I don't normally talk to him and can't really remember the conversation options. However, it's possible the instant deaths you refer to could be a result of your conversation choices. If you refer to the fiasco at the Nashkel mines that might be taken to indicate you had something to do with it - possibly a stat check could then lead to death. You might want to experiment with safer alternatives ...
I missed this. How do you not talk to him? In my install you either infiltrate via Raiken/Teven and get brought before Tazok, or you lay siege to the camp without Tazok being there and with all the bandits hostile. You're saying you always take the latter (harder) route? Wouldn't surprise me
Either way I think that any dialogue path that forces me to fight Tazok has the risk of ending in an insta-death, but I shall try the other options in the future.
I missed this. How do you not talk to him? In my install you either infiltrate via Raiken/Teven and get brought before Tazok, or you lay siege to the camp without Tazok being there and with all the bandits hostile. You're saying you always take the latter (harder) route? Wouldn't surprise me
Either way I think that any dialogue path that forces me to fight Tazok has the risk of ending in an insta-death, but I shall try the other options in the future.
The main advantage of fighting Tazok is the chance to get his bracers. As I'm nearly always solo I could just use Meilum's pair instead - so normally I just travel directly to the Bandit Camp rather than infiltrating. However, every now and then Tranzig's death doesn't cause the Camp to show up on the map and I get a lift with the bandits instead - I don't think I've then been killed in conversation with Tazok in recent years, though I do have a dim memory of that happening when I first played the game many moons ago.
Promised - delivered, here I go with another Cavalier and a custom party:
Weidu log:
Spoiler
// 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 #102 // Awaken On Damage: 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 #111 // Disable Silence On Charm: 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 #120 // Drop Inventory on Disintegrate: 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 ~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB) ~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB) ~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB) ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10 ~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13) ~SETUP-BGTMUSIC.TP2~ #0 #1 // Baldur's Gate Trilogy - Music -> Hybrid Baldur's Gate/Shadows of Amn/Throne of Bhaal Music ~VIC.TP2~ #0 #0 // Victor's Improved Races: v2.0 ~VIC.TP2~ #0 #1 // Victor's Wizards Know Better(have more Lore): v2.0 ~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls ~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 #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 #201 // 1ppv4: Consistent spell and scroll icons ~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks ~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 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v13.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v13.1 ~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 21 ~KIT_REV/KIT_REV.TP2~ #0 #100 // Revised Grandmastery: Beta 21 ~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 21 ~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 21 ~PHORD_DRUIDKITS/SETUP-PHORD_DRUIDKITS.TP2~ #0 #0 // Druid Kit Revisions: v1.0 ~PHORD_DRUIDKITS/SETUP-PHORD_DRUIDKITS.TP2~ #0 #1 // Make Cernd Totemic: v1.0 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #15 // PnP Equipment for Druids -> Druids Only: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 5 ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 5 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 7 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 7 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 7 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 7 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 7 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Spell Deflection blocks AoE spells: v4 Beta 7 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #70 // Update Spellbooks of Joinable NPCs: v4 Beta 7 ~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3 ~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3 ~SETUP-D0QUESTPACK.TP2~ #0 #4 // Miscellaneous Enhancements -> With Additional Random Encounters: v3 ~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3 ~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3 ~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v3 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v16 ~SETUP-BGTTWEAK.TP2~ #0 #500 // Major locations explored upon visit: 11 (5 Feb 12) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16 ~SETUP-REFINEMENTS.TP2~ #0 #10 // Revised High Level Abilities: Refinements v 3.31 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v28 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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 #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 #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 #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 #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 #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 #8110 // Improved Sahuagin: 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 #8190 // Improved Minor Encounters: v28 ~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 ~SETUP-NSCPORTRAITS.TP2~ #0 #0 // Portraits for BG1(BGT): v2.6 ~SETUP-NSCPORTRAITS.TP2~ #0 #1 // Portraits for BG2 and ToB: v2.6 ~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2047 // Allow blades to use Defensive Spin under Free Action: v1.8.1 ~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #2048 // Turambar's revised thieving skills and spell learning XP reward table: v1.8.1 ~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v 3.06 ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2 // Recently Uninstalled: ~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6 ~SETUP-DUNGEONBEGONE.TP2~ #0 #0 // Dungeon Be Gone V1.6
This is (as you can see by the stats rolled) a very powergamish party. Both Archer and Wizardslayer specialize in ranged combat (Kit Revisions Wizardslayer is vastly different from most of other incarnations of the kit:
This is the description:
Spoiler
Advantages: - Gains a +2 bonus to saves vs. spell. - At 1st level, can use Disruptive Strike once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at level 10. - At 1st level, can use Inner Focus once per day. For every 4 levels, the ability can be used an additional time per day. This ability improves significantly at levels 10 and 19. - At 5th level, gains Magical Defense. - At 11th level, gains a 10% resistance to magic. At 14th and 17th level, this resistance increases by an additional 5%. - At 15th level, can use Resist Magic once per day.
