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Is it possible to complete BG in an afternoon?


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#1
Grond0

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I've done several no-reload speed runs for BG1 in the past, but all of them have been based on minimising the amount of game time taken to crush Sarevok.  I was thinking this time I would have a go at completing it as fast as possible in real time - my initial thoughts are that this should be possible in less than 3 hours.

In order to do it as quickly as possible (without cheating such as moving by cheatkeys or CLUA) I think it will be necessary to minimise fighting (and talking).  The easiest way to do that would probably be invisibility, but stealth would also be a possibility (though probably only a thief would get good enough at that in BG1 for this purpose).

Where fighting is necessary I'm minded to do this using wands as being probably the quickest way to win a fight.  That suggests using an arcane character.  At the moment I'm torn between:

Blade - I've never played one of these, but a blade would provide the option for melee damage if magic doesn't seem suitable for a particular fight as well as offering a good defense.
Specialist mage - allows the PC to be a gnome (with the improved saving throws).
Sorceror - gets multiple invisibilities early on.
Dual fighter to mage - can wear good armour + helmet to keep out of trouble while using wand and has better HP.

Anyone got any better ideas?

Modifié par Grond0, 19 septembre 2011 - 06:28 .


#2
jaxsbudgie

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Why not a Jester!?

Just remain invisible with a cloak of non-detection and sing away. Eventually everyone will kill themselves off without you having to break a sweat. All you have to do is finish off the last remaining survivors. Maybe a few castings of Greater Malison might help (if there are any scrolls to be found in Tutu).
They can cast spells, use wands (vital to Baldur's Gate 1), wear chain mail, use shortbows/longsbows and isn't there a harp that causes Confusion?

Or the Gypsy kit (Song & Silence) whose song charms enemies into fighting alongside you. Had Safana as one a while back, had everyone remain bakc while she waded through the Cloakwood Mines, charming all the bandits and guards to fight against one another.

Modifié par jaxsbudgie, 19 septembre 2011 - 06:57 .


#3
Humanoid_Taifun

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I think what you need is a basically "safe" class. The less time you need preparing for battle and the less pauses your character needs during battle the better. I guess a berserker or a barbarian would be good (dual to mage or cleric asap, for sanctuary/invisibility - sanctuary might be better). Maybe take Imoen along, for traps and locks?

Modifié par Humanoid_Taifun, 19 septembre 2011 - 07:20 .


#4
Grond0

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@jaxsbudgie. I agree both jester and gypsy could work well in BG1, but I don't think their attacks would be quick enough for my purpose.

@Humanoid_Taifun. Good point about limiting the use of preparation and pause, though I'm not sure sanctuary would work well to avoid combat (my experience of this with SCS is that creatures have a nasty tendency to follow and surround you).

#5
jaxsbudgie

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Grond0 wrote...

@jaxsbudgie. I agree both jester and gypsy could work well in BG1, but I don't think their attacks would be quick enough for my purpose.

@Humanoid_Taifun. Good point about limiting the use of preparation and pause, though I'm not sure sanctuary would work well to avoid combat (my experience of this with SCS is that creatures have a nasty tendency to follow and surround you).


Their attacks may not be quick enough, but the fact that they can cast monster summoning and use the monster summoning wands should compensate for that. How about a F/M/T?

Is there one class you're leaning towards?

Modifié par jaxsbudgie, 19 septembre 2011 - 10:48 .


#6
Grond0

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Nothing definite yet. I'm still tending to think that access to invisibility will be important. For that reason I was not really looking for a multi-class due to the slower access to spells. I like the idea of being able to wear good armour, but I'm not sure the delay involved in dualling is worth it.

Probably either a blade or a sorceror would be my feeling at the moment, but that might change. I won't have time to play tomorrow, so I'll mull it over more then.

