Best Of
Re: The LoB + SCS Solo Challenge vs Bhaal´s Cataclysm
and now I wonder why my C/M struggled that much... probably I lost more rounds of champion's strength buff than I thought.
@zaknas another thing that may be going on is the result of the horde of creatures in that fight. I only play no-reload and don't allow practice fights - with the result that I have very limited experience of Belhifet in LoB . However, the fight can get pretty congested. In that situation you're bound to be bumped around a bit and, whenever you get either bumped or hit, you get staggered slightly - which can sometimes result in losing an attack (you can see that happening regularly to enemies in BG2 when attacking them with high APR). Your theoretically available attacks may thus be difficult to achieve in that fight - even if you're able to keep toe-to-toe with Belhifet all the time, which I don't think is guaranteed.
Grond0
5
Re: The LoB + SCS Solo Challenge vs Bhaal´s Cataclysm
@Grond0 Nice. Let me recalculate the dps for a C/M. Again within 20 rounds, assuming 20 dmg per hit (after resistance)
Single weapon style: 40 attacks, 4 crits, 2 misses, 34 normal hits
so 169*4 (martyr) + 40*4 (crit) + 20 * 34 (normal hit) = 1516 damage (after resistance).
2 weapon style martyr main hand: 40 attacks, 2 crits, 2 misses, 36 hits
so 169*2 + 40*2 + 20*36 = 1138 damage.
Offhand: 20 attacks, 20 hits (crits compensate misses) = 400 damage.
So dual wield will give 1138+400 = 1538 dmg, an extra 1538-1516 = 22 damage over single style martyr.
okay very close, but I think single style martyr has an advantage here because it should be able to give much higher burst damage if lucky.
Compared to the 1200 dmg output of a generic cleric with 3 apr, yes martyr is great.
and now I wonder why my C/M struggled that much... probably I lost more rounds of champion's strength buff than I thought.
@XDarkStrikerX ah yeah that -11 AC! So Cavaliers' full potential should be around 1000 dmg per turn. Then my question becomes, is a C/M wielding martyr the best bel killer??? what? , but of course we need the quicksave and load exploit for a C/M and perfect execution... Cavaliers can just do it fair and square in relax mode.
Edit: forgot the time unit, C/M does 1500 dmg in 2 turns, Cavalier does 1000 dmg in 1 turn, Cavalier deals much better damage.
@Harpagornis Thanks for starting this thread so we have a place to discuss and learn how to beat this LOB SCS adventure. I wish I could have joined you guys from the beginning, I found this post a little bit late. I have a character who beat the challenge, Lady Rose The Cleric/Mage. Her whole story are on page 218 of this thread.
Single weapon style: 40 attacks, 4 crits, 2 misses, 34 normal hits
so 169*4 (martyr) + 40*4 (crit) + 20 * 34 (normal hit) = 1516 damage (after resistance).
2 weapon style martyr main hand: 40 attacks, 2 crits, 2 misses, 36 hits
so 169*2 + 40*2 + 20*36 = 1138 damage.
Offhand: 20 attacks, 20 hits (crits compensate misses) = 400 damage.
So dual wield will give 1138+400 = 1538 dmg, an extra 1538-1516 = 22 damage over single style martyr.
okay very close, but I think single style martyr has an advantage here because it should be able to give much higher burst damage if lucky.
Compared to the 1200 dmg output of a generic cleric with 3 apr, yes martyr is great.
and now I wonder why my C/M struggled that much... probably I lost more rounds of champion's strength buff than I thought.
@XDarkStrikerX ah yeah that -11 AC! So Cavaliers' full potential should be around 1000 dmg per turn. Then my question becomes, is a C/M wielding martyr the best bel killer??? what? , but of course we need the quicksave and load exploit for a C/M and perfect execution... Cavaliers can just do it fair and square in relax mode.
Edit: forgot the time unit, C/M does 1500 dmg in 2 turns, Cavalier does 1000 dmg in 1 turn, Cavalier deals much better damage.
@Harpagornis Thanks for starting this thread so we have a place to discuss and learn how to beat this LOB SCS adventure. I wish I could have joined you guys from the beginning, I found this post a little bit late. I have a character who beat the challenge, Lady Rose The Cleric/Mage. Her whole story are on page 218 of this thread.
zaknas
5
Re: The LoB + SCS Solo Challenge vs Bhaal´s Cataclysm
@Grond0 wiki says about martyr: "On a critical hit, target loses 15% of their maximum Hit Points (crushing dmg, no save, no counting LoB HP bonus)", so we should use 350 hp to calculate dps. That's why I really think LOB is cheating... buffing monster that much while nerfing our weapons, so unfair
https://baldursgate.fandom.com/wiki/Martyr%27s_Morningstar
It seemed a bit odd to me that the game engine would be able to pull out the non-LoB HPs in that situation, so I drafted a post suggesting someone tested it - and then thought I might as well do it myself .
Here's a screenshot of the result: The 15% loss of HPs appears to be directly applied - it's certainly not crushing damage as there's no damage reduction. The base HPs used for the calculation is indeed the full 1,130 of Belhifet's LoB total.
With damage of 169 + normal weapon damage, using Martyr's together with single weapon style looks like a pretty good option for characters that can both wield it and use arcane magic.
Grond0
5
Re: "Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"
Gate70/Grond0 multiplayer attempt 226, Core rules + unmodded (update 2)
Sonja (female gnome thief, Grond0); Trindus (male human skald, Gate70)
Previous updates
Today's session saw us pushing our luck - but it held out, making it an enjoyable session .
The first action saw us in the Nashkel Mines, where Mulahey was wounded by skull trap before Sonja sneaked in for a backstab - finding a critical which would have one-shotted Mulahey anyway ...
