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Baldur's Gate 1 No-Reload Challenge


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#11751
Grimwald the Wise

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From Beregost I headed north in order to kill an ogre. The problem was the Gibberling. Every time they wounded me so badly that I had to return to Beregost for healing at an inn. Then I went up a level and was able to kill the ogre as well.

 

Headed north killing a few hobgoblins on the way, helped the priestess of Umberlee and headed towards Nashkel.

 

On the way I charmed a Flaming Fist mercenary who kept Tristan occupied whilst I killed Isolde. Picking up Isolde’s throwing dagger I was able to kill Tristan from a distance. I then killed a number of Gibberling and Hobgoblins whilst getting some healing potions and a useful pair of boots.

 

At Nashkel Carnival I gained some experience killing a mage. Ended up as level 6 assassin.

 

I tried to help Mellicamp, thinking that I would get a reward, but the only reward that I got was a chicken dinner. I helped a few people around Beregost and the Friendly Arms Inn and as a result reached a reputation of 20. The people I helped seemed to think that I was doing it out of the goodness of my heart, not realising that it was self interest that caused me to do it as I wanted cheap prices when I went shopping. :devil:

 

I helped Prism against Greywolf, thinking that after the death of Greywolf I would get the emeralds by killing Prism. I didn't need to. :)

 

I took the emeralds to Nashkel for the reward, charmed Oubliek and took him with me when we helped a boy against a baby wyvern. sadly the wyvern killed Oubliek. :devil: I then got four emeralds. It seems that he had stolen the emeralds and that Prism had his own.

 

Addition

 

I then investigated the southern part of the sword coast. There wasn't much to interest me, though I did come across a man who had a magical looking belt. I back-stabbed him and this poisoned him. He was therefore quite easy to kill. I then killed his cohort. Upon talking to a dryad, I found that I had done her a favour and she rewarded me handsomely before departing. :)

 

I then came across a dead cat which would have gone into the evening's stew if a girl hadn't asked about it. IN return for the cat she gave me a useful scroll. A very good exchange. :) Carried on west killing four winter wolves and then some ogres. One had a nifty pair of bracers, though they are of no use to me, I should get a good price for them. Also found a tome for increasing charisma, That also was no use to me. By using my equipment and my brain, it is now 25.

 

Heading north I killed a white bear and then met a man offering a rward for killing it. Obviously I accepted the reward which was a useful pair of boots.

 

I got seriously hurt by elite hobgoblins but eventually recovered.

 

I met Brage. Apparently there was a price on his head, but I already had the reward in my purse. :devil: I therefore helped him and got a second reward. :lol:

 

This has made me a level 8 assassin. The mayor asked for help in the mines. Hopefully the reward will compensate for my time.


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#11752
Grimwald the Wise

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A party of very dangerous assassins were neutralised with my necklace of missiles. One blast caused one of them to panic and run in my direction. He was killed with my throwing knife. Another blast from the necklace caused the others to panic. They were also killed with the throwing knife. I went to pick up the spoils and was attacked by a horde of kobolds. I had to use necklace of missiles. At the bottom of the mines I killed a few kobolds with my knife and then backstabbed Mulahey. He was much easier than the assassins on the way down.

 

Baldr024-1.jpg

 

Upon leaving the mine I used stealth to locate some more assassins. I used the necklace of missiles. Three moved closer together, another came looking for me. That on was backstabbed. Another blast from the necklace left only one alive. that one was also backstabbed.

 

Only one charge of the necklace was left so I took it back to the one who sold it to me and sold it back. he knew how to recharge it and he sold it back at a handsome profit to himself.

 

The reward from the mayor was adequate I suppose. I actually got more from the spoils than from him.

 

I find it kind of weird that everyone thinks that I am a great hero, not that I mind. It makes my provisions cheaper. :D

 

Nimbul was killed with a single backstab.

 

Upon returning to Beregost I met this geezer called Elminster. A weird bloke. He seemed happy about what I was doing, not that I care.

