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Baldur's Gate 1 No-Reload Challenge


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#10576
Grimwald the Wise

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If you have two arcane characters, there is a way to insure you get the experience. Put your fighter to 100% (or more if you can) fire resistance. Have one arcane go invisible to the left side, barely seeing Prat's group area. Have another go from the top, again barely seeing Prat's area. Have the fighter show themselves then immediately spam fireballs (wand, spell, necklace of missiles, potion of explosions, etc.) - you are sure to get the experience!

That or similar is how I usually play. As I said, this time things didn't quite go according to plan. However experience is not really a problem as all party members are at their maximum level. I still have Garrotten, Durlag's Tower, The Ice Island, and Werewolf Island to do, before the Drizzt Saga, so I am not really unhappy about the result.


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#10577
Jianson

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Nice progress for several people here, I see. Congrats to Serg for completing the game, an interesting final battle there.

@Blackraven: I like Gylliane's adventures! I understand that you respect the experience cap, but I think it's a bit of a shame you won't at least let her get to Mage 9 for some nifty spells. (Although you can still cast a few of them from scrolls, I suppose...)



Good news - my computer is now back in working order. The warranty did cover the replacement of the bad transformator (otherwise they would have charged me 600 SEK for the repair work, and probably at least an additional half of that for a new transformator).

I am too tired to write an update for Glasya today - I will post one tomorrow. Her party has had some good fights, found a nice item and Glasya had a level-up that brought three more spells to her arsenal.
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#10578
Blackraven

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Hey Jianson! Glad that to see that you're back in business :) Looking forward to your update...
Thanks for liking Gylliane's adventures! She's doing really well so far. I must say I've metagamed her a bit more than I usually allow myself to do with my charnames, but after so many failed attempt to at least survive BG1, Gylliane's progress is quite welcome. What I dislike about no-reload in a way, is that I'm probably going to do as few quests as necessary (just going to do the mandatory stuff and look for some gear and for the tomes) in order to guide her safely into Amn. Can't remember the last time I completed the Werewolf Island or Durlag's Tower. Must have been years ago. Perhaps I'll give it a shot with my dwarven bard Ocker and his full party.
As to leveling up beyond the XP cap, I think I won't this time for the challenge, but I already had Gylliane buy a number of level 5 spells (the lesser elemental summons, for the Coronation event), so yes, I'll be casting from scrolls.



#10579
Grond0

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Glad to hear you're up and running again Jianson.
 
Chim - elven wild mage (4th and final update)
 
In the City Chim targeted the tomes.  Some summoned ogres made short work of Jalantha and resurrecting the child she killed got Chim to level 8 (+5 HPs).  Marek got a taste of his own medicine (poison) and failed to complete a spell under assault by hobgoblins and darts of wounding.  A scorcher and some darts were sufficient for Ramazith before Chim looted his tower invisibly.
 
After investigating the Iron Throne she was transported to Candlekeep.  A scroll of magic protection and the violet potion allowed her to loot the tombs.  Originally I had intended to use mirror image against the spike trap protecting the wisdom tome and not loot the tomb protected by a repeating spike trap.  However, as Chim had taken damage already she just looted those using a fortitude potion to keep her HPs up before leaving invisibly.
 
Back in the City she learnt lots of scrolls, using the red potion to ensure success, before seeking out Slythe.  He died of an overdose of summons before he could talk to Chim.
 
At the palace she used some potions (including clarity, which I had forgotten wasn't needed in this basic BGT installation :wacko:) and then opened as usual by casting improved invisibility on Belt.  Malison and darts of stunning then helped secure a comfortable victory.  Chim got to level 9 in the process (+3 HPs - to slip just below average).
 
Chim went invisibly through the maze using a scroll of magic protection and down to the temple.  As usual Sarevok was pulled out alone with a wand magic missile and occupied with summons.  Despite Chic's sad end, when Sarevok was badly injured, Chim switched to attacking him with her staff.  She got several good blows in, but received one in return.  She hadn't brought along any regeneration potions, but continued attacking anyway despite being in danger of death if Sarevok had got the same sort of critical that finished Chic.  This time, however, perserverance was rewarded as a further couple of blows were landed in the split-seconds between Sarevok's attempts at retaliation and he was forced to submit.
 
