more than a foe beginning to incant a spell. He used his Enrage ability & charged the mage as she was trying to get off a spell. I cast Aura of Despair, my Illusionist Blindness, my Conjurer Melf’s Acid Arrow; & my Bard/Herald/Sage strung one of his Poison Arrows. Needless to say she was quickly eliminated & I turned on the lead bandit. My Bard/Herald/Sage had to quaff an Antidote b/c he’d been hit by a poison arrow himself. I hollered @ my Berserker Sergeant to deal w/the Chill Hobgoblin so that the Poison Arrows would cease. He did & then joined me in killing the leader.  The wench had a spellbook on her that my mages divvied up but the treasure was underwhelming.

 

 

yfty.png

BATTLING AND DEFEATING BANDITS!

 

Treasure of Note: Scroll of Agannazar’s Scorcher (Bard/Herald/Sage)

 

 Next Steps: I feel it’s time to look around the Temple area where that hypocrite Ormlyr resides

 

Level UpNone

 

Current Party: (Reputation:– Disliked)

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

Kagain: Fighter (Bkr)/5; Splint Mail w/B/Axe*** & T/Axe**

Eldoth: Bard/6; Chain Mail, Sh/Bow* & Brazers of Archery, Dgr* (Arm,Slp,MM,Mir Img)

Edwin: Mage(Cjr/5); Knaves Rove & Q/Staff* (Arm, Grease x2, Ch Per,Lar MD,MelfAA x2,PW Slp,Web)

Quayle: Mage(Ill/5); 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. 



#10056
Grond0

Grond0
  • Members
  • 6 494 messages
Geduld - elven sorcerer (update 1)
 
I re-rolled my melee sorcerer rather than start Mel again.  The main reason for that was to replace sleep with identify as a first level spell.  Although sleep is extremely useful early on, blind can do the job if necessary and I'm too mean to relish paying shopkeepers hundreds of gold pieces for identifies.  I was originally intending to try and get much the same stats as last time, but came up with a very good natural roll and decided to run with it rather than doing any min/maxing.  He's already made use of tomes to increase constitution, wisdom and charisma at this point.
GeduldL8.jpg
 
Geduld got a couple of levels from Shoal and then travelled round avoiding the high road (so no risk of bandit ambushes) until he had got to level 4 and access to invisibility.  This time I was much more choosy with my targets to avoid the possibility of being attacked by someone that could one-shot Geduld with a critical hit.  To get a couple more levels early Geduld moved on quickly to the basilisks, though stupidly he hadn't yet picked up a magic dagger at that point.  However, the bonus +4 to hit / damage against gaze attack made progress there reasonably quick anyway.  Stinking cloud from scroll allowed Korax to paralyse Kirian's party and keep them quiet while Geduld came in to make the kills.
 
He's now done most of the main encounters before the bandit camp.  Generally progress has been fairly easy with blind continuing to be heavily used, with melee attacks typically being made followed by a quick retreat before enemies can respond.  However, melee has become much more viable now even without blind thanks to shield, pfe, mirror images and slow.
 
There have been a couple of nasty moments.  One was where Geduld was carelessly scared by Jemby, but she was already blinded at that point and mirrors protected Geduld from the one hit managed by nearby gnolls and wolves until he recovered.  Another was where a sirine surprisingly targeted him with a dire charm (I didn't think she could even see him, let alone choose to target him in preference to the summons near her) - fortunately Geduld's elven heritage saved him there.  
 
There was a mistake when Geduld accidentally killed Mulahey with chill touch, but luckily the cold effect didn't destroy his equipment.  The 3 strength potions he had also proved inadequate to take Samuel to safety after 2 ambushes triggered on the way - surprisingly though he seemed not to mind being dumped on the floor for a day while Geduld went to High Hedge to buy strength scrolls.
 
Giving Farmer Brun his son back got Geduld to level 8 and he also got to reputation 20 there.  That allowed him to learn polymorph self - apart from various fighting tactics that will also mean less reliance on scrolls and potions to be able to carry things. The first time he used the spider shape (on the fishermen) he got stuck immediately (which is a well-known bug with polymorph self), but ctrl+R soon got him back to his normal self.
 
One other encounter of interest was with Tranzig, where Geduld was stubbornly determined to blind the mage.  He managed it in the end - at the 19th attempt!
 
My next 2nd level spell will be blur.  I haven't decided yet on a 5th 2nd level choice.  Web would be tempting if the polymorph self spider shape could walk in webs, but it can't.  Web is still useful for temporarily incapacitating enemies, such as Lamalha, but I'm thinking of stinking cloud as performing a similar role - though will be even more useful once the Ring of Gaxx is available.
 
1st level spells - blind, identify, chill touch, shield, pfe
2nd level spells - invisibility, knock, mirror image
3rd level spells - slow, remove magic
4th level spells - polymorph self


#10057
Gate70

Gate70
  • Members
  • 3 208 messages

Sounds fun.

