My next and last try is Alexander, based om myself, name, stats, everything, so as close to myself as possible. I also wondered what I'd be if I really was adopted by Gorion. I would probably become a fighter or a barbarian. I liked the latter more, so Here's my try with a gimped barbarian. Should be fun! And I'll make sure to be extra careful as he is essentially an avatar of myself
Enter: Alexander
I did what I always do ( a lot of metagaming obviously):
-kill some basilisks,
-get Edwin for haste and invisibility,
-get the neklace of fireballs,
-kill Mulahey.
I always try to get the AC vs missle enhancing items, unfortunately Nimbul got one shotted by the wand of frost: he has very low hp.
I didn't even bother with the banditcamp, I just took the scrolls and left. I avoided the ambushes on the way, took out Drasus and co with fireballs and confronted Daveorn.
The level 11 mage fell pretty quickly this time due to some well placed acid arrows and fireballs from the necklace of fire. I took Coran with me as I needed a thief for the candlekeep dungeon and the tomes. And he is almost as fine an archer as Kivan.
After that get more tomes and do major shopping, do candlekeep under cover of invisibility, and head back.
Slythe died to focused fire from both Alexander and Coran, and poison from Edwin's spiders.
The last fight was much more of a hassle than I thought. Normally a single archer fully buffed can take out all the enemies with haste and arrows of dispelling/biting, combined with fireballs. But Coran fell to arrows half way through the fight..
This meant Edwin had to scorche the brute to death. I found out that not all skeletons needed to be dead as Sarevok fell to fire before a magic resistant skeleton did..
Succes! Next is Amn. Cheers.
ussnorway, Grond0, Grimwald the Wise et 1 autre aiment ceci
It is good to see these threads thriving with activity and I sure hope to catch-up on all the progress of yours.
After a couple of months of gaming drought, I am once again entering the challenge.
I've felt the urge to give it a shot with a divine caster and therefore ended up rolling Sayomi, a half-elven Priest of Helm (which I personally believe to be the most capable cleric kit as far as BG1 is concerned). Normally, I refrain from evil playthroughs, so Talos was out of question. The followers of Lathander may have some added value in BG2, however, the idea of raising an army of skeletons with one seems to me like RP disaster. And as for an un-kitted cleric...nah, not this time. At the end of the day, Helm felt as the right call.
Full chart:
Spoiler
Anyway, I shall be using my old install, i.e. BGEE + SCS v.29.
Onto the Sword Coast:
Sayomi had a quick start by collecting the Easter egg items and obtaining a plate mail from a Flaming Fist officer in Peldvale. She purchased a Wand of Sleep and a Potion Case (along with some tactical potions) in High Hedge, after which she has defeated a band of hostile gnolls in the area. Shoal then provided some easy XP, brining Sayomi to lvl 3 (+9 HP, +L2 spells).
Afterwards, she has returned to the Coast Way to collect a certain magical belt and pursued some caravan raiders in order to get to lvl 4 (+ 10 HP) just before heading south to Beregost. Following brief encounters with Marl, Firebeard and Perdue, she helped to clear the town's spider-infested house, bought a sling +1 from the smithy and ventured south-west to Red Canyons.
Avoiding any interactions with Bassilus, she collected Melicamp (whom, unfortunately, did not live to see his human shape return) and a magical short sword from a group of hobgoblins. Thereafter, she took a lift to the Temple of Helm in Nashkel with Barge.
Sayomi has provided the local church with a donation of 1000 GP, which had a positive impact on her constantly improving reputation in the region. Once in possession of the ankegh plate, Neira the assassin got dispatched quickly thanks to a Potion of Freedom and, consequently, Sayomi got her 5th lvl (+ 10 HP, L3 spells).
There is more certainly to come; I'll try to keep it updated regularly as well as to post some screens once the encounters start to be slightly more interesting .
Regards,
B.
ussnorway, Serg BlackStrider, Grond0 et 3 autres aiment ceci
I demonstrated how I got my nickname when fighting some assassins, Tristan and Isolde. When I had lost half of my health and hadn't landed a single blow, I ran.
She who fights and runs away etc.. I was able to help Melicamp, and went on to fight some sirene on the coast. However I was able to pass Sil peacefully and she gave me a cloak that protects against ice.
I then helped the woman whose son had been attacked by worgs and followed that by killing the half-ogres who had hurt Bjornin.
I have reunited Rufie with his owner and helped a dryad.
I have also helped a Tanya against some fishermen.
As a result of all of this, I am now a hero(19), level 5.
EDIT 1
I joined up with Xzar and Montaron.
Xzar took on Tarnesh single-handed and won. His memorised spells healed him as he attacked and they were sufficient to keep him alive.
In Beregost Montaron disappeared upstairs and cam back with a cloak. I hope that he didn't kill anyone to get it.
We then went east and Xzar WAS killed. Shoal killed him, but then brought him back to life. He was then killed by Droth despite him not being his nearest enemy. We killed both Droth and Shoal. She said that we couldn't hurt her. She was wrong.
Upon meeting the Surgeon, he relieved a lot of the stress that I had been experiencing by doing more than just taking me in his arms. He was surprisingly passionate.
However he stopped healing us when we were still badly hurt by some ogres, ogrillon etc. In the end we had to run, and not just because I was wary. They would have killed us!
We wasted an extra healing potion in that battle as we had to run anyway.
Xzar is now permanently dead and after Montaron had stolen a lot of goods at Ulgoth's Beard we decided that it would be best if he left the party. He had made Dushai hostile by getting caught stealing from him, and I had to charm him before he attacked us.
Clearly having a compulsive pickpocket in the party could be bad for both our health and reputation.
A dwarf has joined the party. He is a dwarven defender with **** in axes. We must get a good quality axe for him. However we are currently short of gold.
EDIT 2
At the entrance to the Nashkel mines we were attacked by yet another assassin. He was a dward by the name of Zargos Flintblade, and to my delight, we found an axe +1 on his body when he died. Our shortage of gold isn't a problem.
We then killed a winter wolf before coming across galtok who was being attacked by kobolds. I tried to charm him with Algernon's Cloak so that he might help us in the fray, but the spell was ineffective. However, it turned out that we had no need of his help.
We then protected Prism from Greywolf and took the emeralds for the reward. Oublek then helped us against a baby wyvern but sadly he died.
We then took the pelt to the store for 500gp and sold the emeralds for far more than we were given by Oublek.
ussnorway, Serg BlackStrider et CrevsDaak aiment ceci
Continuing their clean-up operations the monks got a nice total of 19 Winter Wolf pelts in the Cloud Peaks before picking up Samuel and taking him to the FAI. Joia got reputation to 20, so they just gave Farmer Brun his son's body for the time being rather than lend him money as well.