Chim went invisible again to return to Duke Belt and has now arrived in Athkatla.

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#10580
corey_russell

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Grats on taking down Sarevok, Grond0 - hope this is the one for ya.



#10581
Aasim

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GJ Grond0. 

 

New entry, Taum, yet another in line of Dwarvish Berserkers.

Baldr001_zpscaf11bb6.gif

 

Weidu log:

// 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 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: 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 #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
~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Revised Hell Trials
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement
~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
~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)
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v3.1 (Hotfix 03)
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1020 // Potion Revisions: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1093 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids, With Halved Specialization: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V3 Beta 1.17
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V3 Beta 1.17
~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
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #0 // Restored BG1 Spell Casting Voices: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #1 // Restored BG1 Spell Sound Effects: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #2 // Restored BG1 Weapon Attack Sounds: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #3 // Restored BG1 Armor Hit Sounds: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #5 // Restored Chunked Death Sound Effect -> Alternate BG1 Sound Effect (Gore): v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #7 // Mute Reputation Loss Sound Effect -> Reduce Volume Only: v2.4
~BG1SOUNDS/SETUP-BG1SOUNDS.TP2~ #0 #8 // Mute Tooltip "Paper" Sound Effect: v2.4
~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
~SETUP-NSCPORTRAITS.TP2~ #0 #0 // Portraits for BG1(BGT): v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #1340 // Portraits for Big Picture: v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #5000 // Alternate Female Character-Creation Portraits: v2.6
~SETUP-NSCPORTRAITS.TP2~ #0 #5010 // Alternate Male Character-Creation Potraits: v2.6
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
~1PP/1PP.TP2~ #0 #104 // 1ppv4: GUI additions for BGII
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~SETUP-SPELLPACKB6.TP2~ #0 #2412 // Minor Malison and Greater Malison
~SETUP-SPELLPACKB6.TP2~ #0 #2913 // Wail of the Banshee
~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12)
~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 #4020 // ToB-Style NPCs: 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
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v14
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4000 // 3rd edition style Strength: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #4500 // 3rd edition style Dexterity: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #5000 // 3rd edition style Constitution: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6000 // 3rd edition style Wisdom: TB#Tweaks, V 2.61
~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #6500 // 3rd edition style Charisma: TB#Tweaks, V 2.61
~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31
~SETUP-REFINEMENTS.TP2~ #0 #30 // Shapeshifting fix -> Heal on shifting back to human (Default): 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 #2020 // Antimagic attacks penetrate improved invisibility: 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 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: 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 #6570 // Smarter githyanki: v28
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 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 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: 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: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.31
~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: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.31
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.31
~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
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~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 #1228 // Kivan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.9
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
 
The most important change from my previous runs is the "critical hit aversion tweak" from IR. In short, this removes critical hit immunity from headgear. I did (manually) add this effect to several items, so not all is lost. :P
 
The items which provide immunity to crits are:
- Fortress Shield - available at Sister Garlena, WK. Why? With Item Revisions, this shield adds 10% resistance to physical damage. I removed 10% resistance, and added critical hit aversion instead. Seems fitting imo.
- Plate of the Order - reward for Paladin Stronghold quests, only obtanaible by Paladins. They're tanky, and this allows for more tankiness. 
- Bands of Focus - on Draconis. Usable by Monks and Kensais, and it's the only item which allows them to evade critical hits.
- Death Knight Armor - Demon Knights in Underdark. With IR, it's cursed and it does not allow Necromancy spells to be used on wearer, including beneficial spells. Usable by evil only. Again, seems fitting.
- Enkidu's Plate - self-explenatory, this is the "ultimate" defensive armor  in game. Saradush merchants.
- Thieves' hood (upgraded) - the only item which gives thieves this immunity.
- Horned Helm of the Rock (upgraded) - available at level 2 WK. Just so Barbarians can get this immunity as well.
 