#7
Grond0

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I've decided to go with a blade as this provides good AC while defending as well as offering decent melee damage as a fallback if necessary (though I'm not really planning on using melee at all).  My intended plan of campaign will be something like the following:

- shop at Candlekeep for basic equipment (leave Firebead alone as he takes too long to kill).
- travel up to Friendly Arm and pick up ring of wizardry (to sell).  Donate to get reputation up to 12.  Return Joia's ring.  Buy potions of intelligence and fire resistance.
- pick up ogre's belt and ring of protection on way south.
- go to High Hedge then coast to kill Naiad; will then be able to cast 2nd level spells so go back to High Hedge to buy invisibility.
- In Beregost pacify Marl and get Firebead his book and return Perdue's sword (just run past Karlat).
- South to Nashkel; pick up ankheg armour, talk to bounty manager for reputation boost.
- south to Dragon's run to get scroll protection from magic, ring fire resistance and save Samuel.
- in Ulcaster use fire resistance and invisibility to pick up wand of fire.
- at Carnival get amulet of shielding, red & violet potions, protection from undead and kill thief for his potion
- in valley of tombs get wand monster summoning using prot from undead (avoids slight risk that spell to go invisible again could be interrupted).
- save cow from xvarts.
- go to Durlag's Tower to buy more thief potions.
- at Firewine Bridge challenge Meilum and pickpocket priest for scroll magic protection.
- return Brage to the temple.
- pick up wand of frost and kill Greywolf for artist.
- loot ankheg cave using invisibility. Return farmer's son.
- up to Ulgoth's Beard.  Pickpocket ring of freedom and buy green amulet (+cloak displacement if have the funds).
- kill some sirenes / golems at the coast using wand of fire and loot pirate cave.
- buy any scrolls / potions needed at High Hedge.  Consider if wand of fire needs recharging.
- Nashkel mine.  Go through invisible (except when using fireball on kobold roadblock).  Wand of fire for Mulahey.
- Deal with Tranzig.
- Bandit camp.  Go straight for main tent and use defensive spin (or go in and out quickly) + wand of fire .
- go through cloakwood invisible to the mines.  Use scroll magic protection + wands of monsters & fire to take boots of speed from Drasus.  Leave the others and use potion invisibility to go down to Daveorn. Elemental protection + defensive spin + wands to kill him and then leave straight away.
- at the city invisibility + elemental protection + wand to deal with Ramazith for +2 ring and tome intelligence.  Also pick up tome of dexterity and review need for scrolls & potions at Sorcerous Sundries.  Ignore everything else and just explore Iron Throne invisibly before leaving for Candlekeep.
- at Candlekeep avoid battle with Rieltar.  Use scroll magic protection + violet potion to loot tombs and leave with aid of potion of invisibility.
- back in the city use potion absorption + wands to deal with Cythandria (though wonder if pickpocketing her is possible to get journal?).  Stoneskin + wands for Slythe, potions magic shielding for Krystin.  Also get Cloak of Balduran.
- With max 3 APR probably too risky to just slug it out in the palace fight so lead some dopplegangers upstairs and fireball them there.
- elemental protection + invisibility to get through the maze and into the temple.
- arrows of dispelling to slow down Sarevok, potions magic shielding, elemental protection, arrows dispelling + arrows detonation to deal with Semaj and Angelo (can't use scroll of magic protection as mages will just stay invisible) and then finish off Tazok and Sarevok.
- go for a well-earned drink.

#8
corey_russell

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Good luck Grond0! Blade is good for BG 2 as well.

#9
Humanoid_Taifun

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You can't walk while using defensive Spin. If you are going to avoid combat, that's not the right thing to activate in the middle of the bandit camp.

#10
corey_russell

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Actually I believe you can if you have free action ring in Vanilla BG 2.

#11
Humanoid_Taifun

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But don't you get that after that point?

#12
corey_russell

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You can pickpocket or kill Dushai in Ulgoth's Beard very early and safely if you have invisibility to get there past the Ankhegs.

#13
AnonymousHero

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Humanoid_Taifun wrote...

But don't you get that after that point?


You can steal one from Dushai just after gaining access to Ulgoth's Beard -- so basically right at the start of the game if you have high Pick Pockets skill.

My money's on F/M/T for being the fastest character to complete a no-reload with. Maximize stealth for safely moving around the maps.

Gets wands + backstabbing for offense -- the Sarevok fight is a complete pushover with potions of invisibilty and backstabbing.

Use Potion of Speed, Potion of Absorption and Wand of Paralysis for Drasus (just lure him far enough away).