After doing a spot of shopping at Ulgoth's Beard they travelled back to the coast and gave the Doomsayer a taste of wands. Not long after that everyone got up to level 6 and I decided it was time to go and clear the Lighthouse area. Chimera was confused by the first lot of sirines, but fortunately didn't wander away to find any other enemies. The same happened to Wraith with Sil's group before the golems failed to find their way past invisible blockers.
The sirines in the area to the north proved the hardest group with 1 of the monks charmed, one confused and one both! A 'friendly fire' critical that almost killed Phantom meant those unaffected had to come into the combat to try and get attacks targeted on themselves.
Spoiler
Even after Phantom's charm had worn off and the sirine was dead there was still danger due to the close proximity of the 2 confused monks.
Spoiler
However, eventually I was successful in breaking them apart without anyone being killed (once there's nothing in sight they will no longer wander around while confused)
Spoiler
and they successfully travelled back to the Lighthouse where they could rest and heal in peace.
Chimera - L6, 37 HPs, 48 kills
Spectre - L6, 38 HPs, 104 kills, 0 deaths
Phantom - L6, 46 HPs, 33 kills, 0 deaths
Wraith - L6, 42 HPs, 50 kills, 0 deaths
Spook - L6, 50 HPs, 44 kills, 0 deaths
Spirit - L6, 37 HPs, 53 kills, 0 deaths
ussnorway, Serg BlackStrider, Grimwald the Wise et 1 autre aiment ceci
I was able to charm the pants of Bardolan without using Algernon's Cloak.
Started by giving him a massage and after that he didn't need much encouragement. None actually.
We went down the mines where we met more assassins. We used up all but one charge of my necklace of missiles killing them. We therefore retraced our steps to the surface and returned Joseph's ring. We got the necklace recharged and were on our way to the mines when we met Skeezer Lumpkin IV. He joined us and was very helpful in disabling traps.
The kobold shamans were showing how effective they were when Thornin showed a much better use for the traps. He walked over one and whilst the trap hurt him, it cleared the area of kobolds. We then took on Mulahey. Poisonous arrows stopped him casting and we were able to clear up easily.
WE returned to the carnival, bought extra provisions, went to the mayor for our reward and killed another assassin.
We headed northwards clearing the road of everyone who was hostile.
Arrived in Beregost and then further north where there were some very powerful assassins.
They killed Skeezer before we killed them. Chaos was their most potent spell!
However, they all died after that spell wore off.
Too late for poor Skeezer though.
We raised him at the temple.
By raising at a temple rather than a cleric doing it, the bug of not being able to equip his staff again doesn't occur.
We returned to where Tristan and Isolde hurt me so much. Skeezer got badly hurt by a stealth attack, but managed to cast web after which the fight was easy. Revenge is sweet!
Installation is BGEE plus RE, UB, NPC, RR, SCS... (see 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]
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_150102
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0_beta_150102
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v21_PRERELEASE_20141221
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v21_PRERELEASE_20141221
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80b3
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.80b3
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80b3
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80b3
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80b3
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80b3
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80b3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6033 // Smarter Mages -> Mages in BG1 cast short-duration spells instantly at start of combat; mages in BG2 only do so if they are created in sight of the PC: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~DYARATWEAKS/SETUP-DYARATWEAKS.TP2~ #0 #200 // Happy evil NPCs: v0.1
~DYARATWEAKS/SETUP-DYARATWEAKS.TP2~ #0 #100 // NWN style hit dice rolls: v0.1
~DYARATWEAKS/SETUP-DYARATWEAKS.TP2~ #0 #300 // Add bag of holding to Candlekeep: v0.1
~DYARATWEAKS/SETUP-DYARATWEAKS.TP2~ #0 #301 // Add amno belt to Candlekeep: v0.1
My previous attempt was ended by some spiders in Durlag's Tower but I don't give up that easily .
I did areas and quest more or less in the same order as before, differences are that Mellicamp didn't survive and Neera was killed when Dyara triggered that encounter by accident and much too early. At Mutamin's Garden Dyara had to be careful because she had only one healing potion but all the basilisks were killed without any problems and without Mutamin interfering. Then Dyara approached Mutamin, the mad mage became hostile, Dyara stepped back, casted invisibility and stabbed Mutamin in the back...
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Once Mutamin's pet basilisk was dead as well, Korax was drafted and told to 'hide' behind one of the rocks near Kirian's group...
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Then Dyara approached Kirian, she and her group became hostile, Dyara managed to lure both Baerin and Lindin towards Korax and the ghoul paralyzed them both. Next Dyara went to look for Kirian and Peter, the latter was found and killed without Korax' help.
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Dyara and Korax were about to search for Kirian but they hadn't had to look far. Korax wasn't fooled by mirror images and so Kirian rejoined her companions...
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Dyara quickly took her leave of Korax as the ghoul already looked very hungry. At the red canyons she made herself 100% immune to fire damage / flame strike spells, to hold spells and (as a storm was coming up) she also drank a potion of absorption. Dyara then made Bassilus' army collapse, she hit the cleric for some damage...
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When the cleric casted 'sanctuary' Dyara hid behind one of the pillars forcing the cleric to use a cheat (casting 'invisibility purge' without having the spell memorized)...
... but Dyara stabbed him in the back nevertheless.
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Bassilus had summoned an aerial servant but the pillar was blocking the elemental's sight. So Bassilus was on his own actually and as he couldn’t harm Dyara neither with spells nor weapon he went down quickly...
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When leaving the 'Burning Wizard' where she had spent the night Dyara stumbled into the bard Garrick who told her about his mistress Silke and her need of protection. When meeting with Silke Dyara however had to learn that this Silke was not just evil, she was also a notorious cheater casting spells she didn't know (Stoneskin) and wasn't allowed to place in a Contingency (Stoneskin again). Her level also was too low (by far) to know Contingency but of course she could have used a scroll.
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But in the end all these cheats didn't helped her...
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Dyara then decided to finally pay the Nashkell Mines a visit. There was an embarrassing moment when Dyara became scared by a kobold (shaman). While unable to fight Dyara still was able to 'disarm' the traps...
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... and later any witnesses of this awkward situation were silenced...
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After a well-deserved rest Mulahey was confronted with his crimes, the half-orc wasn't very cooperative and had to pay the price.