This tweak has a very large effect on No-Reload gameplay, especially in BG1 (no items provide critical hit immunity), so I descibed it in detail. In effect, this means that a single crit can kill you until level 3.  :) A critical backstab usually chunks people outright.
For note, 7 attempts prior to Taum have been a splendid failure. :D
I also made a slight tweak to Kit Revisions Berserker kit, allowing them a "permanent offensive stance", otherwise this is an "at will" usable ability, just so that AI berserkers benefit from it. I also tweaked their Diehard ability, both changes are described in their kit description.
Baldr003_zpsdd0b35b0.gif
 
I intended to do a sort of a "speed run" through BG1, I'm slightly bored with it, hence no BG1NPC project this time. 
Anyways, to game.
I decided to gain a few levels solo, just to avoid instant death to lucky criticals.
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Tarnesh was very close on killing Taum, if Rage wasn't used for an extra 10HP this would have been a game-ending hit.
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Got to level 3 by visiting Ulcaster, which I usually avoid. Ran after meeting this set of Wolves.
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Picked up Tiax in Beregost. His Ghast is great, and a thief is needed for me. Cleared out a few areas, got a +1 two-handed sword, which Taum uses.
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Melium was next. His bracers offset THAC0 penalty imposed on Berserkers, allowing leathal blows to be scored with accuracy as well.
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Sirens were done with Clarity and Defense potions. Got the Tome as well.
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Troubles arise in the strangest of places...
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Upon reaching level 6, it was time to start assembling the party. Edwin's quest was done. He joined at level 6, which means he has Haste and MS1 spells to begin with, both of which are very useful.
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Killed Dynaheir for him.
 
My final party member is Xan (sorcerer).
Baldr065_zps3a3d8c9b.gif
 
My usual tactic is to toss Webs and let Taum do the dirty work, with an occasional Fireball/Skull Trap.
Baldr066_zpsf231f742.gif
 
Nimbul was a close call. If this Edwin's fireball hit guards, the would be hell indeed.
Luckily, it only hit my own summons.
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Nimbul died soon after.
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In need of level 7 on Taum, we kill of Muta and his basilisks.
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....and the group in the center for Girdle of Slashing.
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Morvin's group.
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Cloakwood bandits. Webs and Fireballs do most of the work.
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Did spiders with little trouble, and arrived at Cloakwood mines. I'm starting to develop an overfondness for skeleton warriors in BG1. Invisibility 10' radius from Xan to guide my summons, and a mage is history.
Baldr104_zpsc36970af.gif
 
Battle starts.
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But Kivan is simply too good with his bow. Enemies fall like flies.
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We traveled through the mines invisible. Davaeorn was done with a Pro Magic scroll. He still uses Sunfire on his own troops. 
Baldr113_zps6ce26d01.gif
 
As of this install, he has invisibility potions. Kind of crap, since I don't have detection, and he won't cast spells against Taum since he's immune to magic. I used summons to lure him out of invisibility.
Baldr114_zps155afedd.gif
 
He killed them with Cone of Cold.
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only to dissapear again.
Baldr119_zpscb927786.gif
 
He once again showed his face against Tiax's skeletons, and that was it. 
Baldr122_zps1b222eda.gif


#10582
Aasim

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Taum, 2nd update

 

"My faith comes across as faulty?!"

Baldr125_zpsfccbd1d6.gif

 

"My faith!!!!"

Baldr126_zps6f4df976.gif

 

"Maulers?!!!"

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This battle is best left alone. Lots of potions used for little gain.

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Iron Throne

 

Invis 10'radius, Kivan's turn to shine. Buffed with potions.

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Detonation arrows + Hide in Shadows galore.

Baldr143_zps3b210bbd.gif

 

Two invisible thieves survived the onslaught, but after revealing themselves they die to a single hit, both in Near death state. I used Taum to tank them up, his HP pool allows for survivng backstabs.

Baldr151_zps0edc585e.gif

 

Finally, Alai.

