Second - list of my WeiDu.log file:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // Component Name
~SETUP-EASE.TP2~ #0 #0 // Infinite Weapon, Potion and Ring/Amulet Stacking
~SETUP-EASE.TP2~ #0 #3 // True Grand Mastery (extra half-attack, etc.) (Baldurdash)
~SETUP-EASE.TP2~ #0 #4 // Shut Up "You Must Gather Your Party Before Venturing Forth"
~SETUP-EASE.TP2~ #0 #5 // Faster Chapter 1&2 Cut-Scenes and Dreams (Karzak, Blucher) (SEE WARNINGS)
~SETUP-EASE.TP2~ #0 #9 // Un-Nerfed THAC0 Table, Saving Throws, Grand-Mastery, and Arcane, Divine Spell Progression (Blucher)
~SETUP-EASE.TP2~ #0 #14 // Multiple Strongholds (Baldurdash)
~SETUP-EASE.TP2~ #0 #15 // Bonus Merchants (Baldurdash)
~SETUP-EASE.TP2~ #0 #17 // No Drow Avatars On Party In Underdark
~SETUP-EASE.TP2~ #0 #18 // Imoen ToB Dialogue Fix
~SETUP-EASE.TP2~ #0 #21 // Romance: Bug Fixes (required for later components).
~SETUP-IMPROVEDANVIL.TP2~ #0 #0 // Improved Anvil
Third, my party composition. I made a very-quick (12 hour) run of BG1 vanilla (didn't wanna bother with SCS because I wanted to get faster to BG2) to read the tomes with two specific party members who'll benefit most of them. All my NPCs are pre-generated, two of them have the unique classes from the IA mod:
PC human Vagrant (IA kit), Captain Jack Sparrow (we need someone cool leading the team), Lawful Good, Str 18/00 Dex 18 Con 19 Wis 14 Int 11 Cha 12 (not very easy to roll these stats, took me a lot of time, but doable, saved char file when rolled successfully for future runs like this one), proficiencies *****Axes, *Flails, **Two-Weapon. Racial enemy - Golem. Level 7, 89 000 xp.
VAGRANT: Vagrants do not stay in a place for long. They spend most of their time exploring new
wilderness areas and enjoying the beauties of nature. Woodlands and lakes are the most
favorite places for vagrants. They are very healthy characters with exceptional stamina.
Vagrants can develop a special kind of friendship with swanmays. Swanmays are very rare
and special kind of lycanthrope rangers living at lakesides in woodlands and in remote
temperate wetlands. High level vagrants can call for swanmays' help.
Advantages:
1- +1 bonus to Constitution
2- Immunity to disease and poison
3- +2 bonus to save vs. Paralyze/Death
4- 15% resistance to elemental damage for every 6 levels of experience
5- Can gain grand mastery in using axes
6- Gains the ability to summon Swanmay at levels 13 and 16
7- Gains the ability to summon Greater Swanmay at levels 19 and 22
8- Gains the ability to summon 'Swanmay Queen' at level 25
The swanmays will loyally fight at the vagrant's side for 20 rounds
Disadvantages:
1- May not wear armor greater than studded leather
2- Cannot specialize in ranged weapons
3- Requires 12 Charisma
4- Cannot dual class
A Vagrant's Swanmays are maybe the best summons in the IA game, extremely powerful fighters with various resistances/immunities, and a special Wing Swing ability which disregards PFMW and applies physical damage (probably slashing, not sure). For them more when (and IF) PC gets high enough levels to gate them.
Second char, a pre-generated custom human Berserker, who had read the STR, CON, INT and CHA tomes from BG1. Neutral good. Str 19 Dex 18 Con 19 Int 19 Wis 18 Cha 4. Proficiencies *****Halberd *Two-handed weapon style (it's really cool that BG1 vanilla can be completed easily with any weapon prof, of course I still had a PC Ranger wielding Drizzt's scimitars for that run). Name Saros ShadowFollower (all other chars named after counterparts in Dungeon Master 2, one of the greatest RPGs ever). Level 7, 89 000 xp.
Third char, a Lawful Evil Human Sorceress named Seri Flamehair, Str 18 Dex 18 Con 17 Int 9 Wis 18 Cha 9. Proficiencies *Quarterstaff *Dart. Level 7 (89 000 xp) Spell picks:
Lvl 1: Magic Missile, *Armor, **Shield, Chromatic Orb, ***Larloch's minor Drain
*Armor spell sets AC to 6, has duration of 3 turns, casting time 1, grants additional Slashing and Piercing AC modifier of -3, doesn't stack with itself
**Shield no longer protects versus Magic Missile, duration 3 turns, sets AC to 6 and grants additional Blunt and Missile AC modifier of -3, doesn't stack with itself.