Use Scroll of Protection from Magic for Davaeorn. (If you have SCS smarter mages this may turn out a little trickier since they can foil that scroll using Invisbility... unless you have 100% detect illusions... which no potions grant AFAIK).

Once you're past Daveorn and have the Boots of Speed, everything else is pretty easy since you can sneak past most things.

#14
AnonymousHero

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Grond0 wrote...
(snip elaborate plan)

Your plan looks basically sound.

Once you have Invisibilty you should definitely pick up the Wand of Paralysis in the Sirine's cave. It makes Greywolf and Drasus complete pushovers.

#15
Grond0

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@ Humanoid_Taifun. The plan with defensive spin would be to activate it while actually standing on the doorway of the tent. That way I'm pretty sure it would still be possible to leave the tent even if the character can't move (I haven't played blades before, but this certainly works with encumbered characters, e.g. when enfeebled). I think the chances are good that I wouldn't need to leave anyway as the opposition wouldn't hit easily and the mage would hopefully be distracted by being under fire.

@ AnonymousHero. I didn't like the idea of the F/M/T for a real time speed challenge because he levels up slowly and hence takes a while to get good with either invisibility or stealth (he might excel in the later game, but as you say that's pretty easy anyway). I do sometimes use the paralysis wand, e.g. it's a favourite against SCS Kaahrk with his multiple stoneskins etc. However, it tends to take a number of shots to succeed against the stronger characters so I'm not sure it would be any quicker than wand of fire scorchers (which have the benefit that they can be used against multiple enemies), but I'll take it along anyway just in case.

#16
AnonymousHero

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Grond0 wrote...
However, it tends to take a number of shots to succeed against the stronger characters so I'm not sure it would be any quicker than wand of fire scorchers (which have the benefit that they can be used against multiple enemies), but I'll take it along anyway just in case.

At worst for any non-endgame fighter type, it's 50-50 AFAICT from the save tables.

You may be right that a Scorcher wand will be slightly more efficient... as long as the enemies don't use healing (or resistance) potions much. I don't usually grab any fire wands (until late) in my BG1 games -- just force of habit I guess.

#17
Grond0

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In relation to which wand to use SCS enemies don't seem to use fire resistance very often (although I have seen it a few times).  However, potions of magic shielding are fairly common for higher level characters and potions of freedom get used as well - which both rule out wand of paralysis for those enemies (unless you have access to some way of dispelling the protection).

I just need to get my son off to school and then will have a go at this.  I'm not counting time on character generation as part of the challenge - the blade character to be used is:
Posted Image

I'll be using pretty much my normal mod setup, but without any quest expansions.  This is partly so that I don't have to spend time thinking about what armour and weapons to permit myself - normally I limit these to vanilla, as some of them are severely overpowered (particularly those from Dark Horizons).  Also I'm hoping that this will allow the improved final battle component of SCS to work properly as this seemed to be bugged in my previous install - I removed it, but that made the final battle fairly trivial in recent runs.