 

After that I plundered the upper reaches of Durlag's Tower, reaching level 10 as I did so. I had not intended to take on the battle horrors, but they blocked my exit and had to. The first one well to one backstab. Regrettably, the other didn't and I had to use several potions of healing.


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#11753
Blackraven

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Wow steady progress there Grimwald, level 10 even... Hope you can keep it up :) At max level and I assume most of the good gear, you can now pursue the plot a bit more directly. Am currently preparing a rogue of my own, a Bounty Hunter, for the Nashkel Mines, but I'm sidequesting a lot because I want him to reach lvl 8 like your Assassin did before he sought out Mulahey.

 

What group of Assassins did The Mask meet before he entered the mines? I only get waylaid after I clear the mines (by Molkar & co, and by Lamalha & co).


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#11754
Grond0

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Gate70/Grond0 multiplayer attempt 62 - (update 2)

Vary, human transmuter (Grond0) & Loryl, half-elf transmuter (Gate70)

 

The 'muter twins ticked off a few boxes (and more than a few enemies) in their march towards the Cloakwood today.

 

The session started by demonstrating that Shoal is quite low level as she collapsed under the weight of a color spray, allowing a quick and easy kill.  In Beregost Karlat was immune to that, but followed the duo out of the inn and got shot.

 

After a few more tasks around Beregost they travelled on to Nashkel.  Then, after saving Arabelle (until the burger man calls), they shot up Meilum.  That got both to level 3 so they returned to High Hedge to buy some spells.  Before setting off for the basilisk area Vary decided to have a go at sleeping Landrin's spiders.  He entered invisibly and went into the side room to line up his spell.  However, despite apparently having a clear line of sight Vary moved forward when casting - ruining his spell and alerting the spiders.  He managed to go invisible, but was blocked in and had to rely on Loryl providing a distraction.  That could have been nasty for her, but fortunately Vary's only remaining sleep spell then proved very effective and put all 4 of the spiders to sleep

 

The basilisk area was pretty neatly done.  Vary was protected by the green scroll while Loryl hovered behind him throwing daggers - getting through all 151 of those taken.  Mutamin was attacked by joint spells which interrupted his attempted mirror image and then interrupted his follow-up horror attempt as well - he didn't get a third chance.  After learning stinking cloud Vary used that in combination with Korax on Kirian's group.

 

After a quick trip to the FAI to get a prized ring, the duo went south again to the Nashkel mines - moving straight down to find Mulahey while invisible.  Vary threw in a stinking cloud, which Loryl tried to top with a skull trap.  However, Mulahey spotted the threat and moved out to summon his supporters.  A good use of sleep and some nice tag teamwork to magic missile various skeletons quickly left the cleric alone.  More magic missiles helped finish him off, though he did manage to cast a hold person first that Vary saved against.

 

Outside the mine the amazons were caught in not only stinking cloud, but Loryl's newly learned web.  Telka did manage to break free briefly though and worried Loryl with a critical before collapsing again.  Vary also took a nasty hit there, even after the amazons were all dead, when lightning struck him.  He immediately used Bhaal CLW on himself just in case lightning struck twice - it didn't anyway.  Nimbul fell in stinking cloud as well, while Neira failed to follow Vary in and out of the inn and got repeated magic missiles as a result.  Tranzig then took avantage of his high HPs to shrug off a skull trap and magic missiles for long enough to cast an acid arrow - though that was no threat to Loryl.

 

The last destination for the session was the Bandit Camp.  An initial assault using lots of sleeps killed the majority of the bandits, while a first blast from the Wand of Frost helped soften up Taugosz for finish by magic missiles.  After resting a bit more work left just 3 bandits near the main tent.  Taking a bit of a risk Loryl cast mirror image and moved in on them with a poison dagger.  Vary saw the danger and quickly moved into position to cast sleep at the bandits.  That successfully took out all 3 of them, but in the meantime their arrows had been taking a toll of Loryl and a final arrow in flight as they fell was too much for her.  After a visit to the temple at the FAI the duo were soon back to take on the main tent.  After entering invisibly a stinking cloud soon put Venkt on the floor and he failed to get up as a result of 2 skulltraps and a magic missile.  Britik died at the same time and Hakt and Raemon didn't last much longer.  Hakt did get one shot off before he died, successfully poisoning Vary, but with too weak a solution to pose a threat.  Loryl used mirror images to protect against the trapped chest and discover the location of the Cloakwood. 