Disadvantages: - Cannot wear plate mail or full plate armor, nor use large shields. - Cannot use Offensive Stance or Defensive Stance. - Cannot use Called Hit. - Cannot dual class to mage.
DISRUPTIVE STRIKE: During the round when this ability is activated, any successful melee or ranged hit on an arcane spellcaster imposes a non-cumulative 40% spell failure penalty, lasting 3 rounds. At 10th level, the wizard slayer becomes able to break through the magical defenses of arcane spellcasters when performing a Disruptive Strike. Each successful hit during the round removes one combat protection from his target.
INNER FOCUS: Concentrating all his fortitude, agility and mental resistance, the wizard slayer is able to withstand, dodge, or resist almost any type of magical threat. During the round when this ability is activated, the wizard slayer becomes immune to all spells of 4th level or lower. At 10th level, the wizard slayer becomes immune to all spells of 7th level or lower when using Inner Focus. At 19th level, the wizard slayer becomes immune to all spells of 9th level or lower when using Inner Focus.
MAGICAL DEFENSE: A wizard slayer's constant training in countering arcane spells manifests itself as a +2 bonus to all saves made against spells cast by practitioners of arcane magic.
RESIST MAGIC: This ability grants the warrior +50% magic resistance for 5 rounds
Basically, he can use any item available to fighters (potions, weapons, bracers, whatever) but is limited to splint; his %based spell disruption is an active ability, and he can dodge spells.
Things started of fairly straightforward, and we got very lucky south of Beregost when ghouls/ghasts spawned 3 times in a row. With two dedicated bow users, they were ripped to shreds.
We had a bit of a surprise when fighting Sendai - I wanted to seperate her from two guards but they soon followed to attack us. Still, they focused my heavy armored paladins and pose very little threat.
We got to level 3 at Ankheg farm. Unfortunately, Tenia was killed before I could talk to her twice...I guess having two dedicated archers leads to such stuff.
Dualed my Necromancer to Cleric at level 3. (this is heavy powergaming I'm doing here).
Prior to attacking Nashkel mines, we did most of the stuff in the surrounding areas, with very little to no trouble.
The closest we came to dying was in Durlag's tower. I visit this place to get some very nice items from the first bottom level, but without a dedicated thief some traps had to be triggered. I simply forgot about this one. Luckily, it only triggered once....
Mulahey was easilly slain. Note that this is one of the very few games where I didn't kill or pickpocket Dushai - even if either of my front-line paladins gets held, Archer/Wizard Slayer combo rip anything to shreds with great speed, so the ring is completely unnececary.
Next, bandit camp. Fireball wand did most of the job. I also had access to Haste spell from my sorceress, which made the battle very quick to end.
I didn't bother much with Cloakwood (nobody wields two-handed swords anyway). Two Detonation arrows from Durlag's were used on Mine entrance party. Both mages died before their buffs fired.
As for Davaeorn, he teleported right in between everyone.
Only to die the following round. I was slightly worried about Sunfire/Cone of Cold chunking, but he failed to cast anything.
Baldur's Gate was mostly done with invisibility. I killed whoever had some noticable loot (Vay-ya etc.), sanctuaried my way through Iron Throne and returned swiftly to Candlekeep (with a rather high ammout of Detonation arrows ).
The flunkies in library were the first to taste them.
Hasted, we rampaged through Prat's gang (invisibilitys they're so fond of mean little against an Inquisitor).
We rush to BG (Palace area, thus avoiding any ambushes and having the option to go straight to Undercellars).
I don't normally talk to him and can't really remember the conversation options. However, it's possible the instant deaths you refer to could be a result of your conversation choices. If you refer to the fiasco at the Nashkel mines that might be taken to indicate you had something to do with it - possibly a stat check could then lead to death. You might want to experiment with safer alternatives ...