 Weidu log is as follows:
// 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]
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~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #3 // BETA Core Fixes (please check the readme!): v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v9.01
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~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings,   Dwarves, and Gnomes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #107 // Remove Dual-classing Restriction from Archers   and Stalkers: v9.01
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~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v9.01
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v9.01
~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.12 (12 Jun 2011)
~SETUP-SCS.TP2~ #0 #10 // Initialise (required by almost all other mod components): v19
~SETUP-SCS.TP2~ #0 #1010 // More consistent Breach spell (doesn't penetrate Spell Turning): v19
~SETUP-SCS.TP2~ #0 #1019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v19
~SETUP-SCS.TP2~ #0 #1030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v19
~SETUP-SCS.TP2~ #0 #1070 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v19
~SETUP-SCS.TP2~ #0 #2000 // Make elemental arrows more like their BG2 counterparts: v19
~SETUP-SCS.TP2~ #0 #2020 // Re-introduce potions of extra-healing: v19
~SETUP-SCS.TP2~ #0 #3001 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v19
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~SETUP-SCS.TP2~ #0 #3060 // Allow Yeslick to use axes: v19
~SETUP-SCS.TP2~ #0 #3070 // Move NPCs to more convenient locations: v19
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~SETUP-SCS.TP2~ #0 #3090 // Prevent party members from dying irreversibly: v19
~SETUP-SCS.TP2~ #0 #4010 // Remove blur effect from displacer cloak: v19
~SETUP-SCS.TP2~ #0 #4020 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v19
~SETUP-SCS.TP2~ #0 #4030 // Move Boo out of quick access and into Minsc's pack: v19
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~SETUP-SCS.TP2~ #0 #5015 // More sensible choices of weapon proficiencies and kits for fighters (also fixes some errors in fighter stats): v19
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~SETUP-SCS.TP2~ #0 #5031 // Smarter mages -> Mages use spells from BG1 and BG2; mages do not pre-buff: v19
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~SETUP-SCS.TP2~ #0 #5050 // Smarter deployment: v19
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~SETUP-SCS.TP2~ #0 #5090 // Smarter basilisks: v19
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~SETUP-SCS.TP2~ #0 #6010 // Tougher Black Talons and Iron Throne guards: v19
~SETUP-SCS.TP2~ #0 #6020 // Improved deployment for parties of assassins: v19
~SETUP-SCS.TP2~ #0 #6030 // Dark Side-based kobold upgrade: v19
~SETUP-SCS.TP2~ #0 #6040 // Relocated bounty hunters: v19
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~SETUP-SCS.TP2~ #0 #6070 // Improved Durlag's Tower: v19
~SETUP-SCS.TP2~ #0 #6080 // Improved Demon Cultists: v19
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~SETUP-SCS.TP2~ #0 #6100 // Improved Bassilus: v19
~SETUP-SCS.TP2~ #0 #6110 // Improved Drasus party: v19
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~SETUP-SCS.TP2~ #0 #6130 // Improved Undercity party: v19
~SETUP-SCS.TP2~ #0 #6140 // Improved minor encounters: v19
~SETUP-SCS.TP2~ #0 #6150 // Tougher chapter-two end battle: v19
~SETUP-SCS.TP2~ #0 #6160 // Tougher chapter-three end battle: v19
~SETUP-SCS.TP2~ #0 #6170 // Tougher chapter-four end battle: v19
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~SETUP-BGTTWEAK.TP2~ #0 #600 // Druid/Ranger-responsive bears in BG1: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #701 // Happy patch -> NPCs cannot choose to leave the party: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1000 // Bags of the Sword Coast: 9 (31 Dec 09)
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~SETUP-BGTTWEAK.TP2~ #0 #1803 // Import more NPCs into Shadow of Amn: Kagain: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1804 // Import more NPCs into Shadow of Amn: Kivan: 9 (31 Dec 09)
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~SETUP-BGTTWEAK.TP2~ #0 #1807 // Import more NPCs into Shadow of Amn: Xan: 9 (31 Dec 09)
~SETUP-BGTTWEAK.TP2~ #0 #1808 // Import more NPCs into Shadow of Amn: Yeslick: 9 (31 Dec 09)
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~SETUP-BGTTWEAK.TP2~ #0 #2700 // Put Sword of Chaos +2 in Sarevok's inventory: 9 (31 Dec 09)
~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #12 // Inactive creatures fix: v1.8
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~SETUP-TURAMBAR_FIXES_TWEAKS.TP2~ #0 #17 // Fix Anomen's proficiencies: v1.8
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~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v19
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v19
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~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4055 // Randomise the maze in Watcher's Keep: v19
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~SCSII/SETUP-SCSII.TP2~ #0 #4061 // Make the cleric stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4062 // Make the druid stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4063 // Make the fighter stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4064 // Make the paladin stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4065 // Make the ranger stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4066 // Make the thief stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4067 // Make the wizard stronghold available to all classes: v19
~SCSII/SETUP-SCSII.TP2~ #0 #4100 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5010 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v19
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v19
~SCSII/SETUP-SCSII.TP2~ #0 #5030 // Remove the blur graphic effect from the Displacer Cloak: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6022 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6035 // Improved golems: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6051 // Improved fiends -> Fiends cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6095 // Standardise dragon immunities: dragons in Shadows of Amn get the same immunities to vorpal attacks (etc) as their Throne of Bhaal cousins: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6110 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v19
~SCSII/SETUP-SCSII.TP2~ #0 #6121 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6130 // Improved Vampires: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6151 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6181 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v19
~SCSII/SETUP-SCSII.TP2~ #0 #6900 // Make the starting dungeon slightly harder: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7020 // More resilient trolls: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7051 // Improved d'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7065 // Improved Unseeing Eye: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7070 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v19
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7111 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v19
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v19
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #10 // Remove Helmet Animations: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-class Options: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3183 // Romance Cheats: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v9
~SETUP-ITEM_PACK.TP2~ #0 #0 // Item Pack: v1.6
~SETUP-ITEM_PACK.TP2~ #0 #1 // Extra Items: v1.6
~SETUP-ITEM_PACK.TP2~ #0 #2 // Tweaked Items: v1.6
~SETUP-ITEM_PACK.TP2~ #0 #3 // Convenient Free Action Items: v1.6
~SETUP-ITEM_PACK.TP2~ #0 #4 // More Distinguishable Items: v1.6
~SETUP-ITEM_PACK.TP2~ #0 #5 // Familiar Faces: v1.6
~SETUP-ITEM_PACK.TP2~ #0 #6 // More Work for Cromwell: v1.6
~SETUP-ITEM_PACK.TP2~ #0 #7 // Pocket Store: v1.6
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal undead from being affected by Illithids' Devour Brain attack: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #303 // Give Shambling Mounds their proper soundset: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #304 // Give Mariliths their Icewind Dale soundset: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v3.66
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v3.66
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v8.01
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #1 // Worldmap for Throne of Bhaal -> Use new Worldmap for Throne of Bhaal as well: v8.01
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
~BLCR/SETUP-BLCR.TP2~ #0 #0 // BG1 Level Cap Reinstator for BGT