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Dyara returned to Nashkell where another assassin was waiting for her. Dyara going invisible left Nimbul somewhat confused as he didn't fought back despite being attacked by the amnian soldiers. When his stoneskins where gone Dyara stabbed him in the back. At Beregost Dyara met with Mulahey's contact Tranzig who quickly yielded but Dyara dared not to let him go as he might warn Tazok...
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Before searching for the bandit camp Dyara decided to go to Durlag's Tower. Two battle horrors and a doppelganger tried to keep her back but failed. The ground floor of the tower was empty and abandoned but the other floors were crowded - with lots ghouls and other people. Dyara killed the ghouls, took the tome and more or less ignored the rest. In the basement Dyara found a secret door leading to Durlag's Labyrinth. Down there she disarmed all the traps, she carefully searched for spiders (but this time there weren't any) and she killed the greater doppelgangers, some ghouls and the skeleton warriors. She solved all the riddles and now she's about to give the bottle of wine to 'Love'...
Name Level HP Game Kills XP Game Kills Strongest Kill Deaths Pips
Dyara F(6)/M(6)/T(7) 60 HP 145,804 418 Greater Basilisk - Longsword(**), TWF(**), Flail(**)
To be continued...
Alesia_BH, ussnorway, Serg BlackStrider et 3 autres aiment ceci
After a brief visit in Nashkel, Sayomi decided to travel north to Ulgoth's Beard. While passing through the farmlands north of FAI, she managed to discover the body of Brun's son in the ankegh lair, which has been returned to the grieving father. Further north, she was forced to slay Tenya in self-defense during an investigation of events that had recently befallen the local fishermen. The town of Ulgoth's Beard proved to have a well supplied adventure store and Sayomi thus ended up spending her accumulated wealth on a Wand of Heavens, Greenstone Amulet and Cloak of Displacement.
Thereafter she ventured to Durlag's Tower, wherein she has reached lvl 6 (+6 HP) by defeating a couple of Doom Guards (with Wand of Heavens) and basilisks (with skeletal summons). Although Sayomi dared not to venture into the lower levels of the tower, her visit was not for naught as she has acquired a valuable tome of WIS from the trapped altar upstairs.
Collection of useful reading material then continued in the Pirate Cove on the western coast, where a Manual of CON was easily reached thanks to Sanctuary spell (to avoid sirenes and golems) and a Greenstone amulet charge (to save against the charm traps in the cave interior).
The hunting season for basilisk was about to kick-off at Mutamin's garden. She teamed with Korax to speed up the process and, with the help of her summoned undead army, managed to clear all the monsters and reach lvl 7 (+ 10 HP, L4 spells) fairly quickly without even breaking the chain of her Sanctuary spells.
The upcoming encounter with Kirian's party was especially entertaining. Being a relatively easy low-level fight, it serves well to demonstrate the simple but effective ''tactical'' approach employed by Sayomi for the majority of BG 1.
1. Skeletons are summoned and pre-buffed (Pro Evil 10', Chant). Far sight is cast upon the combat zone and the fight is started via the relevant conversation.
[missing initial screen shot]
2. Sayomi retreats out of the enemy range and sends in a Bless spell to further strengthen the summons. Silence spells follows, so that she may eventually show herself without risking an unwanted debilitating spell (charm/hold/confusion etc.).
3. Once it's safe to enter the range, a Mental Domination is used and the nearest enemy joins our ranks. A Hold spell follows to stabilize the battlefield in our favor.
4. Hack and slash to victory my minions.
After the loot is traded for the Claw of Kazgaroth, Sayomi finally picks-up the trail of the iron crisis. At the mines entrance, Greywolf is caught failing his saving throw against Hold and thus becomes an easy prey of our band.
Sayomi than scouts the mines under a Sanctuary spell until she reaches Mulahey's domain. Prior to the fight, she summons the skeletons and uses a potion of Free Action to avoid any unpleasant surprises. The fight is soon victorious.
Upon leaving the mines, Sayomi buys a Necklace of Protection +1 at Nashkel carnival, so that she may replace the currently used Ring of Protection +1 with the Ring of Holiness from Mulahey. She than reports the success to Nashkel mayor and ridicules the otherwise relatively dangerous Nimbul in a street fight thanks to her True Seeing. Now look at those boots...
Comping up next: Bassilus and the Bandit Camp.
Regards,
B.
Alesia_BH, ussnorway, Serg BlackStrider et 5 autres aiment ceci
The monks carried on clearing areas, taking on more of the encounters that would have been likely to be fatal at low levels - such as Bassilus, Silke and Narcillicus.
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They left Ulcaster, Firewine, the ankhegs and the Red Wizard areas for now, but cleared all the remaining non-TotSC areas available prior to Nashkel mines.
In the Nashkel mines a rare use of LMD from Chimera helped bring a quick victory over the kobold shaman.
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Mulahey failed to react in time to bring in any reinforcements.
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Neither Nimbul nor Tranzig did any better, but before going on to the Bandit Camp I decided to see if the monks could squeeze out another level at Durlags Tower. Wand damage sorted out the battle horrors,
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while missiles were used for dopplegangers and ghasts. There was a dangerous moment with the latter when a ghast apparently went out of line of sight while passing through a doorway and Spirit auto-rushed forward and triggered a stinking cloud trap.
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Chimera was left as the only one active, but successfully led the ghasts away making finishing them off easy enough.
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The basilisks outside were dealt with at a cost of 3 mirroring potions for Spectre. Riggilo was also attacked - he saved against stunning blows, but failed to do much damage from the single invisible backstab he managed after starting his drinking with a potion of freedom.
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Some doppleganger action on the way out then got everyone to level 7.
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That provides them with lay on hands to hugely increase the healing ability of the party.
Chimera - L7, 41 HPs, 193 kills
Spectre - L7, 42 HPs, 399 kills, 0 deaths
Phantom - L7, 51 HPs, 168 kills, 0 deaths
Wraith - L7, 48 HPs, 188 kills, 0 deaths
Spook - L7, 59 HPs, 170 kills, 0 deaths
Spirit - L7, 45 HPs, 173 kills, 0 deaths
Alesia_BH, ussnorway, Serg BlackStrider et 5 autres aiment ceci
We paid a visit to Durlag's Tower, clearing most of the area above ground level.
Kirinhale was pick-pocketed by Skeezer after taking a potion of thievery.
I became a little wiser after reading a tome.
On the way back we were ambushed by yet more assassins, Morvin, Halacan, Molkar and Drakar, whilst in transit.
Skeezer, not having any protections was killed very quickly, though he did get off one fireball that was helpful to the party.
We did survive but had to use three potions of super healing to do so. We now have none left.