I missed this. How do you not talk to him? In my install you either infiltrate via Raiken/Teven and get brought before Tazok, or you lay siege to the camp without Tazok being there and with all the bandits hostile. You're saying you always take the latter (harder) route? Wouldn't surprise me
Either way I think that any dialogue path that forces me to fight Tazok has the risk of ending in an insta-death, but I shall try the other options in the future.
The main advantage of fighting Tazok is the chance to get his bracers. As I'm nearly always solo I could just use Meilum's pair instead - so normally I just travel directly to the Bandit Camp rather than infiltrating. However, every now and then Tranzig's death doesn't cause the Camp to show up on the map and I get a lift with the bandits instead - I don't think I've then been killed in conversation with Tazok in recent years, though I do have a dim memory of that happening when I first played the game many moons ago.
If you are taken to the camp by the bandits, you get the initial dialogue with him, but if you keep your distance, when he gets badly hurt he will not get a chance to give up. To do this there are two options with my set-up. Option 1) use oil of speed to keep away from him and use ranged weapons. Option 2) Surround him with summoned monsters and attack him with them and ranged weapons. I think that generally option 1 is easier, but with a solo mage probably option 2 has more merit.
The reason for wanting to kill him is 1: experience, 2: his bracers, 3: his armour which is ordinary plate. By himself he is not too tough. The annoying thing that can happen is that if he gets to speak to you after you have used several charges of the wand of summonning, wand of the heavens etc. It is expensive with no return on your investment. Killing him is not really important when soloing as you can get identical bracers from Meilum as has already been said.
However if playing with a party, they are very useful.
Slythe and Krystin - Pro Magic on Daranth, True Seeing, few arrows did the job
As well as mopped up the dopes.
We now travel invisible (and wasting green prot scrolls for traps) through the maze.
Sarevok
Things didn't go as expected. My original plan was to keep everyone invisible and bombard them with Detonation arrows from my Archer. Unfortunately, Sarvok and his gang approached us. We hide.
All apart my inquisitor Alantha, who just used True seeing. She hides the following round. Time to regroup.
Angelo is probably the most annoying of all. He pokes around too far, Dispel is succesful, and Angelo is no more.
My bombardment strategy failed due to lack of any fire protection on my archer. At least he is still recoverable.
Little guy Garthuk grabs the Detonations now.
Run, go invisible, repeat, untill there are no more. For Sarevok, 2 fully loaded MS wands were enough to have enough time to stick him full of arrows.
Some time later, he decides to give up.
We raise the fallen archer at the temple, report to duke and travel to BG2 - Daranth and his fellows will be continuing their adventures there.
Because of my drow heritage, it took all of Gorion’s silver tongue to persuade the Watchers to train me as a paladin.
Knowing my own weaknesses, I wasn’t all that sure about it myself as my drow heritage occasionally comes to the fore. Only recently, I found myself breaking into two chests in Candlekeep. On one occasion, I was unobserved but on the other I was spotted and had to yield all my wealth. That it only amounted to one gold piece is irrelevant.
You can imagine what it felt like when at my investiture, I was chosen by a Moonblade. It immediately became my most treasured possession as it proved to me that I had been accepted. Now all I have to do is accept myself as I am just as the Moonblade did.
I first realised that I had enemies when I was attacked by three enemies in Candlekeep. One of them had stolen my Moonblade. That was a mistake! Only one of them did me serious injury, but I had a healing potion, so it mattered little.
Gorion thought that sneaking out of Candlekeep was the best option. Since he got killed in an ambush; that may not have been the case.
He told me to flee to the Friendly Arms Inn. However I opted to return home. To my dismay, I was not allowed entrance. I therefore arranged for his burial and went to pick up his possessions which largely consisted of containers and a couple of scrolls.
I at last obeyed his command and made my way to the inn picking up a diamond and a ring of protection on the way.
I agreed to find Joia’s ring and headed north. I found it on a hobgoblin’s body and continued investigating to the north.
I helped a widow who was being pestered by her dead husband and agreed to help some fishermen who were being hassled by a priestess of Umberlee. Upon learning that they were worshippers of Talos and murderers to boot, I switched my allegiance and killed them.
The priestess was grateful and promised a reward in due time.