Modifié par Grond0, 21 septembre 2011 - 05:54 .


#18
Son of Imoen

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I wish you good luck. Just popping in to say I played a Blade with exactly the same portrait in a all-bard party once; nice to see her in action here again in the same class. No advice whatsoever for you, I tend to finish one campaign in about 6 months time (meanwhile playing lots of other campaigns in parallel), so no expertise from me B). Thumbs up if you make it!

#19
Humanoid_Taifun

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~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #2 // Super Happy Fun Lucky Modder Pack: v9.01

That's not something normal players are supposed to install, is it? Are you a modder?

#20
Grond0

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I'm definitely not a modder and I agree that this has no benefit - just got lumped in with the other aspects of the Fixpack.

Off and running ...

#21
HoonDing

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Grond0 wrote...

Posted Image

I just remembered where I had seen that portrait before.

Posted Image

#22
Grond0

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[quote]virumor wrote...


[/quote]
I just remembered where I had seen that portrait before.

Posted Image

[/quote]
That's right - I liked the books, which is partly why I chose that portrait.

Skippy defeated Sarevok in 3 hours 57 minutes.  A bit longer than I was hoping for and there were a number of things that cost time during the run, but not too bad.  I'll post a summary of what happened a bit later.

#23
Grond0

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Shown below is Skippy's progress comparing the original plan to what happened.

- shop at Candlekeep for basic equipment (leave Firebead alone as he takes too long to kill).
To plan.  4 mins

- travel up to Friendly Arm and pick up ring of wizardry (to sell).  Donate to get reputation up to 12.  Return Joia's ring.  Buy potions of intelligence and fire resistance. 
Mainly to plan - used offensive spin on Tarnesh which worked well, but forgot to open up the route to the north while collecting Joia's ring (so have to walk across map again later).  13 mins

- pick up ogre's belt and ring of protection on way south.
Actually picked up ring on way north.  No problems, although didn't have much luck in shooting the ogre.  20 mins.

- go to High Hedge then coast to kill Naiad; will then be able to cast 2nd level spells so go back to High Hedge to buy invisibility.
Actually bought scrolls on initial visit (including find familiar, which I had forgotten Thalantry had).  25 mins.

- In Beregost pacify Marl and get Firebead his book and return Perdue's sword (just run past Karlat).
To plan.  27 mins.