Hopefully the items that they carried will enable us to buy much needed equipment, perhaps more healing potions if we can find them.
It cost another 800 gold pieces to raise Skeezer, but his ability to remove traps and open locks makes him invaluable to the party.
EDIT
He proved his worth when we went to the bandit camp.
He cast web, ans as the bandits walked into it, he cast fireballs. He had to used a few blasts of the wand of fireballs as well, and he certainly earned his place in our party. Thorin and I protected him from the likes of Taugosz who managed to avoid being webbed. We will now do a bit more exploring before going to Cloakwood. Ender Sai would like to give me a hero's reward and wants me to see him at the Friendly Arms Inn after he has had a chance to clean himself up somewhat.
I don't remember Hakt being in the battle, though he could well have been. It was a bit chaotic. One thing is certain, there was no sign of his bow in the clean-up operation afterwards.
Another problem. Skeezer's staff has become unequipped (not as a result of death) It is even impossible to remove it and put another in its place.
I looked in EE keeper in the hope of equipping it there, but I cannot see how to do it. HELP!
The monks wanted to get a lift to the Bandit Camp to have a chance of getting Tazok's bracers. However, while non-hostile bandits were present in both Larswood and Peldvale, Teven and Raiken did not appear. At the Crossroads Deke was there, but was already hostile. After his supporters were slaughtered he was willing to give directions, but not conduct the monks to the Camp.
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Making their own way there they started a running fight with the bandits until the leaders arrived. A first use of the Necklace of Missiles helped deal with Venkt
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and they successfully polished off all the missile users without needing to leave the map.
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After looting the camp and selling the junk they bought the invisibility ring and moved on to the Cloakwood.
- in the first area stealth allowed them to all get into position to attack Seniyad. He withstood their initial attacks, but fortunately was still stunned before he could finish a potentially lethal call lightning spell.
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- in the second area Chimera used invisibility to spring the web traps before the monks worked their way through the spiders (keeping a close eye out for the phase spiders suddenly appearing in their midst). They then briefly showed themselves in Centeol's lair to drag the opposition outside in small groups. That worked well with no-one getting poisoned and minimal injuries.
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- in the third area Izefia and Takiyah were both stunned by stealth attacks. Amarande, who has caused problems several times, was treated to wands and they helped interrupt his first attempted chaos. Two extra-healing potions let him survive a hail of missiles before he tried another chaos - again unsuccessfully, though he probably would have died before completing it anyway.
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- at that point they went to resupply with ammunition (surviving a few more rounds of russian roulette with the ambushes by giant spider-throwing webs on the way)
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before returning to the fourth area. The hamadryad there was stunned by initial attacks and her scripted dimension door didn't take her far enough away to save her. The stealth of the invisible blockers on the stairs of the cave failed quite quickly so they took a bit more damage than I was expecting while finishing the wyverns off.
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- in the fifth area they cleared the surroundings before attempting to draw Drasus away from his support. Genthore came with him and a potion of magic shielding meant Drasus could not be stunned. That made it a chancy battle due to his fast speed and he landed some heavy blows, but fortunately no criticals and using lay on hands allowed most of the monks to stay in melee until he was finished off.
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Genthore also managed a decent amount of melee damage, but with a bit of care he could be run round while being shot and that eventually saw him on his way.
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After a couple of rests to heal up they tried attacking the mages. Both saved against stuns from the stealth attacks, but Kysus' initial spell was disrupted by LMD. Moments later Rezdan was stunned and a second application of stunning blows did the same to Kysus when he stopped to don another stoneskin - neither recovered from there against repeated stuns.
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The monks will be working their way down to deal with Davaeorn next.
Chimera - L7, 41 HPs, 241 kills
Spectre - L7, 42 HPs, 485 kills, 0 deaths
Phantom - L7, 51 HPs, 211 kills, 0 deaths
Wraith - L7, 48 HPs, 230 kills, 0 deaths
Spook - L7, 59 HPs, 208 kills, 0 deaths
Spirit - L7, 45 HPs, 220 kills, 0 deaths
ussnorway, Serg BlackStrider, Grimwald the Wise et 3 autres aiment ceci
Say, you think you could make some more pics, that would spice things up for me reading it.
As requested the illustrated story of Winifred the Wary
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Candlekeep went pretty much as normal except that I did more for Hull than fetch his sword. In fact he used his sword to great effect .
This reduced somewhat the stress of being attacked by three assassins. Just as well as not much later Gorion was killed before my very eyes.
After that, it sems to have been one fight after another. South of the Friendly Arms Inn, I was attacked by a dire wolf which I killed. Within sight of the walls of the inn I was attacked by hobgoblins who also perished. Going northwards I was asked by a widow to kill undead just outside her house and having done that some fishermen asked me to kill an evil cleric. However I discovered they were as bad as she was. so I have promised to help her.
Further south in the High Hedge region, I helped get Melicamp back into shape, and at Beregost I calmed Marl down and got some reading for Firebead.
Upon going south I killed a couple of ogrillon and three flaming fist mercenaries who were overly officious and would not accept my warm smile and honest demeanour as evidence that I wasn't a bandit. At least I now have some good armour for myself, and some spare for any others who might want to help.
I demonstrated how I got my nickname when fighting some assassins, Tristan and Isolde. When I had lost half of my health and hadn't landed a single blow, I ran.
She who fights and runs away etc.. I was able to help Melicamp, and went on to fight some sirene on the coast. However I was able to pass Sil peacefully and she gave me a cloak that protects against ice.
I then helped the woman whose son had been attacked by worgs and followed that by killing the half-ogres who had hurt Bjornin.
I have reunited Rufie with his owner and helped a dryad.
I have also helped a Tanya against some fishermen.
As a result of all of this, I am now a hero(19), level 5.
I then joined up with Xzar and Montaron.
Xzar took on Tarnesh single-handed and won. His memorised spells healed him as he attacked and they were sufficient to keep him alive.
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In Beregost Montaron disappeared upstairs and cam back with a cloak. I hope that he didn't kill anyone to get it.
We then went east and Xzar WAS killed. Shoal killed him, but then brought him back to life. He was then killed by Droth despite him not being his nearest enemy. We killed both Droth and Shoal. She said that we couldn't hurt her. She was wrong.
Upon meeting the Surgeon, he relieved a lot of the stress that I had been experiencing by doing more than just taking me in his arms. He was surprisingly passionate.
However he stopped healing us when we were still badly hurt by some ogres, ogrillon etc. In the end we had to run, and not just because I was wary. They would have killed us!
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We wasted an extra healing potion in that battle as we had to run anyway.