Heading southwards, I reached Beregost where I was able to calm Marl down and avoid conflict. In Beregost I was asked to find Gurke’s Cloak and on the way I met two weird characters who wanted me to accompany them to Nashkel. They both turned out to be evil and one of them started pick-pocketing every mark he could find. I decided that it would be best if we parted company for a while as they would probably have got me into trouble.
I continued on to Nashkel, avoiding conflict apart from a couple of Ogrillon. In Nashkel I gained extra power to heal. South of there I came across a ring that enables me to fear fire no more.
After meeting a guy called Noober, I reached level 4 as a cavalier.
I subsequently made my way westward helping a dog owner, a cat owner and a dryad. I also accidentally met an ogre mage of whose existence I had previously been unaware. I then tried, and failed, to help Melicamp.
After that I headed westward killing a number of sirene and golems in order to get the treasure.
One of the golems did me serious harm and I had to run away and sleep. Every time I slept, he turned up and I only had time to cast "lay on hands" before running again. On one occasion a sirene turned up as well, but eventually I defeated them all and was fully healed as well.
I then turned to the south and helped both an archaeologist and Brage before heading south to help Prism. Galtok was a great help in the battle but sadly died.
Heading north I entered a tent where a mage was threatening Bentha and enlisted her help in the fight. She panicked due to a spell and I killed him. I took her with me to fight some kobolds in the north. We beat them, but she died in the process.
After that I headed to see the Great Gazib. The ogre got angry and attacked. Gazib was in the process of running away when I charmed him. He was a great help in the battle, and when it was over we searches out more kobolds. He was a help there too, but didn't have many spells left. The kobolds killed him too before I managed to finish them off.
I then went shopping, buying a necklace of missiles and a scroll of protection from petrification.
With the necklace I was able to take out two parties of assassins in the vicinity of Beregost. The first group was Tristan and Isolde. I soon put an end to their cameo role in this production. The other was led by Necardian and met the same fate.
I then deemed it time to sort out those demons in the mines.
EDIT
The assassins were taken out largely with the use of necklace of missiles.
I then had to return to the surface for the necklace to be recharged.
The kobolds were more a pain in the proverbial than any real danger. When I needed to rest another swarm of them would arrive. Mulahey was very easy.
Lamalha didn't turn up at the exit.
Does SCS move her and her party elsewhere?
Killed Niera and Nimbul.
Went to Beregost.
EDIT
Have discovered that Lamalha and Molkar can turn up anywhere.
They did! Along with three ghasts as I was going from one area to another.
Since I was in the middle of them, I used necklace of missiles three times centred on myself and then used my sword to finish them off.
I then used all the advice that I have received to fight Tazok.
I used melee to bring Tazok to the "badly wounded" stage.
Paused, and then raced away before he could react, and then used the ranged weapons that I could use. The advice that I received to use wand of the heavens didn't work as my cavalier couldn't use it.
I finished him off with necklace of missiles.
And received my oil of speed back plus bracers and armour.
Oil of speed plus protection of petrification made the basilisk area easy.
Molkar then turned up whilst in transit.
Again, necklace of missiles proved invaluable.
Now off to kill some Ankheg.
Have reached level 8.
Clearing the ankheg was easy and that yielded the last potion needed for my belts to be merged into one so that I no longer have to keep switching them depending on the enemy.
It cost 5000 gp and some potions, but worth it I think for a solo player.
Wise, do you remember what dialogue path followed with Tazok? I'm assuming it was (i) dungeon crawling is fools' work and then (ii) I can beat you up but good.
Are you talking about the dialogue in Larswood before you get to meet him.
If so, the dialogue is something like: I want to join your group.
Then something like It's the only profit on the sword coast.
When you get to the camp you avoid talking to him. He will talk to his men and then attack. Once he is badly wounded he will say something like You fight good, and he will then walk off leaving you with no enemies in the camp.
A thief can at that stage if he is stealthy enough get the papers without fighting at all.
Grond0 and I prefer to fight him and so use ranged weapons to kill him, making sure that he does not get close to you after he is badly wounded. He gives 4000 exp points and lovely loot as you can see.
Does that answer your question?
If Khalid is in your group, he gives you a hint as to what to say when at Nashkel.
This walkthrough is helpful. It's the first time that I have seen it.
This is one area where there is: "More than one way to kill a cat than choking it with cream!" If you are not familiar with the proverb, it means that there isn't just one way of doing things.