 

Stats:

Vary, transmuter 5, 28 HPs (incl. 6 from familiar), 42 kills

Loryl, transmuter 5, 25 HPs, 63 kills, 1 death


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#11755
Grimwald the Wise

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Wow steady progress there Grimwald, level 10 even... Hope you can keep it up :) At max level and I assume most of the good gear, you can now pursue the plot a bit more directly. Am currently preparing a rogue of my own, a Bounty Hunter, for the Nashkel Mines, but I'm sidequesting a lot because I want him to reach lvl 8 like your Assassin did before he sought out Mulahey.

 

What group of Assassins did The Mask meet before he entered the mines? I only get waylaid after I clear the mines (by Molkar & co, and by Lamalha & co).

 

They were assassins INSIDE the mines, near the traps that you HAVE to cross. Gorken Bloodaxe is the leader. There is a Duerger cleric and two others in the party. They have good gear for a fighter, but it is just for sale as apart from some healing potions it is useless to a reasonably equipped thief. "Dark Horizons Mod!"

 

With this party you have to avoid fighting head to head. That way is death.

 

Now got as far as Cloakwood. Killed a witch there who had a necklace that makes Mask true neutral. This will obviously change his character completely. Also killed a dragon that has been weakened a little from the original Dark Horizons. Shame that. It was quite a challenge!

 

Doing the mod quests gives extra tomes.The Grey Clan Episode lifts intelligence by 1 for instance. The secret of Bonehill gives about three tomes I think. However as Mask is now eighteen in every attribute, perhaps more tomes would be a bit greedy. But then Mask IS a bit greedy. No he's not. he's a LOT greedy. :lol: The reason that I do the mod quests however is that I enjoy them. Completing the trilogy is not my main aim.


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#11756
Aasim

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What group of Assassins did The Mask meet before he entered the mines? I only get waylaid after I clear the mines (by Molkar & co, and by Lamalha & co).

That's SCS thing. I don't think Grimwald uses it.



#11757
Grimwald the Wise

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That's SCS thing. I don't think Grimwald uses it.

 

There is another group of assassins in SCS. I would like to use it but it conflicts with my other mods. They are nothing like as powerful as the Dark Horizon assassins.

However this is offset by the fact that Dark Horizons gives you better equipment, though you do have to fight for it.


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#11758
Blackraven

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Gorken Bloodaxe, sounds a hell of a lot like a Dwarf I know that frequents the Copper Coronet...
Anyway, interesting mod, that seems to spice up the Nashkel Mines. Do you feel that the mod's better equipment makes other fights too easy? I used to play with DSotSC and NTotSC, and I think you've done so as well. Both mods, the former more so than the latter iirc, offer very hard fights and very powerful gear. I like the harder fights (am quite the masochist lol), but I found that some of the content of those mods made the vanilla content pale in comparison in terms of combat as well as gear. Would you consider those mods similar to Dark Horizons?


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#11759
Aasim

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Fwiw, regarding powerful equipment, I think Dark Horizons tops them all.


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#11760
Blackraven

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@Aasim, thanks for your view. Less interested then in that mod I think.

***
I will definitely continue Victor's more roleplayed party playthrough, get Thani as far through ToB as I can, and give Stormlord Urval a second chance. I was going to go with Urval first but need to sort out a few issues / possible bugs with the kit in my install. So here's a completely new character: LN Dwarf Bounty Hunter Elaim.
I aimed (as usual for an 88+ roll), and was rewarded handsomely for my patience. Starting proficiencies were clubs and shortbows. First 40 skill points went to Move Silently, a skill that would be further developed up to 120 (at which point Elaim would start investing in his trap setting and detection skills).
 