- South to Nashkel; pick up ankheg armour, talk to bounty manager for reputation boost.
Oublek didn't want to provide a reputation boost.  30 mins.

- south to Dragon's run to get scroll protection from magic, ring fire resistance and save Samuel.
To plan.  32 mins.

- in Ulcaster use fire resistance and invisibility to pick up wand of fire.
To plan.  36 mins.

- at Carnival get amulet of shielding, red & violet potions, protection from undead and kill thief for his potion.
No protection from undead scroll actually available there.  Failed to kill Vitiare, but killed the mage instead.  46 mins.

- in valley of tombs get wand monster summoning using prot from undead (avoids slight risk that spell to go invisible again could be interrupted).
Without prot from undead used free action potion + went invisible again after looting ghast tomb (fortunately the ghasts didn't block the exit, as has happened to me before).  49 mins.

- save cow from xvarts.
Successfully saved cow, but accidentally gave all money away to Billy and co.  51 mins.

- go to Durlag's Tower to buy more thief potions.
Only able to afford 2 thanks to earlier generosity.  53 mins.

- at Firewine Bridge challenge Meilum and pickpocket priest for scroll magic protection.
To plan, though slightly worrying moment with Meilum when he took a potion of speed and managed to get one attack in.  57 mins.

Extra area put in to plan - kill half-ogres near lake so can get reputation boost.  60 mins.

- return Brage to the temple.
Inventory was already full, so lost a couple of items when picking Brage up.  63 mins.

- pick up wand of frost and kill Greywolf for artist.
Wand was actually picked up earlier on way to Samuel.  71 mins.

- loot ankheg cave using invisibility. Return farmer's son.
In order to pick up items from the cave stash a number of items were dropped from inventory.  Unfortunately the ankheg approaching stopped exactly on the pile when Skippy went invisible again and couldn't rearrange things.  Had to rest and come back later.  79 mins.

- up to Ulgoth's Beard.  Pickpocket ring of freedom and buy green amulet (+cloak displacement if have the funds).
Misjudgement here - I had forgotten how much the amulet cost (6,700 at 20 rep and 20 charisma) and couldn't buy it.  83 mins.

Extra area put in the plan to kill Basillus.  Successful, although those unholy smites are vicious.  After collecting reward went back to buy green amulet and cloak of displacement.  92 mins.

- kill some sirenes / golems at the coast using wand of fire and loot pirate cave.
A bit more difficult than I expected as sirenes seemed to be quite fire resistant and Skippy had very limited supplies of potions to heal their poison arrow attacks (all antidotes had been dumped due to problems with inventory management), so only killed 5 of the 6 sirenes.  Their arrows were useful against golems.  102 mins.

- buy any scrolls / potions needed at High Hedge.  Consider if wand of fire needs recharging.
Didn't actually go back here.

- Nashkel mine.  Go through invisible (except when using fireball on kobold roadblock).  Wand of fire for Mulahey.
Pretty much to plan.  The roadblock was incinerated and went back invisible before anything came.  However, was surprised when a group of kobolds barged into Mulahey's cave after Skippy, when all the ones that had been outside were dead (must have been a group that spawned when tried to rest and somehow trailed her through the mine).  A fireball sorted them out and another left Mulahey almost on his own and out of luck.  108 mins.

- Deal with Tranzig.
To plan.  110 mins.

- Bandit camp.  Go straight for main tent and use defensive spin (or go in and out quickly) + wand of fire.
Didn't bother with spin.  A couple of scorchers killed the mage and a couple more just about everyone else, while shield stopped Skippy from taking too much damage.  122 mins.

- go through cloakwood invisible to the mines.  Use scroll magic protection + wands of monsters & fire to take boots of speed from Drasus.  Leave the others and use potion invisibility to go down to Daveorn. Elemental protection + defensive spin + wands to kill him and then leave straight away. 
The fighting went to plan, except that used wand of frost on Daveorn (went through his protection and also damaged battle horrors).  However, with funds being so tight also ransacked the place (knock spell in one of the chests came in handy).  Again impressed with offensive spin - particularly against mustard jelly.  Reached level 8 here.  141 mins.