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Prat's gang.

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Slythe and Krysten

 

Krysten uses cheese I'm afraid. I used summons to draw fire, she decided to teleport right next to my (invisible) party and launches a Sunfire. 

Baldr173_zpsc9e544b1.gif

 

Meanwhile.....

Baldr175_zpsb3911a83.gif

 

After expending her spellbook on Taum (mostly Lightning Bolts/Chromatic Orbs), she too hits the dirt.

Baldr179_zpsc59191a2.gif

 

Coronation. No problem here, one major thing to do is to leave Dope Mage last. He's too resilient to be focused down quickly, and Belt will die against regular Dopes (don't ask how I know) if they're allowed to do their work on him.

Baldr186_zps3e14b8cd.gif

 

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Used a Pro Magic scroll against Underdark party + Detonation arrows.

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Tamoko. No Physical Mirror was a bad choice.

Baldr203_zps1235c144.gif

 

Taum before Sarevok finale:

Baldr204_zps3e1a48f1.gif


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#10583
Serg BlackStrider

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Congrats, Grond0! Glad Chim made that. My Crew are only escaped the Irenicus dungeon (with improvements of scs tactical challenges and atweaks it's a *bit* tougher and time consuming for me) so we'll be waiting for her in Copper Coronet  with best ale available there. :)

 

And all the best and safe travels for Taum, Aasim! Found out from your log that there is another mod for restoring BG1 soundset out there. Great - *Updated my journal* and will try it for myself.

 

edit: ouch! I see, Taum nearly made it already - good luck in final fight, Aasim!



#10584
Aasim

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Found out from your log that there is another mod for restoring BG1 soundset out there. Great - *Updated my journal* and will try it for myself.

It's amazing. Especially the "chunking" sounds. :D

 

Taum, 3rd and final BG1 update, Sarevok final.

 

Tactic - keep everyone invisible, always. Summons and Kivan do the work. No tanking Sarevok w/o critical hit immunity, that's suicide.

Invisible, we lead our hordes to their demise.

Baldr207_zps2df35569.gif

 

Unfortunately, great many things can go wrong. Tiax getting confused is one of them. Xan resisted the spell while he was casting Invisibility 10'radius, but Tiax is prone to attacking.

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Splatta hit.

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Angelo shows up too close. He starts probably Chaos, resists Edwin's Paralyisis Wand attempt, Edwin tosses it to Xan, and Angelo is held. Yay.

Kivan gets ready.

Baldr217_zps31dbbf4e.gif

 

Bam!

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One down....

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Two down...

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Three down....

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"Does it end?!" Yes, it does.

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After final Skeleton Warrior dies, Sarevok's head is handed on a silver plate. 

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Malison (Spellpack's version) ensures attacks to an extra 2 damage per dice rolled (up to maximum), making Magic Missiles do either 4 or 5 damage, always.

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Second volley brings him down.

Baldr233_zpsf4f170cc.gif

 

 

Taum will enter BG2 challenge soon.


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#10585
Serg BlackStrider

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It's amazing. Especially the "chunking" sounds. :D

Great!  :)  I have the old one tutusounds installed for BG1 and love it. And looks like it's pretty safe to install that *new* one as the last in the list so it's easy to modify my current setup.

 

And congratulations with your success - it's a nice company that has gathered in Athkatla now  :)



#10586
Aasim

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And congratulations with your success - it's a nice company that has gathered in Athkatla now  :)

Thank you. I'm unsure about one thing. I have Tiax NPC mod for BG2, yet he was chunked. Should I refrain myself from using him in BG2 (if I ever get to Spellhold, that is)? I probably shoud.....anybody had such an issue before? In BGT installs, for example, if Jaheira gets chunked in BG1, you won't even meet her in Irenicus' dungeon, but this doesn't apply to mod-added NPCs. 



#10587
Grond0

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Sounds like something you can take your own decision on Aasim.  Many people play with Tutu, so it's pretty normal for there not to be consistency between what happens in BG1 and BG2.