 

13 was not a lucky number. Stupidly tried to deal with 3 sirines using the greenstone amulet and saved against death several times before glugging the only green healing potion. The really stupid part was moving on to the second group and splitting them up. Had one down and a second badly wounded but couldn't react to a dire charm.



#10058
Aasim

Aasim
  • Members
  • 1 361 messages


 a dire charm.

Probably the deadliest low-level spell in the game. Really nice to see so much action here.

I decided to have another go at no-reload.

Weidu:

// 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 #103 // Blindness As Spell Description: 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 #113 // Remain Hidden On Pickpocket Success [C]: 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 #103 // Mixed-Use Dagger Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: 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
~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #1 // Extra Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #4 // More Distinguishable Items: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #5 // Familiar Faces: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #7 // Pocket Store: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #8 // Item Pack for Tutu/BGT: v1.8
~SETUP-ITEM_PACK.TP2~ #0 #9 // +X% Elemental Damage Items: v1.8
~TIAX/SETUP-TIAX.TP2~ #0 #0 // Tiax NPC MOD for Baldur's Gate II: v3
~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
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v14
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v14
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v14
~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
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #102 // 1ppv4: Extended palette entries -> Compatibility install only
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~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 #114 // 1ppv4: Softer Spell Effects
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)
~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
~POLYTWEAK/POLYTWEAK.TP2~ #0 #50 // PnP mind flayer attacks: 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 #500 // Nalia: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #600 // Valygar: v2.00
~POLYTWEAK/POLYTWEAK.TP2~ #0 #900 // PnP mace of disruption: v2.00
~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.1
~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 #1090 // Exotic Item Pack: 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 #3050 // Remove fatigue from restoration spells: 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
~SETUP-SPELLPACKB6.TP2~ #0 #1113 // Doom
~SETUP-SPELLPACKB6.TP2~ #0 #1105 // Entangle
~SETUP-SPELLPACKB6.TP2~ #0 #1131 // Faerie Fire
~SETUP-SPELLPACKB6.TP2~ #0 #1106 // Magical Stone
~SETUP-SPELLPACKB6.TP2~ #0 #1109 // Sanctuary
~SETUP-SPELLPACKB6.TP2~ #0 #1313 // Holy Smite, Unholy Blight
~SETUP-SPELLPACKB6.TP2~ #0 #1309 // Invisibility Purge
~SETUP-SPELLPACKB6.TP2~ #0 #1310 // Miscast Magic
~SETUP-SPELLPACKB6.TP2~ #0 #1506 // Ironskin
~SETUP-SPELLPACKB6.TP2~ #0 #1535 // Produce Ice
~SETUP-SPELLPACKB6.TP2~ #0 #1621 // Entropy Shield
~SETUP-SPELLPACKB6.TP2~ #0 #1645 // Whirlwind
~SETUP-SPELLPACKB6.TP2~ #0 #1720 // Earthquake
~SETUP-SPELLPACKB6.TP2~ #0 #1705 // Fire Storm
~SETUP-SPELLPACKB6.TP2~ #0 #2102 // Armor
~SETUP-SPELLPACKB6.TP2~ #0 #2116 // Sleep
~SETUP-SPELLPACKB6.TP2~ #0 #2217 // Agannazar's Scorcher
~SETUP-SPELLPACKB6.TP2~ #0 #2203 // Detect Invisibility
~SETUP-SPELLPACKB6.TP2~ #0 #2224 // Glitterdust
~SETUP-SPELLPACKB6.TP2~ #0 #2207 // Knock
~SETUP-SPELLPACKB6.TP2~ #0 #2304 // Fireball
~SETUP-SPELLPACKB6.TP2~ #0 #2305 // Haste and Slow (required for component "Improved Haste")
~SETUP-SPELLPACKB6.TP2~ #0 #2308 // Lightning Bolt
~SETUP-SPELLPACKB6.TP2~ #0 #2315 // Wraithform
~SETUP-SPELLPACKB6.TP2~ #0 #2401 // Confusion (Wizard and Priest)
~SETUP-SPELLPACKB6.TP2~ #0 #2412 // Minor Malison and Greater Malison
~SETUP-SPELLPACKB6.TP2~ #0 #2404 // Ice Storm
~SETUP-SPELLPACKB6.TP2~ #0 #2501 // Animate Dead (Wizard and Priest)
~SETUP-SPELLPACKB6.TP2~ #0 #2508 // Chaos
~SETUP-SPELLPACKB6.TP2~ #0 #2503 // Cone of Cold
~SETUP-SPELLPACKB6.TP2~ #0 #2615 // Chain Lightning
~SETUP-SPELLPACKB6.TP2~ #0 #2713 // Finger of Death (Wizard and Priest)
~SETUP-SPELLPACKB6.TP2~ #0 #2714 // Prismatic Spray
~SETUP-SPELLPACKB6.TP2~ #0 #2810 // Incendiary Cloud
~SETUP-SPELLPACKB6.TP2~ #0 #2911 // Meteor Swarm
~SETUP-SPELLPACKB6.TP2~ #0 #2909 // Time Stop
~SETUP-SPELLPACKB6.TP2~ #0 #2913 // Wail of the Banshee
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.66
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.66
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.66
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.66
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.66
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.66
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.66
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.66
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.66
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.66
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31
~SETUP-REFINEMENTS.TP2~ #0 #75 // Revised Armors & Shields. -> Update the descriptions, no penalties to movement rate.: Refinements v 3.31
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.66
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.66
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v3.1
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.1
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.1
~ITEM_REV/ITEM_REV.TP2~ #0 #13 // Halberds Can Slash, Too: V3 Beta 1.1
~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids only: V3 Beta 1.1
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.1
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.1
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.1
~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 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: 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 #2180 // Prevent Simulacra and Projected Images from using magical items: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: 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 #4030 // Improved shapeshifting: 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 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): 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 #6511 // Improved fiends -> Fiends have normal hit points: 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 #102 // Change Spiritual Hammer into a ranged force weapon: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: 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 #203 // Make druidic shapeshifting uninterruptable: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: 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 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.23
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: 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
~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
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #5085 // Trolls have no items equipped: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #10100 // Remove Protection from Undead scrolls from stores -> All scrolls from all stores: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #10210 // Duergar merchants: proto-7 dev 140101
~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcker's Keep statues from disappearing: proto-7 dev 140101
~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 #55 // Dudleyfix for BG1 NPCs: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1218 // Ajantis Ilvastarr: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1221 // Coran: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1223 // Eldoth Kron: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1224 // Faldorn: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1225 // Garrick: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1227 // Khalid: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.9
 