Elaim carefully adventured his way to level 5 by undertaking low risk missions such as:
- the Candlekeep and Beregost quests (including Mini Quest & Encounters mod quests, but excluding killing Karlat and Silke),
- dealing with the Hobgoblins south of Candlekeep for the Boots of Stealth, 
- the FAI quests (though she kept the Girdle of Piercing), 
- saving Melicamp (as per custom Thalantyr failed to retransform Melicamp),
- babysitting and even chatting with Noober in Nashkel,
- killing Half-Ogres for Bjornin,
- rescuing Samuel the Deserter, 
- helping Charleston Nib and saving Captain Brage on the South Coast.
There was one slightly precarious moment for Elaim in the carrying out of these quests: at level 3-4 he forgot to HiS in order to sneak past Tarnesh when leaving the FAI (as he had done upon arrival). Tarnesh could have cast Sleep on Elaim, but deft footwork allowed Elaim to timely step back into the inn, HiS, and leave unmolested. (He'd slay the Mage later.)
I think that for Thieves there are more interesting items to buy than for most other classes, except perhaps Mages, but Hard Times shop prices are awfully high. This is why Elaim made sure that both his Reputation and his Charisma scores reached 20 before he started to spend gold on nifty items. For the 20 Charisma score Lord Foreshadow’s Ring of Human Influence and Algernon’s Cloak were welcomed. As to the latter item, Elaim had only one potion of master thievery to bring his Pickpockets score up to 60. Needing three attempts, he barely managed to snatch Algernon’s cloak before its owner went hostile.
Having been exceedingly parsimonious until shop prices would be at their lowest, Elaim could afford to buy the Shadow Armor (17.8k GP, at Feldepost’s), the Deep Red Ioun Stone that grants +1 Dex (6.6k GP, at the High Hedge), and – after killing Aldeth Sashenstar and selling his diamond and bastard sword – a green scroll of Protection from Petrification at the Nashkel Carnival and a Composite Short Bow +2 (5.1k GP) in Ulgoth’s Beard. The ioun stone and the bow are Rogue Rebalancing items. Most of the Dwarf’s gold proceeded from selling Imoen’s Wand of Magic Missiles and the Travenhursts’ Wand of Lightning (which for some reason, and thank the Gods for it, sold for 10k and 12k GP respectively).
Elaim then felt ready for a potentially rougher encounter: Mutamin and his pets. After he had slain the majority of the Basilisks (all but one Lesser and one Greater in Mutamin’s direct vicinity), he recruited Korax to see if the Ghoul could hold the Gnome. Korax failed, causing Mutamin to go hostile. There was no risk for Elaim because he was HiS. He had Korax bait the Lesser Basilisk away, so that he and the Ghoul could kill it.
Korax then held the Greater Basilisk, but got Magic Missiled to death by Mutamin who then ran off as he couldn’t see stealthy Elaim. The Dwarf proceeded to pelt the Greater Basilisk with arrows. He kept a potion of invisibility at hand should Mutamin decide to return and remove Elaim’s PfPetrification before the Greater Basilisk was dead, but the Gnome didn’t show up. Thus Elaim could kill the last of the Basilisks in relative peace. It helped him reach level 7 and raise his set traps skill to 65.
Hidden in shadows, Elaim searched for Mutamin, and when he found his foe, placed three out of a possible four traps just out of the wizard’s sight (only one set trap attempt failed). He then appeared behind his foe and softened him up with a backstab for 20 dmg. Elaim drank a potion of invisibility just before Mutamin Horrored him, perhaps this wasn’t necessary, but at least it kept him safe.
When the panic effect had worn off, Elaim lured Mutamin toward the traps; they killed the Gnome.
Spoiler    
Down south, he dispatched rivaling Bounty Hunter Greywolf, a much more ruthless practicioner of the bounty hunting profession than Elaim, with traps and arrows. Her intervention yielded him Greywolf’s Halberd +1 and Prism’s emeralds.
A similar approach didn’t exactly work as planned against Zal (eastern Cloudpeaks). First, Vax was lured away – he wasn’t very interesting for Elaim – so that three traps could finish off Zal. Not all the traps triggered however, and even a backstab didn't finish him off, so Elaim was lucky that his opponent missed with his first dart of stunning before the Dwarf slew him with an arrow. He picked up the Bracers of Archery that, together with the +1 DEX ioun stone and his enchanted short bow, gave him a respectable ranged Thac0 of 11.
In the same area Elaim shunned Sendai but he did fetch Rufie for Albert. All western Cloudpeaks encounters were done, and even further west, near the Gnoll Stronghold, the Dwarf slew Hairtooth and Gnarl with traps and arrows to pick up the CHA tome (completely unnecessary but I’m still too much of a sucker for stat increasing tomes to forgo it). 
Elaim traveled back to Beregost to slay Karlat, to sell loot and to purchase the Weary Cudgel club (+1 Club with 25% chance upon hit that target must save vs death or become fatigued, another RR item). With that club he thought he’d dispatch a couple of Flesh Golems in a cave on the coast, but three Sirines thought otherwise. On his way to the cave Elaim had barely hidden in shadows and was expecting to easily bypass the first trio of Sirines, when an abrupt fail at HiS made him visible.
He immediately quaffed a potion of invisibility (his last), and decided to enter the cave anyway. Inside, invisible still, and checking for traps, he saw a Sirine show up behind him, as unexpected as it was undesired.
Elaim stoically disarmed the first trap but inadvertently triggered the second. He managed to empty the treasure stash, gulped down a potion of clarity, got blinded by (at this point) two Sirines with clouds of fog, and had to grope his way out. Immediate HiS allowed him to leave the area untroubled.
The loss of valuable XP and potions was of course partially offset by the good loot. But Elaim is not comfortable traveling without potions of invisibility, and reaching level 8 before entering the Nashkel Mines now becomes less probable. He still needs about 20k XP for that. Ankhegs could provide that XP, but I’m not sure whether I like fighting them with a Thief without Boots of Avoidance / Claw of Kazgaroth.