On a different topic I have discovered that soloing Dark Horizons doesn't yield that much in particularly useful equipment, it just gives more high quality equipment. So it makes a party much stronger.
When you get to the camp you avoid talking to him. He will talk to his men and then attack. Once he is badly wounded he will say something like You fight good, and he will then walk off leaving you with no enemies in the camp.
Thanks Grimwald. I can't ever recall not talking to him and just fighting him. Either a cutscene has Tazok appear and dialogue trigger (if infiltrating via Larswood or Peldvale bandits), or he simply isn't at the camp (when entering uninvitedly). Anyway, the matter has lost some of its importance to me because I uninstalled the Hard Times mod, which removes the Gauntlets from Meilum, making Tazok the man to beat for said Gauntlets.
Cloakwood was not too difficult. The same could not be said about the battle with Drasus.
Another time I will use a potion to protect from mind spells!
I was unable to attack at all after one spell and then after that had worn off I was able to attack until one foe was killed. I still had no control over my actions!
Then a mage cast a fire spell, forgotten its name at the moment. He was invisible so I couldn't attack.
However my running around like a headless chicken did have the effect of burning foes as well.
When I was exceedingly unhealthy, the spell wore off.
Fortunately I had by design run towards an exit point, so I was able to return to the wyvern cave area to recover before returning.
It was then very easy.
I was lucky that I was able to escape when I did.
A party might not have fared so well as we could have started fighting each other!
The main guys in the Drasus party are dead, but since it is an improved battle I am expecting to find more enemies when I again cross the bridge.
The duo got a chance to get some action today. First, we tried to recover the little boy's body to return him to his father to be resurrected. However, Corey_Russell forgot that when you talk to Tenya, the priestesses go hostile if you CHA isn't high enough (mine is 3) - Zaxxon and Tcos ran for the hills, but they did have the body they needed...The new shield went to Zaxxon, since Tcos usually dual-wields.
Next up, get a helm of balduran for Tcos, she gave her helmet of defense to Zaxxon. Tcos laid down some snares in the main room at the Helm and Cloak, the party did some buffs, most important one being improved invisibility on Tcos. We won this fight easily, a Zaxxon emotion was wildly successful. The +2 axe went to Zaxxon.
Then we found Razamith. We laid some snares, but it was a bit overkill - the party destroyed him in one round, the snares couldn't even go off. The ring went to Zaxxon. Then we cleared Razamith's tower, with no trouble. The INT tome went to Zaxxon, putting his INT at 20.
Time for the Iron Throne! Our charisma stinks (3 for me, 4 for Tcos), so we made quite a few people in there hostile...they wouldn't even accept our bribes...we looted the basement then went to the 4th floor. The plan was for Tcos to put up her protection from magic scroll and storm giant strength potion - but she was talking to the kids and went upstairs with just the scroll. She belatedly used the potion...however, Zaxxon was still buffing, and the most important buff, improved invisibility was interrupted by Naaman and Alai! Zaxxon, who had KNEW, somehow, that Zaxxon was downstairs, and quickly dropped Zaxxon to 1/2 health - he ran downstairs, several levels fast as he can. Tcos finished off 4 of the baddies, and when Zaxxon came upstairs, he told her to finish off Naaman and Alai since she was immune to their magic attacks. This was the only kind of close call in the session.
While the scroll was active, Tcos got rid of an aggressive mage in the Flaming Fist district - we sold the ring. We were about to report to Duke Eltan when Corey_Russell realized we had forgotten to get the evidence needed (the letters or talk to Thaldorn). So Zaxxon's haste boots got some good use to run back there and back while Tcos waited at the door, the merchants running in fear from her just standing there.
Finally we get to Candlekeep. We are at our caps, so we did very little - we rested until Tcos got her DUHM power - then we got arrested. In the Crypts, Tcos did great work, carefully directed by Zaxxon to de-trap, since somehow he knew exactly where they all were....Tcos used a protection from poison scroll to battle the phase spiders and softened them up with a fireball potion, this worked great. After looting everything, we weren't quite full, so we killed the nearby ghasts to fill up - done!
Zaxxon used some spells to put the duo invisible, and the duo ran out of the crypts avoiding all other encounters. We IDed, sold our stuff at Friendly Arm Inn, and decided we will deal with Chapter 7 and Sarevok next session.