Xzar is now permanently dead and after Montaron had stolen a lot of goods at Ulgoth's Beard we decided that it would be best if he left the party. He had made Dushai hostile by getting caught stealing from him, and I had to charm him before he attacked us.
Clearly having a compulsive pickpocket in the party could be bad for both our health and reputation.
A dwarf has joined the party. He is a dwarven defender with **** in axes. We must get a good quality axe for him. However we are currently short of gold.
At the entrance to the Nashkel mines we were attacked by yet another assassin. He was a dward by the name of Zargos Flintblade, and to my delight, we found an axe +1 on his body when he died. Our shortage of gold isn't a problem.
We then killed a winter wolf
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before coming across Galtok who was being attacked by kobolds. I tried to charm him with Algernon's Cloak so that he might help us in the fray, but the spell was ineffective. However, it turned out that we had no need of his help.
We then protected Prism from Greywolf and took the emeralds for the reward. Oublek then helped us against a baby wyvern but sadly he died.
We then took the pelt to the store for 500gp and sold the emeralds for far more than we were given by Oublek.
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I was able to charm the pants of Bardolan without using Algernon's Cloak.
Started by giving him a massage and after that he didn't need much encouragement. None actually.
We went down the mines where we met more assassins. We used up all but one charge of my necklace of missiles killing them. We therefore retraced our steps to the surface and returned Joseph's ring. We got the necklace recharged and were on our way to the mines when we met Skeezer Lumpkin IV. He joined us and was very helpful in disabling traps.
The kobold shamans were showing how effective they were when Thornin showed a much better use for the traps. He walked over one and whilst the trap hurt him, it cleared the area of kobolds. We then took on Mulahey. Poisonous arrows stopped him casting and we were able to clear up easily.
We returned to the carnival, bought extra provisions, went to the mayor for our reward and killed another assassin.
We headed northwards clearing the road of everyone who was hostile.
Arrived in Beregost and then further north where there were some very powerful assassins.
They killed Skeezer before we killed them. Chaos was their most potent spell!
However, they all died after that spell wore off.
Too late for poor Skeezer though.
We raised him at the temple.
By raising at a temple rather than a cleric doing it, the bug of not being able to equip his staff again doesn't occur.
We returned to where Tristan and Isolde hurt me so much. Skeezer got badly hurt by a stealth attack, but managed to cast web after which the fight was easy. Revenge is sweet!
We paid a visit to Durlag's Tower, clearing most of the area above ground level.
Kirinhale was pick-pocketed by Skeezer after taking a potion of thievery.
I became a little wiser after reading a tome.
On the way back we were ambushed by yet more assassins, Morvin, Halacan, Molkar and Drakar, whilst in transit.
Skeezer, not having any protections was killed very quickly, though he did get off one fireball that was helpful to the party.
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We did survive but had to use three potions of super healing to do so. We now have none left.
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Hopefully the items that they carried will enable us to buy much needed equipment, perhaps more healing potions if we can find them.
It cost another 800 gold pieces to raise Skeezer, but his ability to remove traps and open locks makes him invaluable to the party.
We fought Tazok and after his departure we killed Deke and other bandits before returning to Beregost where we killed Tranzig.
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He proved his worth when we went to the bandit camp.
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He cast web, ans as the bandits walked into it, he cast fireballs. He had to used a few blasts of the wand of fireballs as well, and he certainly earned his place in our party. Thorin and I protected him from the likes of Taugosz who managed to avoid being webbed. We will now do a bit more exploring before going to Cloakwood. Ender Sai would like to give me a hero's reward and wants me to see him at the Friendly Arms Inn after he has had a chance to clean himself up somewhat.
Upon arrival at the Friendly Arms Inn we were attacked by some decieved good folk whom we were sadly forced to kill.
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Heading south we were then attacked by some more assassins.
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After all the bloodshed at the bandit camp, both Ender Sai and Quentin did all that they could to help me forget my cares.
I allowed Skeezer to be killed in order to get rid of the bug that was preventing the use of his staff.
Upon raising him he was able to use it again. Rather expensive, but it worked!!
ussnorway, Grond0, Jianson et 3 autres aiment ceci
Xzar took on Tarnesh single-handed and won. His memorised spells healed him as he attacked and they were sufficient to keep him alive.
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I love this. Fear the mighty Larloch's MD!
So he managed to disrupt Horror and such?
And ouch, quite a bit of carnage later in your update...
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Well, here is my own update. Found my way back to BG after almost two years since I last played regularly. Looking forward to playing my Totemic Druid Martha. She is still in the early part, so it feels like I am mostly trying to get less rusty with the game before I take on the final battle with my randomly-picked-spells Sorceress Glasya (because that's where her party is).
Here are the two earlier posts about Martha the Totemic Druid (with 'balanced' spirit animals):
Then I have some screenies from when I last played. They are from June 2014 and May 2015.
I remember this was my first bear summon (they get eligible for spawning at character level 4):
Spirit animals can deal pretty good damage:
but anything powerful can one-hit them at this stage:
NPC Project is a great way to encourage players to try out many different NPCs. I think stuff like this really adds to the enjoyment:
but in this case, what he says is actually a large understatement. One gets even more ripped off than that!
Gibberling mountains - everyone needs to be involved in the fighting:
Okay, those screenies were history. The rest is from today, when I took on and completed a single map - the one with ogres and the ettercap cave. Had to get there first, though, and this was a wake-up call to what this game can throw at you:
Seriously? Three bandits aiming at her, and two of them score criticals...
Not sure how high they actually needed to roll here. I mean, her AC is pretty bad (just plain Studded Leather with no DEX bonus, but with 1h-weapon + shield proficiency (so even though her buckler itself doesn't do anything vs. arrows, the proficiency does)). She drank a healer, closed the distance and duked it out. After the fight, I noticed her curiously bad max HP, 23. Average rolls would have resulted in 29.5...
I like spirit lions a lot, especially against slow meleers like ogres. They are so quick. Using the lion to kite ogres around is so far much more useful than tanking with it:
Martha levelled up on this map, and rolled an 8 on the d8! Closing the gap towards average, I suppose.
And yes, level 5 meant I could now do this for the first time:
Kagain switches weapons/shield a whole freaking lot! I think it's frustrating that they didn't allow this to be done in a much smoother way. He mostly uses his longbow, but sometimes bastard sword + large shield (looks funny, the shield is as tall as he is!) since that is his best tanking gear and sometimes he dual wields bastard swords. And ALL of those switchings require me to open his inventory. How do you guys generally handle this dilemma?