Basically, I use "global changes" frrom IR but remain true to vanilla game items, several components from Spellpack (SR save penalties are too much for a no-reload), Ascension, SCS, aTweaks, Kit Revisions, Refinements, Polytweak and Randomiser.
I also made some modifications to game myself.
In short, I nerfed down many OP items (FoA allows a save vs slow for example), enchantement level of +6 weapons toned down to +5 (I don't have any +6 weapons in my game), arrows of dispelling have a 10% chance to dispel, duration of many spells (like Chaotic Commands) is toned down, any damaging spell requires a save vs breath, not spells. More about those as I play. Probably should make the game harder.
Anyhow, the character, Uther
Baldr072_zps8bc42564.png
 
After finishing some easy quests in Beregost, he wasted 257 darts and 2 oils of speed to kill of Ghouls/hobgoblins in the area south of Beregost. Took 15 real-time minutes. He never found the boots of stealth.
Baldr077_zps61891308.png
 
Picked up Kivan, the archer. Next stop was ankheg farm, for some fast XP gain. Without a helmet, this was risky business, but Tymora smiles on Uther indeed. Randomized loot - Shield amulet (effects are permanent, no need to cast) and a Medium shield +1.
Baldr084_zps53f746b1.png
 
After a large batch of Ankhegs spawned, Uther and Kivan high-tail it out of the area. We spent all healing potions.
Baldr086_zpsbc2367cc.png
 
 
We kill Tarnesh easilly, pick up Jaheira.
Next stop, Beregost again to clear out the spiders. Locked chest there had a +1 Leather armor which I sold.
Killed ogre for piercing girdle, and returned spider body, boots, wine and girdle to their owners.
Killed the rest of Ankhegs on the farm easilly.
Pickpocketed Ring of Free action (she never goes hostile, this is a RR bug. At least I didn't kill her :P )
Jaheira started to complain, so we travel south to Nashkel to pick up Minsc, barbarian, whom I agreed to help. Found Ring of Energy in a container in the wilderness cave.
Released Dyneheir, finished most of stuff around Gnoll Stronghold (Dryad, Gnolls etc.)
 Had a lot of trouble vs Bassiluss. ToBex concentration check is very problematic to deal with, especially w/o large damage spells.
Things started smoothly, however, by disrupting his first spell.
Baldr022_zps58bf3b30.png
 
He immidiately responded with Unholy Blight - Spellpack version curses characters on a failed save (in addition to damage), making them take more damage.
Minsc dies immidiately.
Baldr025_zps2c74e5d6.png
 
After brought to heavily injured state, he takes comfort in his Sanctuary, and drinks a big healing potion. My attempts to disrupt his casting were void.
Baldr028_zps0cd1c6c2.png
 
He continues with a succesfull Hold on Kivan.
Baldr032_zps7b700b66.png
 
And a Flamestrike, which nearly killed Uther.
Baldr034_zps715e162c.png
 
Basil next casts Hold on Uther. Uther responds quickly, giving his Ring of Energy to Jaheira (Minsc had RoFA equiped but is dead).
Jaheira blasts the cleric as Uther fails his save and is rendered helpless. A skeleton is taking pot shots at him.
Baldr039_zpsec971f39.png
 
Bassilus  finally dies to scorcher.
Baldr039_zpsec971f39.png
 
Uther survives with 2 hp
Baldr041_zpsae80a6a9.png
 
, but randomized loot was awesome - Manual of Bodily Health (Minsc gets +1 con) and a Composite Long Bow +1 for Kivan. We raise Minsc and report our success at the Beregost temple.
 