#10588
corey_russell

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Grats Aasim - good luck in BG 2.



#10589
Blackraven

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Good job Aasim and Grond0!



#10590
Grimwald the Wise

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Congratulations Aasim. All the best in Amn.

 

Meanwhile my party are doing their bit in Garotten.

 

I'm really missing not having a cleric. However we have killed the king of the fishes and his cohorts. Ajantis got killed and the rest of us badly hurt. It cost a fortune inn healing, about 3000 gp! Still, gold is not a problem. 40,000 gp plus items probably worth 100,000gp.

 

I should have left Val to do it alone, but it does not seem very gallant to cast web and then just use fireballs.

 

Now going back to finish that off before returning to the castle to finish the mod off.



#10591
Aasim

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Thanks all and good luck with your journeys! Is it just me or BG1 is, even with SCS, quite easy to no-reload, all things considered? One can die to a lucky enemy streak, but being a fighter type definitely has it's benefits in BG1.

 

Sounds like something you can take your own decision on Aasim.  Many people play with Tutu, so it's pretty normal for there not to be consistency between what happens in BG1 and BG2.

I decided that I'll "pretend" Tiax doesn't exist. If he only died with a greyed out icon, I'd consider him. Chunking is another thing imo. Worst of all, he probably got chunked since he had a crossbow equiped, meaning Sarevok got +4 to melee damage rolls. Stupid mistake, but that's how one learns.


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#10592
Jianson

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Glasya, half-elven Sorceress with random spell picks, adventuring in Chapter 3-4 with Branwen, Minsc, Edwin and Imoen


Icharyd and Ulcaster dungeon

I was a bit wrong about Icharyd - it's only his second version that will spam Call Lightnings at the closest character. He's pretty freaky, though, with his ability to manipulate time itself, then the DUHM that makes him hit quite hard. Branwen managed to protect herself just in time:
Glasya059lightningprotect_zps82e1e56f.jp
Branwen hit once in a while, Glasya was plonking away with +1 bullets, Minsc moved in as a flank attacker, poking with his halberd, and Imoen messed up at a pretty dicey moment:
Glasya060Imoenmisses_zpseabb91e9.jpg

Since I had no super backstabber (like Shar-Teel in my last party), I fought the Wolf of Ulcaster with the whole party. Fear protection is essential, and I had Branwen cast Free Action on herself (I presume the wolf also has basic vampiric wolf powers). Imoen made up for the miss in the last fight:
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One more arrow from Minsc and it was the wolf that was on the run. Ha!
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Call from the Grave was invoked:
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I was expecting the ghouls, that's why I had chosen as open battle ground as possible. Edwin got the running wolf with a Magic Missile.

Greater Skeleton Mage's spell arsenal was depleted with a summoning storm. I had forgotten about his last trick, though:
Glasya064callofthevampire_zps913d380b.jp

A Freedom potion for Branwen made this fight pretty easy. Nice find here, I do not remember if it was on the mage or in the main loot pile: a Helmet of Charm Protection. Pretty cool, if I give this to Minsc, we may be able to slay a couple of greater doppelgangers with invisible blocker strategy.


Now for the exit. I had slept early in the dungeon, so I knew there would be plenty of enemies outside. Yup:
Glasya065ambush_zpsd8de9dc8.jpg

I had actually wanted Glasya to cast Ghost Armor before going outside, but the fight with the mage had depleted all her level 3 spells (all those summons). She had to make do with Reflected Image. Edwin threw an Emotion into that little ruined house north of the entrance. I figured that Imoen should be able to tank whatever didn't turn to sleep and that my mages could now be pretty safe in there. The enemies really are quite many, though:
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A quick Emotion will be good, I suppose:
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Yeah, quite a number of zzzs there now. Imoen is busy being the brute among the meek:
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Branwen cast a devastating Holy Smite. There are even more dead critters than you can see in this list:
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Pretty easy mop-up from here.



I decided to sneak into the main bandit camp tent. I had forgotten that "you must gather your party..." to get in there. Edwin swapped out all his level 2 spells for Invisibilities and in we went. Imoen detrapped the chest, Branwen cast Sanctuary and looted the place. They are still none the wiser.