Our damage output is still not good, and I have no mass-disabling spells yet, so I didn't think I was going to be able to save Arabelle. But a spirit lion and Imoen did a good job while my other two characters both had xvarts running after them plus they killed some with ranged weapons. Here is the moment of victory:
Mapped out the whole place (avoided one of those large packs of mixed kobolds - felt too dangerous) and got some mileage out of a charming spell:
(Oh look at the mighty backstab!)
That's probably the beefiest enemy Martha has charmed so far. Quite nice, but still, the level 2 Druid spells really aren't much to write home about. Will get slightly better if I can get to the next level, because then my Goodberries will heal 3HP apiece.
BTW, what's the threshold for when characters can no longer be affected by Sleep? Level 5 or 6?
I think the next plan is to pick up Minsc and do the Gnoll Stronghold (and some other stuff along the way). Because I have Hard Times, I had dreaded to buy an expensive bow for Minsc, but now I have two extras from Billy and Dribben (they also gave me my first +1 arrows, 9 of them). Ioin Gallchobhair dropped some sort of magical spear I can't identify. Hopefully I can get Dynaheir to ID everything I have. The PfMagic scroll from that gnome in Gibberling Mountains is especially tempting. Oh, and a thing I think is weird: the Ring of Energy can be used even though it's not identified. Is that normal?
ussnorway, Serg BlackStrider, Grimwald the Wise et 2 autres aiment ceci
After her recent exploits, Sayomi felt confident enough to challenge Bassilus before heading for the Bandit Camp. Normally, I find that the danger here comes from his high-level Unholy Blight, but the outstanding HP rolls made it a non-issue at this point. Sayomi eventually managed to land a Hold spell on the evil cleric and 5000 GP of price-money was worth the trouble.
Afterwards, we needed to extort some information regarding the bandits' whereabouts from Tranzig in Beregost. This visit also proved to be a good opportunity to complete some unfinished business with Karlat, Neera and Silke (by putting Far Sight + True Seeing to a good use).
En route to Peldvale, Sayomi has been taught a lesson about travelling with a largely depleted spellbook, as she got ambushed by a band of female assassins. Escape was not an option and, although she managed to prevail, was forced to tap some valuable resources (i.e. Necklace of Missiles).
The Bandit Camp:
Once healed and rested, she took a lift to the camp with some bandit outriders from Peldvale. After a brief preparation (including Oil of Speed and Potion of Absorption among other buffs) the grand battle was initiated from the western edge of the camp, where the skeletal warriors stood their ground. Although Sayomi's minions proved to be rather vulnerable against the numerous archers, they gave her enough time to turn Taugosz against his Black Talon subordinates through Mental Domination.
Before running out of her canon fodder, Sayomi had eliminated the last signs of resistance by magically silencing Venkt.
The rest of the fight was just a simple combination of range and melee combat in which she'd eliminate the stranded individuals on a case by case basis. Thus the day was won and Ender Sai released.
Cloakwood Mines:
The following journey through Cloakwood was a bit rushed. Except for Senyiad and his fellow druids, Sayomi avoided any encounters in the forests until she has reached the mines' entrance. Therein, she had to defeat several groups of guards before being able to rest and recover her spells for the battles ahead.
By using multiple Sanctuary spells, Drasus has been forced to deplete his enrage uses and protective potions in order to become susceptible to Hold. His partner, Genthore, has soon suffered the same fate, while the mages Rezdan and Kysus could not respond to the magically resistant skeleton warriors supported by Sayomi's True Seeing.
Down in the mines, Davaeorn managed to do loads of friendly-fire damage but was completely unable to pierce Sayomi's magical barrier provided by the green protection scroll.
Eventually, he'd fall to the Seeking Sword (which evidently works even when the character is under the effect of the aforementioned scroll).
The city of Baldur's Gate awaits us.
Regards,
B.
ussnorway, Serg BlackStrider, Grimwald the Wise et 3 autres aiment ceci
Just be thankful that you are not playing vanilla.
When playing vanilla the game isn't paused while you are using the inventory so you can be killed whilst changing weapons etc. However, you could change armour whilst fighting.
There are a few items that you don't have to ID before you can use them. Arrows are the obvious ones, but also Algernon's cloak.
@Borco.
Looking good! You're ahead of me, though since I am planning on completing as many of the mods as I can, you'll be finished WAY before I am, though I should start Amn with a lot of experience, so long as Winifred survives that long.
Well, here is my own update. Found my way back to BG after almost two years since I last played regularly. Looking forward to playing my Totemic Druid Martha. She is still in the early part, so it feels like I am mostly trying to get less rusty with the game before I take on the final battle with my randomly-picked-spells Sorceress Glasya (because that's where her party is).
Hey, hey,
It's good to have you on board Jianson. Best of luck with brining all those dormant characters back to action.
BTW, what's the threshold for when characters can no longer be affected by Sleep? Level 5 or 6?
It's level 5.
@Borco.
Looking good! You're ahead of me, though since I am planning on completing as many of the mods as I can, you'll be finished WAY before I am, though I should start Amn with a lot of experience, so long as Winifred survives that long.
I appreciate your approach Grim; there is certainly some magic and vaule in a slower-paced BG 1 game. However, myself I am currently very eager to enter BG2, which I haven't played for a couple of years - therefore the rush in this "prequel".
I delivered a love letter to a very worried bride for a nice ring, agreed to return the dagger to “some cave”, dispatched a ranger and the captain is under arrest in the church with his sword safely sold to the first vender I came across… note to self “bring them back alive” pays well.
Gate70, Serg BlackStrider, Grimwald the Wise et 2 autres aiment ceci
Dyara gave the bottle to 'Love' and at the same time the four warders became hostile. Dyara ran away with only 'Fear' following her. After a while Dyara managed to hide in the shadows and then she killed 'Fear' with a single strike...
Spoiler
As there wasn't much to fear from 'Fear' anymore Dyara removed the 'Ring of Free Action' and quaffed an 'Oil of Speed'. On her way back to the well room Dyara came upon 'Love' but couldn't kill him. Since 'Love' had started to run around in the well room Dyara switched to 'Pride' but thanks to a lot of bad luck with the dices it took her nearly an (in game) hour to wear him down...
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When Dyara returned a second time to the well room 'Love' had settled down and therefore was an easy target...
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As usual 'Avarice' had remained last and would prove to be the (by far) most annoying one of the four warders. It took two charges of the 'Wand of Monster Summoning' and three 'Potions of Extra Healing' to finally bring him down...