Kivan died to Revenant, got raised. I should buy some headgear soon.
Baldr051_zps51464f92.png


#10059
Grond0

Grond0
  • Members
  • 6 494 messages

Exciting stuff Aasim - I hope your nerves can stand a long run :D.



#10060
Matuse73

Matuse73
  • Members
  • 42 messages

I should buy some headgear soon.

 

I find it pretty simple to acquire helms from various hobgoblins. Have you really not seen any?



#10061
Grond0

Grond0
  • Members
  • 6 494 messages
Geduld - elven sorcerer (update 2)
 
At the bandit camp Taugosz was pulled away and blinded then slowed.  In the meantime though Geduld had been hit with several criticals by bandits so had to be careful not to give Taugosz an opportunity to attack.  After resting the bandits were killed off and Geduld entered the main tent.  He blinded everyone there then softened them up with darts in preparation for a slow melee finish.
 
After resting (and getting Bhaal slow poison) Geduld killed a couple of innocents to drop reputation down to 6 before setting off for the Cloakwood.  After travelling invisibly she arrived at the mine.  As usual everyone was blinded there (Drasus after being slowed) before spider poison made short work of them.  Down to Daveorn's level where Geduld initially tried attacking the guard with the dagger of venom.  However, after numerous misses I got slightly careless and a single swing from the guard hit for 24 damage.  Geduld healed by switching between shapes before using sterner measures with slow, mirror image and spider poison.  The battle horrors were pulled back and distracted with wand summons before being softened with wands, slowed and finished with flind / spider shape.  
 
Daveorn's mirrors were dispelled before Geduld approached and used a potion of magic blocking against his attacks before switching to spider shape for the finish.  The mustard jelly was immune to the flind's main weapon damage, so was just left to guard some empty treasure chests.
 
Geduld has just arrived in Baldur's Gate.


#10062
Aasim

Aasim
  • Members
  • 1 361 messages

I find it pretty simple to acquire helms from various hobgoblins. Have you really not seen any?

Swashbuckler can't wear those. I just need money, Rogue Rebalancing introduces some headgear for thieves/bards.



#10063
Alesia_BH

Alesia_BH
  • Members
  • 4 578 messages

 

My next 2nd level spell will be blur.  I haven't decided yet on a 5th 2nd level choice.  

 

You may want to consider Strength. Loaded into a Minor Sequencer, it can help the Spider, the Flind, the Jelly and, later, the Flayer.

 

FYI: Alastria went with Mirror Image, Blur, Strength, Resist Fear, and Web at L2. By the time her fifth L2, Web, kicked in, she was close to GoI. Knock scrolls sufficed for the few locks that she couldn't bust with Polymorph Self: Ogre-> Draw on Holy Might.

 

I could definitely see skipping Resist Fear in favor of Invisibility. I just happen to have a lot of enemies that spam fear effects with save penalties in my install.

 

I'm unfond of Stinking Cloud in comparison to Web since sleep immunity is semi-common and an unmodified save v. death to usually much easier to make than a save v. spells at -2. 

 

Best of luck with your melee sorcerer Grondo!

 

Cheers,

 

A.



#10064
Grond0

Grond0
  • Members
  • 6 494 messages

Thanks for the advice Alesia.  I had considered strength, but at the moment I'm thinking Geduld will probably wear a strength belt most of the time in BG2 and I assume that would mean he wouldn't need the spell.  I've not got a clear idea of which 6th level spells I want yet, but GoI is certainly one of the options and I agree that would then tip the balance in favour of web.



#10065
Blackraven

Blackraven
  • Members
  • 1 377 messages

Grond0, well-played... Grynne the WS had serious difficulty at the bandit camp. She might have survived herself, but her companions wouldn't have been so lucky I fear. (See below.) Your Sorcerer's name is the Dutch word for 'patience', this surely can't be a coincidence?

Grynne is back on track, here my latest installment (albeit a brief one):

***

After Gellana Mirroshade had restored Gavin back to life, we rested at the Inn, and travelled back through the Larswood and the Peldvale to see if we could trace the bandit trail again. We succeeded. In the Peldvale we came upon a group of bandits led by a guy named Raiken. Rather than to take them on (and thus to risk losing track of the bandit trail again), I decided to have us try and infiltrate in their ranks. Kagain told this Raiken that that we knew wich way the wind was blowing, and that the opportunities for a good life were with the bandits. Raiken fell for this line of reasoning, and led us to the bandit camp. We were brought before the bandit leader, an imposing half-ogre named Tazok, who challenged us to a fight in order to test our mettle. He was soon impressed by the four of us, and told us that we could stay on, but not before striking down Kagain in one hit. [This seems to be an auto-kill of the party leader, coded in the game.]
 