#11761
Grond0

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Looks like good progress Blackraven.

 

Toxic - dwarf kensai (update 1)
 
I originally rolled this character up a while ago with the thought that he would lead a group of evil PCs.  However, having just played a spell-using character I don't think there's any realistic prospect of concentrating long enough for a party to be successful.  Instead I'll run Toxic through as a solo character, aiming for quick, but safe progress - so no more tactics that I'm not totally confident of such as the one that saw Fusion implode this morning!
 
Startingrecord_zps814ccabf.jpg

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#11762
Grimwald the Wise

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@Aasim, thanks for your view. Less interested then in that mod I think.

 

I think that you need to be selective as to which equipment to use. There is a short sword that has quite a high chance of holding the target after a hit. Overpowered I think.

There is a boomerang dagger which returns to the hand which I think is OK.

There is Shadow Armour that you don't have to pay for which I also think is OK.

The Ankh of acceptance which makes you true neutral I thought was OK until I discovered that it also includes a chance of holding target.

 

In previous games I didn't use it as I didn't want to lose my halo. Mask doesn't have one!

 

You need the equipment to fight the Dark Horizons enemies but you become too powerful against others.

In my opinion the mod would be much improved if the items such as the ankh only gave the ability to hold for a limited time once a day.

 

Perhaps I should mention that on their forum.

That would make them just as powerful when fighting them, but would prevent your party becoming over-powerful.

 

I am quite pleased that for a thief most of the equipment is unusable.

I think that a balanced party would probably become over-powerful.

 

More important however is the experience you get. For the difficulty of the enemies, the experience is fair enough, (They are tough) but as you noted I have reached the experience cap at Nashkel! In the Cloakwood mines I have been able to kill the mages with a single backstab. This had nothing to do with holding them, just the fact that I had quintuple backstab!

 

I think that it is a great mod for playing a few times, particularly because you run into enemies that you are not expecting, but that once you know it you certainly need to be selective over which of the items to use.