Start of Jaheira's quest in Cloakwood
We met up with Aldeth and Seniyad. I cleared out Cloakwood 1 except the area past Coran.

At our arrival on Cloakwood 2, 80% of the phase spider population was there within seconds:
Glasya070spiderwoes_zps66d9cafa.jpg

Both mages cast Emotion. Edwin was hit but that did not interrupt his spell. But the next hit and both poison ticks killed him about 1.5 seconds later...
Glasya071morespiderwoes_zps1d722130.jpg

Yikes, that was quick! Not the best situation to be wearing Claw of Kazgaroth. Good thing Glasya's spell hit really hard - all but the one spider our best tank was fighting:
Glasya072battleturns_zpsef6c6eec.jpg

Back to FAI and here again. Waylaid twice by ettercaps. Those fights went pretty well, with Branwen, Jaheira and Imoen each tanking an ettercap, and the other three firing first at Jaheira's opponent, then Imoen's. A few antidotes and health elixirs were used, but I found three more of each type in Glasya's potion case.

We arrived at Cloakwood 3, and Jaheira warned me about potentially hostile druids. I was about to save, but saw that Glasya was just a hair away from level 9. Imoen scouted out some dread wolves that we killed.


Glasya, level 9, 44+6 HP (max HP roll on last level-up)
Branwen, level 8, 64 HP
Minsc, level 7, 60 HP
Edwin, level 8, 24 HP (3 deaths, CON=13)
Imoen, level 9, 56 HP
Jaheira, level 3/3, 29 HP

Glasya's random spell picks
Start: Burning Hands, Friends
Level 3: Reflected Image
Level 4: Ghoul Touch
Level 5: Identify, Detect Evil
Level 6: Monster Summoning I
Level 7: Charm Person, Agannazar's Scorcher, Ghost Armor
Level 8: Emotion
Level 9: Blur, Haste, Contagion


(Hmm, Contagion. Why would I ever want to cast a spell that is single target instead of AoE and that does less than Emotion? Ah, now I see, it ignores magic resistance! Interesting.)
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#10593
Grimwald the Wise

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We killed all the fishes and the assassin's guild so hopefully this area of Faerun will now be a safer place. I will now go and tell Peltar.

 

Stavemistress has cleared Garroten, but cannot find the key to the mayor's treasure chest. Can anyone let ne know where it is?



#10594
corey_russell

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Multi-player No-Reload

Neequan, gnomish level 7 fighter/level 8 thief, controlled by Corey_Russell

Wesorc, elvish level 9 sorcerer, controlled by Dogdancing

 

The duo got some more progress today. Since we are at our level caps, we tried to skip the entire Cloakwood, but we  weren't entirely successful. One ambush Neequan got poisoned and got hurt bad, so he used an antidote and the duo ran for it. Neequan was invisible but showed himself to the old man to get the invulnerability potion. We had a close call against the Hamadryad - Neequan tried to use his greenstone amulet, but the Hamadryad was too fast and Neequan was charmed! If Neequan kills Wesorc the run will be over! Wesorc runs but the Hamadryad casts charm - whew, Wesorc saved but Neequan still trying to kill her. She went invisible and waited it out. Once it wore off, Neequan used the greenstone amulet and charged the Hamadryad - success - good riddance. 

 

We rested and prepared for our big battle (Drassus and company). Wesorc put Neequan invisible and the plan was for Neequan to be the "eyes" so Wesorc can put down 2-3 webs then spam fireball. Well it didn't work to plan - Wesorc planted one web no problem, but when she tried to cast the 2nd she was spotted! Drats...the enemy melees charge her she runs. Neequan backstabs Drassus and gulps a potion of magic protection and does greenstone amulet too. Wesorc does some magic missiles and blinds Genthore. By this point the enemy mages are summoning some backup - Wesorc throws a fireball to try to calm that down - this put Drysus to near death and Neequan finishes him. Wesorc does magic missile and finishes the other mage - Genthore of course was easy, as he was still blinded - success!