12aeeef7e460cf5003afe212b221fe.png

Fortunately, Gavin had two scrolls of Raise Dead with him, from the Temple of Lathander. He raised Gavin, we rested for Gavin's sake and because Tazok had said that he would leave with a party that night for a raid. This would mean less bandits at the camp, and better opoortunities for us to take a look around. We saw a big tent and decided to enter, supposedly on Tazok's orders in case we were going to need an excuse. An excuse we did need, as we were confronted by nine hostile men in the tent. They didn't believe our story, and attacked. There was one mage, whom we took on first. My orders.
 

9bb6466c3d5fb3db77a5b1ecbdc6cf.png

Once the mage was down it was our steel against their arrows. We prevailed, although Kagain took some severe poison damage.


fd2c0f90a6503f111ad8ae0bbe0147.png

We searched the place and found two letters that hinted at more bandit activity in the Cloakwood and spoke of the 'Iron Throne'. A name for this bandit organization? I'm confused. As far as I know the Iron Throne is a ruthless yet reputable mercantile group, not a gang of bandits. Nevertheless, a captive of the bandits, an elf named Ender Sai we released in the tent, confirmed my suspicions. We left the tent, only to see how the entire camp had turned hostile on us... I would have gladly tried to teach the scum a lesson or two, and loot the place, but their arrows hit hard. I saw Gavin and Kagain suffering, so we fled the scene. [I sure hope the Item Randomizer hasn't put anything particularlry useful in the Bandit Camp, or I might just have to return that way.].
 

2cbb34c1cb8f9c29b4a329951629e1.png


#10066
Alesia_BH

Alesia_BH
  • Members
  • 4 578 messages

Thanks for the advice Alesia.  I had considered strength, but at the moment I'm thinking Geduld will probably wear a strength belt most of the time in BG2 and hence not need the spell. 

 

Understood. But bear in mind that strength belts don't work when you are shapeshifted, and of course, they crowd out the BoIB.

 

The disadvantage of Strength is that it works best in tandem with Minor Sequencer, and Minor Sequencer crowds out either Spirit Armor or a Fire Shield.

 

I've not got a clear idea of which 6th level spells I want yet, but GoI is certainly one of the options and I agree that would then tip the balance in favour of web.

 

You don't have a lot of room to maneuver at L6 since you'll definitely want Improved Haste, Tenser's Transformation, and ProMW. Contingency is also difficult to pass up on since it provides a way to cast post shift and or post Tenser's. Spell Deflection and Protection from Magic Energy may be tempting, but since L7 and L8 are pretty open for melee sorcerers, I think it makes more sense to get their functionality (and more) via Spell Turning and Protection from Energy. That leaves room for GoI at L6. Ordering is an issue, however, since you'll probably want to get IH+Tenser's+ProMW+Spell Trigger in place as soon as possible and your first L8 kicks in at level 16, while your fourth L6 doesn't come until level 21. 

 

Best,

 

A.  


  • Blackraven aime ceci

#10067
Blackraven

Blackraven
  • Members
  • 1 377 messages

Displeased with the cowardly way in which my party and I had left the Bandit Camp, I insisted that we return there before going anywhere else. Kagain was only thinking in terms of bandit scalps and their worth to Officer Vai of the Fist in Beregost, so he had no objections. Gavin and Isra weren't swayed so easily. But I was adamant, and told them that thay could stay out of this affair if they wished to.
When we appoached the camp, I told my companions to give me all their healing potions, and t stay back. I donned my Large Shield +1, put on a pair of Boots of Avoidance normally worn by Gavin, and the Crystal Helmet I had looted from Morvin's remains a few tendays before. (The helmet gives some extra protection, +1 AC.)
Admittedly many arrows hit me, a few of them even poisoned, so I had to keep on taking healing potions but by Helm did I feel powerful slaying them all. This is how it must feel to be a God, purging the the land without anyone stopping you. Even when I was surrounded by smaller groups of both swordsmen and archers.
 


a8fc0762e4d2651cc28032fc86949b.png


Nevertheless, I shall remain humble and alert. These were no knights nor assassins, trained from a young age to kill if need be. Their strength lay in their numbers, but invidually they were decent fighters at best.

Kagain has counted 77 scalps, so he's about as content as I am.

***

We're going to replenish our stock of healing potions, and the we'll investigate the Cloakwoods.



#10068
Grond0

Grond0
  • Members
  • 6 494 messages

Grond0, well-played... Grynne the WS had serious difficulty at the bandit camp. She might have survived herself, but her companions wouldn't have been so lucky I fear. (See below.) Your Sorcerer's name is the Dutch word for 'patience', this surely can't be a coincidence?

Indeed not - I had the German word in mind, rather than Dutch, but the meaning is the same.