 

A  definite plus is that it allows you to take on the Drizzt Saga with your own party rather than Drizzt and co.

 

Because the spawning point of some of the enemies is the same as for Jet Laya in DSoSC, the two mods are incompatible.

 

For myself, I think that I will use it for a few more solo runs with different classes and then uninstall.

 

@Grond0

Best of luck.


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#11763
Grond0

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Thanks Wise - and to you.
 
Toxic - dwarf kensai (update 2)
 
Toxic has done the opening stages of his run.  He had a bad start with just 14 HPs for the first 2 levels from Shoal, but subsequent rolls have been good and he's back to only marginally below average now.  HPs have not anyway been an issue so far - this is the only damage he's taken to date and he's currently at level 6.  He did though have to use a potion of speed (taken from Montaron's dead body) to ensure he could beat a hold person from Peter to the edge of the map after Korax failed to make any impact on Kirian's group.


#11764
Grimwald the Wise

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Using necklace of missiles against Drasus and co, Genthorne chased after me but the others huddled together. I hid and crept up on Genthorne killing him with one backstab.

 

Necklace of missiles killed the elite black talons and separated the remaining enemies one of whom chased after me, I hid and then backstabbed. The rest were then easy.

 

Charming one of the mages with Davaeorn after sneaking past them was enough to make that battle manageable.

 

Now for the last assassins before entering Baldur's Gate. I could just sneak past, but won't. That party is a challenge even equipped as I now am.


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#11765
ussnorway

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Careful Wise… pride comith!


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#11766
Grimwald the Wise

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Careful Wise… pride comith!

 

I will be.


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#11767
Grond0

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Toxic - dwarf kensai (update 3)
 
Mulahey was no problem - he didn't get close enough to talk.  Toxic did take a 30 HP critical from a grey ooze on the way out, but that was still less than half his HPs.  The amazons died in necklace blasts and Toxic quickly moved on to the bandit camp.  He was cautious with the bandits there - resting before taking any serious arrow damage.  After clearing the exterior the potion of firebreath from Taugosz did most of the damage inside.
 
Dushai no longer had need for his ring and that enabled Toxic to pass safely through the Cloakwood.  The group at the mine were not being very co-operative and Toxic had to position himself at the edge of the map to be able to run away while throwing killing axes at both Rezdan and Kysus.
 
In the mine Toxic had his first close call when I stupidly tried to rest on a lower level - resulting in him having to fight his way out while already badly wounded and there were at least a couple of times guards attacked when a critical could have been fatal.  However, he survived - partly thanks to resorting to my first use of Algernon's Cloak in many runs.
 
On the bottom level the Cloak was used again on the guard and he soaked up a lightning bolt and fireball.  The doom guards were then lured upstairs and left there while Toxic hurried back down to beat up Daveorn.

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#11768
Grimwald the Wise

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I beat the assassins on the bridge with some difficulty.

 

Using wisdom I walked away from their leader when he approached me. When out of sight of the others, I hid. I then poisoned my weapons and backstabbed him.

 

That was the biggest problem dealt with.

 

To fight the others I again used backstab. They were then all immediately hostile. I had to used three potions of superior healing to survive. I found 6 potions of superior healing on their bodies. Why they didn't use them, I have no idea!

 

I killed the Silvershield assassin and his pets as well.

 

I then entered Baldur's Gate.

 

I went for the tome to increase dexterity. The game crashed.

 

No matter which entrance I entered the game crashed. :(

 

I am most unhappy as that means that I am unable to finish the game. :angry:

 

 

It looks like I will have to re-install. :(



#11769
Grond0

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Sorry to see the game fighting back unfairly, Wise.

 

Toxic - dwarf kensai (update 4)
 
Toxic did all the reputation quests without incident and indulged in a bit of shopping.  The amulet of shielding helped in clearing the ankheg nest, taking him to level 8 in the process - and, after a poor start, to a very healthy 99 HPs.  He put those to good effect in outlasting the golems after using a potion of clarity to take out the sirines at the lighthouse.
 