Spoiler
Using the well Dyara climbed down. There she explored most parts of the area but ignored the western rooms (Trophy Room, Bridges Room). She took Kiel's Helmet from the Throne Room but did not take Kiel's items from the chest (and therefore did not fight the Dwarven Doom Guards - yet). Instead of going further down Dyara left the dungeon. Her journey then led her to Ulcaster where some Icharyd wanted to 'taste her flesh and blood' - unfortunately Dyara didn't like her flesh to be tasted, especially not by freaky skeletons. Some stabs in the bony back forced Icharyd to cry for godly help but a gift from Talos and a simple potion kept Dyara save and then Icharyd joined his dead god's fate...
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When exploring the ruins of the destroyed school of wizardry Kiel's Helmet was put to good use...
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At Firewine Bridge Dyara met Sword Coast's (now former) most skilled swordsman and then finally Dyara started to search for the bandit camp. On her way there she became ambushed by Molkar's group. Dyara went invisible right away and used a 'Grease' scroll to prepare the battlefield...
Spoiler
In the afternoon Dyara arrived at the bandit camp. She decided to wait for nightfall and used the time for learning new spells and memorizing them ('Web' e.g.). Again the battlefield was prepared with 'Grease' and 'Web' and the bandits were lured into it...
Spoiler
Once all the bandits was taken care off (Taugosz Khosann and the mage Venkt died last) Dyara searched the camp. In the large tent she found some letters and a new destination - an old mine deep within Cloakwood Forest.
Name Level HP Game Kills XP Game Kills Strongest Kill Deaths Pips
Dyara F(6)/M(6)/T(7) 60 HP 221,223 614 Greater Basilisk - Longsword(**), TWF(**), Flail(**)
To be continued...
ussnorway, Gate70, Serg BlackStrider et 3 autres aiment ceci
To get Love, Fear etc with a weakish character, after speaking to love, I run to the one who casts Cloudkill. Then use invisibility, (potion or whatever) Then run away.
They attack each other and usually there is only one or ttwo left and they are weak.
Only mentioned it because it took you so long.
Another tactic if you are well protected from fire is to keep running through the trap to the south with them following you. They get the blast/
And what's that supposed to mean ? Just because she took her time to kill Pride doesn't mean, she's weakish... perhaps slow but not weakish ... weakish... tsk, tsk...
, after speaking to love, I run to the one who casts Cloudkill. Then use invisibility, (potion or whatever) Then run away.
They attack each other and usually there is only one or ttwo left and they are weak.
Aren't they all immune to poison? At least in my SCS installation they are. Don't think they would attack each other(?) - at least I wouldn't expect it in a SCS installation.
Only mentioned it because it took you so long.
The problem was that my Dyara made it a habit to backstab with her off-hand weapon (don't know why, never seen that before and it took me some time to realize it) and to roll only the really low numbers... so nearly all of her backstab attempts were a miss. And as Pride is hasted it takes some time to run away and hide again. Not sure if it really was an hour but I had to use another oil of speed afterwards.
With a little bit more luck (perhaps thac0 boosted by some potions) only 3 or 4 backstabs are required for Pride (100 HP) and the fight is over much faster.
Another tactic if you are well protected from fire is to keep running through the trap to the south with them following you. They get the blast/
I usually disarm every trap as otherwise I might step into them by accident. But I might try that (if I ever play a 'weakish' char that is )
Good to see someone venturing into Durlag's Tower.
I started a monk run this afternoon as I've not played much recently and the lack of practice showed.
Have recorded the entire session, will attach a link if I can upload it somewhere but a summary is below.
- 35 seconds to Escape from Candlekeep.
- Dump Gorion, Imoen, pick up a hidden gem and a ring of wizardry.
- 5-20m help Marl and Firebead, open up some maps, return Brage.
- At 20 minutes I attacked Unsheys ogre but ran away.
- 21-22m. I tracked down Shoal the Nereid and at level 2 managed to kill her fairly quickly.
- 23m-37m. Baslisks.
- 38-39m. Helped Korax snack on a gnomish starter.
- 40-43m. Four course meal of Kirian, Peter, Baerin and Lindin.
- 45-47m. Mistake - told Melicamp I wouldn't help him, threw the skull away.
- 48m. Keep Zhurlong's boots.
- 49-56m. Nashkel mine. The two slimes at the exit almost killed me.
- 57-58m. Cremated the Amazons. Zeela got a Rigid Thinking in but died first.
- 1h-1h1m. Nimbul.
- 1h3m-1h4m. Tranzig.
- 1h6m-1h17m. Bandit camp exterior. Hard going.
- 1h18. Sneak into the main bandit tent, everybody except Ender Sai survived.
- 1h18-1h26. Cloakwood.
- 1h26-1h28 Cloakwood Mine cremation of Drasus' gang.
- 1h29-1h35 Cloakwood Mine interior.
- 1h35-1h39. Davaeorn.
- 1h40-1h45. Iron Throne HQ sneak.
- 1h45-1h58. Candlekeep.
- 2h-2h10. Sorting equipment out...
- 2h10-2h10. Slythe. Heavy buffs.
- 2h12-2h13. Coronation. Both dukes survived.
- 2h14-2h18. Thieves Maze.
- 2h19-2h21. Rahvin's cremation. Carston got a couple of good shots in.
- 2h21-2h35. Sarevok. A lot of failed hiding. Angelo failed to do much injury for once. With just Sarevok left, he was doing heavy damage and the monk tried throwing daggers and a potion of firebreath. In the end, healing potions were enough to allow repeated melee incursions to do their job.
So after months of not playing BGT, I'm back to continue with Sari. I decided to clean up the areas I've been to but left enemies because of the threat they posed for me at that moment. The first area I went to was the one you get to when you exit the Nashkel Mines. I got Hold by a Ghast after my Enrage expired. Safana saved me by scorching it with the Wand of Fire. The Revenant went down very quickly to Magic Missile+Sari melee'ing him with her Holy Axe of Tempus™ and the Dagger+2 we later sold to Thalantyr. We tried to kill the Slime Wizard, but I selected the wrong dialogue option and he just summoned 4 crappy Green Slimes and ran away.
Spoiler
I also looted the area south of that one (the Gibberling City™) for some Bracers of AC 8 and other stuff I sold, and the Prot. from Magic scroll (Hafiz u rock dude). We took Samuel to the FAI, I was thinking about turning him to the FF but IIRC their reward sucks, so I carried him to FAI.
After that I decided to take on the Wraith at the Ulcaster ruins. Bad decision, had to run away by using a Potion of Invisibility.
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Then I decided to go back with a diferent selection of spells...