- at the city invisibility + elemental protection + wand to deal with Ramazith for +2 ring and tome intelligence.  Also pick up tome of dexterity and review need for scrolls & potions at Sorcerous Sundries.  Ignore everything else and just explore Iron Throne invisibly before leaving for Candlekeep.
Forgot tome of dexterity at that time (though got it later).  Actually used firebreath potion on Ramazith as that does a bit more damage.  Also did Seven Suns quest as short of both XP and gold.  178 mins (a lot of the time here spent identifying / selling / learning spells).

- at Candlekeep avoid battle with Rieltar.  Use scroll magic protection + violet potion to loot tombs and leave with aid of potion of invisibility.
Looting to plan, but then also killed a number of dopplegangers as was looking like Skippy would not get to level 10 before fight with Slythe and I thought she needed stoneskin available.  200 mins.

- back in the city use potion absorption + wands to deal with Cythandria (though wonder if pickpocketing her is possible to get journal?).  Stoneskin + wands for Slythe, potions magic shielding for Krystin.  Also get Cloak of Balduran.
To plan except that I left Krystin alone (to save time as got level 10 from Cythandria and now have enough funds).  Would have been quicker to use frost wand against Cythandria, but I had forgotten to recharge it.  Slythe was almost felled by a couple of scorchers and some magic missiles finished him off.  212 mins

- With max 3 APR probably too risky to just slug it out in the palace fight so lead some dopplegangers upstairs and fireball them there.
Actually, having seen offensive spin in practice and with mirror image, stoneskin, blur and prot evil as protection I decided it was safe to just stand and slug it out (had to chase the last one into the basement) - both dukes survived.  220 mins.

- elemental protection + invisibility to get through the maze and into the temple.
To plan.  223 mins.

- arrows of dispelling to slow down Sarevok, potions magic shielding, elemental protection, arrows dispelling + arrows detonation to deal with Semaj and Angelo (can't use scroll of magic protection as mages will just stay invisible) and then finish off Tazok and Sarevok.  237 mins.
Only had one potion of magic shielding so didn't use that immediately hoping to draw out remove magics from the mages.  In the event both of them failed with dispel, which made things easier (one of the skeleton warriors was a bit of a pain with arrows of dispelling later, but by then Sarevok was already doomed).  Pretty much to plan with wand of monster summoning used for the first time to finish off last few skellies and Sarevok.
Semaj is the first to go down.
Posted Image
Angelo had been a bit of a pain as he was hasted and Skippy kept missing him.  Finally nailed him with only 1 arrow of dispelling left in the quiver.
Posted Image
Diarmid's the next to undergo a fatal transformation.
Posted Image
Angelo says if he can't beat those skeleton warriors he'll join them.
Posted Image
Sarevok suddenly realises he's feeling a bit lonely.
Posted Image
And now for the last rites.
Posted Image


- go for a well-earned drink.
To plan!!

Modifié par Grond0, 21 septembre 2011 - 03:06 .


#24
Grond0

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A few afterthoughts:
I was originally hoping to do it in nearer 2 than 3 hours. 2 hours was probably optimistic, but 3 hours is certainly achievable. There were a few specific errors I made - cutting them out and not taking notes would probably save at least half an hour, and there's also a big saving associated with inventory management. I'm using to having bags readily available and lost quite a bit of time in mucking about with inventory.

My plan also did not produce as much cash as I needed (would have been a bit short even if I had not given it all away at one point and had not bought the wand of sleep - this was eventually sold again unused). I was a bit short of XP towards the end as well, which meant time spent on harder battles than necessary; therefore planning a bit more high gain adventuring earlier would have been time well spent.

I've never played the blade before, but was impressed with the offensive spin. I wasn't intending to take this character on to BG2, but I might think again about that. I never actually used the defensive spin - the only time I attempted it was in the catacombs when fighting dopplegangers and it appears to be incompatible with scroll of magic protection - so that would be something else to try out.

Finally I found this hard work. A speed run based on game time allows you to take a break any time while the game is paused, but I felt far more under pressure trying to make decisions on what to do next in real time. I enjoyed doing it once, but don't think I'll try that again in the near future.

#25
corey_russell

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Grats Grond0! Very impressive. Takes me about 5 days on my fastest runs lol.