 

The duo went invisible in the Cloakwood Mines, de-trapping on the way, skipping everything except picking up the free potions on level 3 and then showing themselves on Davaorn's level. While invisible, Neequan got rid of the 4 traps. Neequan then buffed, partly with Wesorc's help - this took a while - in fact so long, Davaoern's mirror image has worn off! So Neequan decides to go for a free backstab and he CHUNKS Davaoern! A little anti-climatic...

 

The duo takes care of the jelly, loots the place best they can and were about to use the plug key, but realized they hadn't talked to Rill yet! We do need the rep boost, we are only at 15. So we go invisible, talk to Rill then realize we don't have quite enough invisibilities. So Neequan tries to stealth, which isn't the greatest, it fails near the exit of this level, but he can't leave as Wesorc hasn't caught up with him yet - she does in time. We flood the mines and leave the Cloakwood.

 

Last task was the Ogre Mage and his pets in the City of Baldur's Gate. For safety, Wesorc used a freedom potion here and buffed to the max. Neequan used a potion of invulnerability. The battle was quick, as Neequan's potion of firebreath wiped out the Ogre Mage, and Wesorc slept 2 out of the 3 carrion crawlers and thus the battle was in hand. We identified the DEX tome, Neequan used it and ended session here.


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#10595
corey_russell

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Cordruid Entering Trilogy No-Reload Challenge...

 

SETUP:

BGT

Fixpack

Tobex

Core Rules at all times

"gore" on (characters can get chunked)

 

As far as I know, no one has every played with a group of fighter/druids, so thought I would give it a go. It was extremely difficult to roll the characters, and had make a lot of compromises. Everyone is a fighter/druid except Crystelle, who is a human who will dual to druid at level 7.

Protagonist:

CordruidearlyBG1stats_zps0ca809e8.png

 

And here is Cordruid's friends:

th_CordruidsMichaelsearlyBG1stats_zps399th_CodruidsDavidsearlyBG1stats_zps624d2dth_CodruidsRachelsearlyBG1stats_zps209db

th_CordruidsCrystellesearlyBG1stats_zps8

 

th_CordruidsVenitasearlyBG1stats_zpsea7e

 

Early progress:

We do all the Beregost quests that we can, being both a full party and everyone multis, leveling will be very, very slow. I took on Silke level 1, and this managed to work out OK. Michael wanted the magical staff is why. We bought some magical daggers from the Smith and a +1 sling for Cordruid. After we beat the spiders in Beregost we tried to head to the FAI, but we got the massive archer ambush:

 

Cordruidgetsintoamassiveambushatlevel1_z

 

Cordruid was targeted by archers on the left side, he gulped two blue potions and had enough - he went right and the 4 melees went left - battle was smooth after that. Not bad for just being a group of level ones...We eventually made it to FAI. The battle with Tarnesh was interesting - he managed to fear 2/3 the party, so only Cordruid and Crystelle had control - but Cordruid's sling bullet and Crystelle's magic missile made Tarnesh's morale break and he ran in fear! One more magic missile finished him.

 

The assassins in Nashkel and Beregost were of no trouble. Party rested at the Carnival and ended session here.


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#10596
Serg BlackStrider

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Defilers of the Mother Nature beware! The Crew of Druids are on the march!

All the best with your party, Corey. Should be an interesting run. 


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#10597
Grond0

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Best of luck Corey.  I assume Chrystelle is a mage at the moment in your party (in place of the clone of Rachel you've got a picture of).



#10598
corey_russell

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Yikes! Not sure how I messed it up so bad - take a look at the characters now, I have the right pictures/stats now.



#10599
Aasim

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GL Corey. At least you'll have plenty of Chaotic Commands/Insect Plagues.



#10600
corey_russell

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GL Corey. At least you'll have plenty of Chaotic Commands/Insect Plagues.

That's true. And eventually in BG 2 we'll be overflowing with fire elementals - that should make an impact on the enemies...