***Larloch's minor drain in IA totally ignores the target's magic resistance.
Lvl 2: Mirror Image, Invisibility, Melf's Acid Arrow
Lvl 3: *Remove Magic, Haste
*Since Remove Magic is gonna be used quite a lot in the run, some clarifications. The spell works as in vanilla, but the description there is flawed. What does this spell do(applies to Dispel Magic too):
Cannot remove (not even 1% chance, but 0%) any protections if the caster is lower-leveled than the enemy mage.
Mirror Image is always dispelled by Remove magic
Potion buffs and scroll buffs are treated as if cast by 10-level mage when calculating the odds to dispel them with Remove/Dispel Magic.
The spell won't be stopped by any spell protections (including GoI and Spell Shield, although Spell Immunity Abjuration will block it naturally), but won't affect those either.
There is still 1%chance that the spell will fail against anyone.
The hitpoints of any mage should be noted. For now Sorc has 42 HP. Very important since some enemy mages use PW kill and PW stun early in the game (and late too).
Fourth char, a custom human Ranger (level 7) who's immediately dualled to Cleric (at the beginning of SoA). Neutral good. Read the Wis and Dex tomes in BG1. Str 18/00, Dex 19, Con 18, Int 14, Wis 21, Cha 3. Proficiencies **Flail **Mace **Club **Two-weapon. Name Torham Zed. After dual-classing 75 000 xp with inactive Ranger class (lvl 7)
Fifth char, a custom Lawful Good human Riskbreaker (IA kit).
RISKBREAKER: Riskbreakers are masters of simultaneous speed and accuracy. They have the ability to move and attack enemies in a way that only a blurred outline of their bodies can be seen. Riskbreakers have limited access to two mage spells as innate abilities. High level Riskbreakers gain unique abilities to break the risk involved in most difficult battles. The trainings required to become a riskbreaker are very demanding and require the riskbreaker to sacrifice a portion of his health and stamina during the process. Only Humans can be Riskbreakers.
Advantages:
- +2 Bonus to save vs. Breath Weapon.
- Makes critical hits at a roll of 17 or better (instead of the usual 20).
- Gains "Blur" every 5 levels.
- +2 bonus to Armor class for every 6 levels.
- Gains "Improved Haste" at levels 11, 16 and 21.
- Once the Riskbreaker reaches level 15, each of his successful hits will have 15% chance to apply a random effect picked from the following pool: "Hard Hit" on target (applies 10D6 +5 additional damage), "Risk Increment" on target (applies -4 penalty to AC for 2 rounds), "Avert Risk" (heals the Riskbreaker for 20 hp).
- Gains the ability "Chain Breaker Stance" at levels 17 and 23.
- Gains the innate ability "Risk Decrement" at levels 18, 24 and 30.
Chain Breaker Stance:
This ability applies the following effects to the caster for 5 rounds:
- +25% resistance to physical damage
- 25 strength
- Regenerating 12 hp per round
Risk Decrement:
When surrounded by lots of enemies and when most other warriors may fall or surrender in despair, a high level riskbreaker is more than capable to break the risk involved in the toughest situations.
Risk Decrement has the following effects:
- Heals the riskbreaker completely.
- Applies a massive attack to all enemies around the riskbreaker inflicting 8D10 crushing damage with no saving throw.
- Has a good chance to throw back all or some of the enemies.
Disadvantages:
- Cannot wear any armor.
- Cannot wear any helmet (other than Ioun stones).
- Cannot use gauntlets and shields.
- Cannot use ranged weapons.
- Cannot specialize in two handed weapons.
- Cannot be proficient in single weapon and Two handed weapon styles.
- Receives a -2 Penalty to constitution.
- Is immune to "Spirit Armor" and "Barkskin" spells.
- Requires 12 Intelligence.
- Cannot dual class.
Str 18/00, Dex 18, Con 16, Wis 14, Int 14, Cha 3 (again, loaded from a character file, don't have the patience to roll again such amazing stats). Proficiencies ****Flail **Two-weapon style, name Bane Blade Cleaver. Level 7, 89 000 xp.
Basically that's the party I intend to no-reload the game with. As a side note, I won't use any endless experience or gold-gaining exploits in order to try and make it more fun and realistic, but will still take advantage of many limited xp-and-gold gaining exploits like for example draining out of minor summons a powerful enemy entity, that's not very easy BTW.
Level-up and scribing scrolls will be done at lowered to easy difficulty bar, which will be immediately reset on Insane. Whole run will be done on Insane difficulty.
Lastly, if by any chance even one character is chunked (that in an IA literally means endgame, because further improved battles will be impossible to win without a crucial party member - and they all are), I will reload and will note it. But hopefully that won't be necessary since I've already devised sound no-reload tactics for all IA fights up to the end of SoA and WK with a very similar party (lower on stats even). Still, an IA game with the Item Randomizer is never the same even if parties are alike. But for that I will have to think on my feet
Also, if possible, will make video links for the more interesting and harder fights.
Wish me luck!
Modifié par saros_shadow_follower, 01 juin 2013 - 01:10 .





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