 

 

Understood. But bear in mind that strength belts don't work when you are shapeshifted, and of course, they crowd out the BoIB.

I hadn't realised that - although I did suspect after reading your previous email ;).  


  • Blackraven aime ceci

#10069
Charlestonian Knight Templar

Charlestonian Knight Templar
  • Members
  • 981 messages

Mordred, a servant & Black Guard of Asmodeus. After my work @ Fisherman’s Lake I spent a few days unloading my loot & exchanging the gp received for equipment needs. I’m sensing my next direction toward the Temple of the Morning, to explore the land around it. Asmodeus is upping the ante on my challenges b/c word in the Red Sheaf is that the place is swarming w/Hobgoblins, Gnoll Slashers, Bears, War Dogs & Wild Dogs,  Worgs & Wolves, including Vampiric Wolves that require magic weapons to harm them. It’s the latter that I worry about b/c not only do they require enchanted weapons to harm them, they can also Hold a victim w/a successful bite, similar to undead. This poses a problem b/c while I have a Bastard Sword +1, that’s about it. My Conjurer has a Quarter Staff +1 & my Bard/Herald/Sage has a Short Sword +1 but neither has a competitive AC for close-in melee. My Berserker Sergeant has only normal axes & will be ineffective against them – although he will want at’em nonetheless. In preparation, I’ve bought 30 Arrows +1 & 30 Sling Stones +1 from the Thunderhammer Smithy. I’ll have to be ready to evacuate if things go south. I leave after a few more hours rest.

 

As is my custom I worked my way clockwise around the Temple area. I took another reputation hit when I killed a drunk that came up claiming to be a Lich & demanding all my $. He was too worthless to live so I helped out I thought but as usual news got out. I continued east toward Mutamin’s Garden until I encountered & killed two wolves. From there I continued east for a bit before turning south toward Ulcaster.

 

Key Event: The first of two Vampiric Wolves leading a pack that included two Dread Wolves & three Worgs appeared. My Bard/Herald/Sage started things off w/a critical hit w/an Arrow +1 into the lead Vampiric Wolf. My Berserker Sergeant, Enraged, waded into the fray to kill the ‘other’ wolves. My Conjurer lead Vampiric Wolf w/either Melf’s Acid Arrow or Flame Arrow causing further damage but my Illusionists Blindness spell was ineffective as the Vampiric Wolf shook it off. My Bard/Herald/Sage then tossed a Oil of Fiery Burning into the midst of the wolves, warning my Berserker Sergeant @ the last moment so that he only scorched his butt as his evacuated the impact area. This panicked Vampiric Wolf #1, essentially leaving him for mop up which my Conjurer did w/one of his favorite Arrow spells. Meanwhile, my Illusionists Blindness spell was effective against the second Vampiric Wolf leaving him wandering aimlessly w/ my Bard/Herald/Sage shooting Arrows +1 @ him & my Conjurer firing off more Arrow spells I’d Doomed the first Vampiric Wolf & followed up w/Larloch’s Minor Drain when he was near death. I decided to engage the second Vampiric Wolf w/my Bastard Sword +1. I landed a critical hit before my Conjurer finished him off – his second Vampiric Wolf of the battle. Killing the remainder of the Dread Wolves & Worgs was just child’s play.

 

b2fs.png

IF YOU THINK IT'S HOT HERE...YOU AIN'T THE 1ST LAYER OF HELL, AVERNUS!

 

                Continuing south toward Ulcaster, my group encountered & killed three Hobgoblins, two Dread Wolves & six Wild Dogs before turning back towards Beregost. I found a petrified woman in a rock enclave but like the one @ Nashkel Carnival, I’ve no interest in turning their Stone to Flesh. Moving onward a ways before turning back toward the Temple proper where I encountered & killed one pack of War Dogs & then another. I finished reconnoitering the area around the temple after a fairly easy battle w/a Chill Hobgoblin who called himself Cattack & his group of Chill lackey’s. I whipped ‘em good & headed back to Beregost. Not much richer for my effort around the mines.

 

Treasure of Note: None

 

Next Steps: Asmodeus bids me travel to Ulcaster

 

Level UpNone

 

Current Party: (Reputation: 4 – Despised) (-2/killed ‘LICH’ near Temple of the Morning)

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

Kagain: Fighter (Bkr)/5; Splint Mail w/B/Axe*** & T/Axe**

Eldoth: Bard/6; Chain Mail, Sh/Bow* & Brazers of Archery, Dgr* (Arm,Slp,MM,Mir Img)

Edwin: Mage(Cjr/5); Knaves Rove & Q/Staff* (Arm, Grease x2, Ch Per,Lar MD,MelfAA x2,PW Slp,Web)

Quayle: Mage(Ill/5); 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. 



#10070
Blackraven

Blackraven
  • Members
  • 1 377 messages

@CKT, man I love your writing! You're doing evil so well. Brutal, cruel evil normally isn't my thing, but I really enjoy your Dark Knight who sure is cruel and brutal...