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But failed again (a bunch of Skeletons with bows got me too low and since the Wraith's MR was too high for the Moonblade to damage him I decided to run). Then, using the axe that Tempus gave Sari (the magic weapon you can conjure once/day thanks to Divine Remix), DUHM and all the buffs I could, we destroyed him. Just for 1350 XP AND A COOL HELMET.
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I went to the Archeology Site (where we were attacked by a group of Wild Tasloi™, got lucky rolls on the Doomsayer and left to save the kids from the Worgs at the Lighthouse (which gave us +1 Rep, yay!).
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In the Lighthouse area, after killing the Worgs, a Tasloi managed to critical hit Safana (who was wearing an Ioun Stone from RR, so it was averted) for 11 damage...
Spoiler
After chilling with the Tasloi we killed the Mage there and went Beregost/High Hedge to do some shopping (I got an ID scroll, a Scroll Case and then sold a bunch of magical armours I had picked up from the Caves in the area where the Slime Wizard is). I forgot to take a picture of our inventory, but none of our equipment has changed anyway. I think I need a magical weapon for Sari, just that, as her AC, HP, damage and THAC0 are all good, besides that she can cast Cleric spells. I should go to the Bandit Camp next since I don't need magical weapons to clean it... But I might make a mass murderer on the Ankhegs to gain another leve... Not sure...
ussnorway, Gate70, Serg BlackStrider et 3 autres aiment ceci
At last - the streets of Baldur's Gate. The task was to collect the various tomes around the city, stock-up scrolls/potions/wands at Sorcerous Sundries and gain information about Iron Throne. While running her errands, she was forced to cross blades with feisty followers of one competing deity.
Shield of the Falling Stars and Helm of Balduran were both a welcomed addition to her armory. After that, the ongoing dispute with Marek was settled with violence instead of mediation.
I've decided to avoid the big fight inside Iron Throne's base and Thaldorn was reached with Sanctuary. After that, the doppelgangers in the Seven Suns found out that a buffed Priest of Helm with her Seeking Sword is a force to be reckoned with.
Homewrecking:
Sayomi was dispatched to Candlekeep, wherein she'd use the Violet Potion from Nashkel carnival in order to reach the locked containers with WIS and STR tomes. It's a shame I couldn't keep this one for the Ducal palace - 25 STR, combined with 3 APR provided by the Seeking Sword was the strategy I had in mind for this crucial fight since the beginning of the run. Sayomi will have to work out a different solution up there...
Anyway, 100 fire/electrical resistance (from spells & potions), Shield and Greenstone Amulet were all there to protect her against the traps in the catacombs, while 100 poison resistance (from green protection scroll) was added on top of that as an emergency solution against the phase spiders (in case the Sanctuary spell would ran out due to being caught by a Web trap for too long).
"Sure, here's my invitation'':
Prat and his followers were avoided and Sayomi has soon returned to Baldur's Gate to face Slythe and Krystin in the Undercellar. And I must admit I had more luck than sense there.
Sayomi and her three animated warriors would approach the assassins with Pro Evil, Pro Electricity, Shield and Chant. The battle was than opened with Far Sight and True Seeing.
She added Defensive Harmony and, with her minions covering the front-line, maintained a safe distance. Once the aura was clear again, Sayomi actives her Greenstone amulet. Krystin disappeares, leaving her mate struggling with the physical resistance of the skeletal summons.
A well-aimed slingshot has put an end to Slythe's evil deeds.
We found Krystin in the northern section of the cellar. She was furious and that could only mean she'd start making mistakes. Her initial Web spell is safely countered by a Potion of Freedom.
Teleportation Field was a smart move that has brought disorder to our ranks. Still, there was nothing to be afraid of.
Sayomi tries Remove Magic, but the Stoneskins remain intact. Krystin starts an incantation of what seems to be another offensive spell...
Uninterrupted, she releases the Cone of Cold. It's time for some cheese - the spell is stopped by the Belt of Antipode (a BGEE item carried by Gorion that increases Cold Resistance to 100 by making you vulnerable to fire). For the moment, our skeletons seem to be back in action.
Even though the skellies got teleported to God-knows-where, a successful Hold spells indicates an inevitable victory.
I am, however, carried away in high spirits. Underestimating Krystin's toughness, I fail to keep track of the duration of the spell only to see her recover from the paralysis, being more angry than ever.
She's a damn pro. While running her contingency, she fires another Cone of Cold. Honor dictates that I deserve a small lesson for the carelessness and therefore Sayomi does not get to use the belt this time - forgive me. Ouch!
I was confident to secure the victory with a single blast from Wand of Heavens. As it happens, mistakes tend to accumulate and - to my horror - I was wrong again. By using the wand to little avail, Sayomi lost the opportunity to renew her Greenstone amulet protection. Ready to complete her comeback, Krystin pulls the emergency trigger and releases a sequence of Charm spells...
That was the closest call of the entire run so far. For Sayomi's sake, I sincerely hope not to rely on saves anymore.
After exchanging the activation of the Greenstone amulet for Krystin's Chromatic Orb in the following round, the second blast from the wand finally gets the job done.
This has certainly been a comical performance at best. I'll need to keep the action more focused if Sayomi is to survive the final challenges.
Anyway, apologies for the long post.
Regards,
B.
ussnorway, Serg BlackStrider, Grond0 et 5 autres aiment ceci
Dyara reported to Officer Vai in Beregost and then she went to Cloakwood Forest. In search of the old mine Seniyad and his druids...
Spoiler
... spiders, wyverns and even some amazon ambushers...
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... were just a small delay. At the mine neither Drasus nor Genthore could resist when asked to go for a walk in the park...
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Some poisoned bolts then made Kysus and Rezdan join their comrades' fate...
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In the mine all the guards were killed either using backstabs or frontal attacks, Hareishan made acquaintance of poisoned bolts...
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On the final level Dyara disarmed all the traps, then she critically failed to poison Davaeorn...
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... the mage teleported away (into the hallway to the north) and Dyara had to fight lots of guards and two battle horrors...
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When Dyara went invisible the guards returned to their master leaving behind just Dyara and the two battle horrors. Dyara quickly finished the first one and the other one was lured in one of the corridors where it was easily taken down...
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In the meantime the remaining guards had built a wall around Davaeorn trapping him inside...
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Dyara secured that wall with a web spell and used explosives and her wand of fire to break it down again...
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Unfortunately then I didn't paid enough attention to Dyara's spell protection. Her protection against petrification became dispelled, her minor spell deflection had expired and then most likely she failed to save against a chromatic orb. Back to candlekeep (sigh)...
ussnorway, Grond0 et Grimwald the Wise aiment ceci