Fireballs burnt the battle horrors at Durlag's Tower and a first use of the Greenstone Amulet allowed Toxic to get the tome there before finally making his way to the City.

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#11770
Grond0

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Toxic - dwarf kensai (update 5)
 
In the City Toxic picked up the tomes.  In the process Jalantha and Ramazith failed to cast a spell at all, though Marek managed to ignore the punishment he was taking and cast both confusion and lightning bolt - but without much result.
 
The only other thing Toxic wanted was the +2 axe and it wasn't long before he got his grubby mitts on that.  He then used his invisibility ring for the first time to sneak into the Iron Throne and Duke Eltan has just sent him back to Candlekeep.

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#11771
Grond0

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Toxic - dwarf kensai (6th and final update)
 
In Candlekeep a scroll of magic protection and cloud giant strength / DUHM allowed Toxic to loot the tombs.  He used protection from poison and protection from petrification to free up a bit of inventory space before moving on to the dopplegangers.  They badly wounded him, but he chose not to rest before Prat and his gang.  Instead he used a potion of speed and added the Greenstone Amulet to protect against darts of stunning before successfully taking them down without further damage.
 
He then went to finish off the basilisks - only to find the reverse happened.
Stoned_zpsd00d208d.jpg
 
I was playing a bit hastily, so I presume that when I used the protection from poison scroll, despite what I wrote in my notes, I didn't get around to activating the protection from petrification :wacko:.


#11772
Grimwald the Wise

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Sorry to see the game fighting back unfairly, Wise.

 

I don't mind when it beats me fairly.

It makes the victories much more appreciated. This time I will try DSoSC instead of Dark Horizons. That one has always been more of a challenge to me anyway! It will also mean cutting out The Grey Clan Episode as they have issues with each other.

 

 

 

Toxic - dwarf kensai (6th and final update)
 
In Candlekeep a scroll of magic protection and cloud giant strength / DUHM allowed Toxic to loot the tombs.  He used protection from poison and protection from petrification to free up a bit of inventory space before moving on to the dopplegangers.  They badly wounded him, but he chose not to rest before Prat and his gang.  Instead he used a potion of speed and added the Greenstone Amulet to protect against darts of stunning before successfully taking them down without further damage.
 
He then went to finish off the basilisks - only to find the reverse happened.
Stoned_zpsd00d208d.jpg
 
I was playing a bit hastily, so I presume that when I used the protection from poison scroll, despite what I wrote in my notes, I didn't get around to activating the protection from petrification :wacko:.

 

 

Hard luck Grond0



#11773
Blackraven

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Sad to see that Grond0, that's two deaths in quite a short time....

Grimwald, I agree with your view on mods such as Dark Horizons: ultimately one can manage the balance issues stemming from OP items by not using those items. Btw did you remove the level cap? Or did you mod your Assassin? x5 backstab in BG1 is not vanilla.
Btw did you get an error message when your game crashed? If so, maybe you copy the details of that message and google for a possible solution. Hope you can resolve this, your Assassin was doing very well, and I would liked to seem him in SoA.
 



#11774
corey_russell

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@Grond0: Sorry to hear your character became statue - there must be a ton of your characters' statues throughout Faerun. I'm usually at the level cap when solo so I usually go invisible past Prat and the basilisks and the dopplegangers.


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#11775
corey_russell

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FYI: I have started a new run, a MP party. The intent of this run is to use either classes/race combos that I haven't used before. The PC is an archer named Corarcher. Two rangers lead the front, and the rest consists of a skald, totemic druid and a swashbuckler - all classes I never really use.

 

While I've certainly used rangers before, most of my runs I use fighters or paladins for the front-liners, so this is a bit different. I thought about Barbarians, but their splintmail limitation means they need to run a lot, and if so, I don't really consider them much of a tank.

 

The team isn't even past Beregost yet - will post party pictures/stats once I make some real progress. I'm almost finished with a Dragon Age: Origins run, will focus on the BG run after that.


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