#10071
Grond0

Grond0
  • Members
  • 6 494 messages
Geduld - elven melee sorcerer (3rd and final update)
 
In the City Geduld picked up the tomes - Jalantha, Marek and Ramazith were all blinded and finished off in spider form.
 
After investigating the Iron Throne invisibly, Geduld used MSD, mirror image and a pair of fire resistance rings to give protection while knocking the tombs.  He left invisibly and travelled straight to a temple to donate before resting in order to get DUHM as his final Bhaal power (thus ending up with one of each power).
 
For Slythe 3 ogres were summoned before Slythe was blinded.  Just needed to be careful then that spider Geduld got the final damage in.  The final ogre was used to get the Cloak of Balduran.
 
At the palace Geduld used an improved invisibility scroll on Belt to start the action.  Liia died in the first round before Geduld used malison and emotion (both by scroll) to knock out 2 dopplegangers just as Belt killed another.  Geduld's spider poison killed another soon after, leaving just 2 active, although Belt had taken significant damage by this time.  However, Bhaal horror chased one of the 2 others away and the last active one fell seconds later - leaving Geduld to mop up - using the wand of paralysation to make sure the scared one didn't recover.
 
Went through the maze invisibly and down to the temple.  Sarevok was pulled out with a wand magic missile and Geduld tried to dispel his haste with remove magic.  That failed and he used summon monsters to occupy Sarevok while going through a selection of attacking spells from scrolls.  During that process he also used 2 more remove magics and 3 slows, but without any luck.  By this time Sarevok had just arrived at a near death rating and Geduld tried closing in ogre form, but had no luck hitting and switched to spider.  Regrettably, every time he tried attacking, Sarevok switched from summons to Geduld, so they didn't really do the job as distractions.  He went through 3 lots of stoneskins and 2 mirror images without Geduld getting a spider hit, but a few more spells and an unintended whack from an ogre meant I thought Sarevok must be nearly on his last legs.  Geduld switched again to ogre form, but weapon speed was too slow and I belatedly decided his natural form offered the best melee prospects (should have done that much earlier).  Using his last potion of power got Geduld's THAC0 down to 10 and he finally managed to hit Sarevok.  He was now getting a number of free attacks, but still couldn't reliably attack and get away before retaliation and soon had to cast his final stoneskin.  That was starting to be worn away when he hit again - and this time touched a vital spot.
Sarevok.jpg
He's now arrived in Jon's dungeon.
 
Spell list (in order of choice)
1st level spells - blind, identify, chill touch, shield, pfe
2nd level spells - invisibility, knock, mirror image, blur
3rd level spells - slow, remove magic, minor spell deflection
4th level spells - polymorph self, stoneskin


#10072
Blackraven

Blackraven
  • Members
  • 1 377 messages

We bought some healing potions from Gellana, Keldath and that odd wizard Thalantyr who for some reason charged me more for his potions than the others did - I guess the distrust is mutual. Anyway, we headed for the Cloakwood where upon arrival we slew a troop of Tasloi and found a magical cloak on one of them. We also met a merchant from Baldur's Gate who had gotten into a conflict with a number of druids when he was out hunting with his friends. I tried to resolve their dispute peacefully as I had no idea who had done what, but to no avail. The druids attacked us. They paid for that with their lives. The merchant thanked us with a potion heroism, one of the many magical potions I've no use for.
We trekked deeper into the forest until we reached an area infested with spiders and ettercaps. Gavin (despite his arachnofobia) and I made short work of the vermin and managed to reunite a young man with his brother. Unfortunately the latter was dead, the work of a witchlike creature who somehow co-existed with the spiders. We ended her wretched existence as we had done with her pets. In a treasure cove in woman's lair we found an enchantd twohanded greatsword we'll have to get identified when we get the chance. It might serve Isra.
...
The Cloakwood houses a community of druids who weren't happy to see us at all until they found out that we were after the Iron Throne. Apparently they've been having their own problems with the bandits.
In a giant treehouse we met a barkskinned or ironskinned oldtimer who chided us for trespassing on druid territory whilst a Shadow Archdruid looks on. Slightly annoyed by these druids' incessant alpha male territorialist tendencies, I asked him 'What's an Archdruid?' He took offense, but I managed to prevent a fight. These particular druids, Shadow Druids, apparently desire to cleanse the woods of all humanoid activity or even existence, except for themselves of course. We've become temporary allies in combating the Iron Throne. The Archdruid, Amarande, referred me to one his community, a fierce young Avenger druid named Faldorn. She's going to guide us toward the Iron Throne base and I have no doubt that if we succeed, they'll want to get rid of us as soon as possible. We'll see how things evolve.
...
On our way toward the Iron Throne base, we almost lost our new party member in a fight against a hamadryad and her animal companions.
 

52fb0132d36ae23acfe2ea4e442c80.png

The increasing presence of Black Talons and guards tells me that we're nearing the Iron Throne base. They are no match for our party. More imposing were the Wyverns, though these too fell to our physical might.
Right in front of the Iron Throne base, a mine to be precise, we were stopped by a druid, of all people. Another self-pronounced Archdruid to be precise. Strangely, Faldorn's presence in our group didn't make a difference to him. He was convinced that we were allies of the Iron Throne. Our enemy wreaked havoc in our group with his Insect Plague spell, and a few Call Lightnings.


72d89de8b6f92ecf1fccf404393e9e.png

Meanwhile we had no way of breaking through the druid's defenses. As brave young Isra fell, we saw how the druid had a couple of bears and at one point, and this I really don't understand, even Iron Throne guards coming to his aid.

 

69ac2e49b0a4c3a04696edca167451.png

Surrounded by hard hitting bears, Iron Throne guards and this cursed druid with a summoned Woodland Nymph, I activated my Shatter Magic ability and managed to breach the druid's defenses. I commanded my comrades in arms to focus all our efforts on the druid now that he was at his most vulnerable. The Nymph had a blinding beauty ability which seemed to have blinded us permanently.


0baa5e36b580e87dcb3b9175a586e2.png

My breach of the druid's defenses however proved misleading as none of my band managed to hit the druid. These cowardly tricks made him look no better than the average mage in my eyes. Where we failed the druid managed to kill Faldorn and charm Kaigan. The latter was a blessing in a way as Kagain, whose health had suffered greatly, remained where he was without having to fear any further assaults by the bears or the guards.


f599a270690b2d2d901d3a0b49951f.png

Gavin and I managed to kill off all the bears and all the guards except one, and then we split up. I would be fighting the druid, and Gavin the last remaining guard, a man named Lakadaar. I wasn't advancing much, but at least I managed to hold my ground against my foe, who decided to test my morale, casting a Heal on himself, but I just kept on hacking and stabbing. Meanwhile Gavin had great difficulty with the Iron Throne guard, partly caused by another swarm of the druid's Summoned Insects and in part by the guard's velocity (could it be that he was wearing a pair of the fabled Boots of Speed?). When the charm on Kagain wore off, he came to my help, but I signalled him to help Gavin with the guard. Unfortunately he couldn't, as he got stunned by the druid's blade.


37c175f093585983063d25f47cfca8.png

In a desperate attempt to save the dwarf's life I tried to spirit the druid away from my stunned companion, and with succes, blessed be Helm. Before I knew it though, it was my turn to get stunned by the druid's weapon. That my life didn't end there and then was thanks to Gavin, who distracted and occupied both Lakadaar and the druid.
The stun on Kagain wore off. He used the occasion to try and charm Lakadaar with the help of Lord Foreshadow's Ring of Human Influence, but this didn't work. Gavin tried to Hold both the guard and the druid, but both remained unaffacted by the spell. When I found my bearings again, the three of us managed to strike down Lakadaar in a joint effort.


9cd820566a6adce7c86d2ff44732c3.png

We surrounded the druid, but simply couldn't touch him. While he was occupied with Kagain, Gavin cast a Dispel Magic in the hope that this might end our blindness, but it didn't. Gavin's second spell, Call Lightning, did only minor damage. When we got in a few scarce hits, our hopes revived. [Only critical hits did any damage for some reason.] However the druid had greater healing potions with which he undid the damage we had caused him, and managed to stun Kagain a second time. Two more (critical) hits, one of which with my offhand Dagger of Venom, depleted our opponents' health again. Kagain, released from the stun effect of the druid's scimitar, got in a hit as well, bringing the druid at the point of dying. Gavin then scored a good hit toe, but the druid still wouldn't fall. Thankfully we didn't see him quaffing any healing potions either, so that we still had hopes of soon ending the fight once and for all. At long lst, another stab with my venomous dagger did him in.


e8c8bab5a9530c89693c78f8a6b99e.png

Time to gather what loot we may find, and decide whether we shall continue without Isra and Faldorn, now that we're so close to our destination, or travel all the way back to the Mirroshades to try and get the two of them raised.


  • Jianson aime ceci

#10073
Jianson

Jianson
  • Members
  • 377 messages
Wow, a brutal fight there, Blackraven! Very intense, and made for a very good read. Thanks.
I have never met this archdruid. Is he part of a specific NPC mod?

(OTOH, I once had a mod setup that made the 'boss' of Jaheira's NPC Project quest, Andarthe, summon Greater Bearweres (!) with his Animal Summoning II spell. They were so nasty that pretty much all I could do to survive was to run away, hide and wait for that summon spell to expire)

#10074
Grimwald the Wise

Grimwald the Wise
  • Members
  • 2 179 messages

Have acquired a game similar to this where the weather is much colder. Does anyone know of a thread similar to this one for that game?



#10075
corey_russell

corey_russell
  • Members
  • 5 298 messages

Congratulations, Grond0! Best of luck in Amn...