Outside the mine the first comedy of errors moment occurred against the Amazons. Trindus threw in a blind and web combination before shouting to Sonja "all yours". That was intended to signal she could start shooting, but instead the fearless foolish leader moved forward - getting stuck in the web just as Trindus launched a skull trap . Fortunately halfling saves trumped human ones and Sonja was the first to recover movement.
Nimbul was backstabbed and Tranzig treated to a couple of traps to open up the route to the Bandit Camp. Early progress there was pretty good, with Taurgosz getting stuck in a web and most of the bandits cut down. However, that bred a bit of over-confidence in Sonja and she attacked a group of 4 bandits near the tent - successfully backstabbing one of them, but having to hastily resort to an invisibility potion as the retaliation poured in. Tazok's tent was straightforward though, with web doing the heavy lifting there.
The Cloakwood passed relatively uneventfully, with Sonja able to disarm the web traps in the spider area. Trindus did get poisoned by an ettercap there, but explained that was simply to allow Sonja to try out her newly acquired Bhaal slow poison. At the Cloakwood Mine Genthore was blinded before a web and traps quickly sorted out the mages. Drasus though survived the web and there was a potentially nasty period when he was chasing hot on the heels of Sonja. She managed to avoid any attacks though until Trindus offered an alternative target to give Sonja a chance at a backstab.
In the mine the comedy of errors spawned a new chapter when we attacked a ghast. Sonja edged to the side of it to allow her to get a backstab as it chased after a retreating skald - or so she thought. Meanwhile, the aforesaid skald had decided to stand firm in order to allow Sonja the time to get behind th ghast for a backstab. The net result of that was that Sonja's attack hit - but was not a backstab - leaving Trindus paralyzed. Fortunately Sonja managed a quick killing shot with her bow before the ghast could do further damage.
Downstairs, we spent a bit of time activating the battle horrors and dealing with them using backstabs and the odd frost wand blast. Then it was time for Davaeorn. He'd already taken a bit of skull trap damage and seemed likely to expire in a couple of traps set on his landing zone - but a backstab meant he failed to get even that far.
We did most of our normal encounters in Baldur's Gate, mainly without too much incident. One exception was the ogre mage in the sewers, which looked likely to cause trouble when it followed a carrion crawler in chase of Trindus and grinned happily as Trindus once more froze in place. Sonja managed to turn the tables on the crawler with the help of one of the 5 darts of stunning she'd been carrying, but the ogre mage saved against the same fate and Sonja didn't fancy the odds as a summoned ogrillon joined the foes. That caused her to dive into her backpack and fish around for a particularly spicy curry powder she's been saving for just this sort of occasion.
The final action was doing the poison quest, with the aim of getting Sonja a decent bow at last. She had hoped to get some boots of speed from Lothander as well, but v2.6 seems to have changed the behavior of grease considerably and Lothander was able to nip to the stairs before we could target him. There was no escape for Marek though, who failed to register the danger as Trindus crooned "she's behind you".
Thief 8, 46 HPs, 181 kills
Skald 8, 57 HPs, 124 kills, 0 deaths
Sonja (female gnome thief, Grond0); Trindus (male human skald, Gate70)
Previous updates
Today's session saw us pushing our luck - but it held out, making it an enjoyable session .
The first action saw us in the Nashkel Mines, where Mulahey was wounded by skull trap before Sonja sneaked in for a backstab - finding a critical which would have one-shotted Mulahey anyway ...
Outside the mine the first comedy of errors moment occurred against the Amazons. Trindus threw in a blind and web combination before shouting to Sonja "all yours". That was intended to signal she could start shooting, but instead the fearless foolish leader moved forward - getting stuck in the web just as Trindus launched a skull trap . Fortunately halfling saves trumped human ones and Sonja was the first to recover movement.
Nimbul was backstabbed and Tranzig treated to a couple of traps to open up the route to the Bandit Camp. Early progress there was pretty good, with Taurgosz getting stuck in a web and most of the bandits cut down. However, that bred a bit of over-confidence in Sonja and she attacked a group of 4 bandits near the tent - successfully backstabbing one of them, but having to hastily resort to an invisibility potion as the retaliation poured in. Tazok's tent was straightforward though, with web doing the heavy lifting there.
The Cloakwood passed relatively uneventfully, with Sonja able to disarm the web traps in the spider area. Trindus did get poisoned by an ettercap there, but explained that was simply to allow Sonja to try out her newly acquired Bhaal slow poison. At the Cloakwood Mine Genthore was blinded before a web and traps quickly sorted out the mages. Drasus though survived the web and there was a potentially nasty period when he was chasing hot on the heels of Sonja. She managed to avoid any attacks though until Trindus offered an alternative target to give Sonja a chance at a backstab.
In the mine the comedy of errors spawned a new chapter when we attacked a ghast. Sonja edged to the side of it to allow her to get a backstab as it chased after a retreating skald - or so she thought. Meanwhile, the aforesaid skald had decided to stand firm in order to allow Sonja the time to get behind th ghast for a backstab. The net result of that was that Sonja's attack hit - but was not a backstab - leaving Trindus paralyzed. Fortunately Sonja managed a quick killing shot with her bow before the ghast could do further damage.
Downstairs, we spent a bit of time activating the battle horrors and dealing with them using backstabs and the odd frost wand blast. Then it was time for Davaeorn. He'd already taken a bit of skull trap damage and seemed likely to expire in a couple of traps set on his landing zone - but a backstab meant he failed to get even that far.
We did most of our normal encounters in Baldur's Gate, mainly without too much incident. One exception was the ogre mage in the sewers, which looked likely to cause trouble when it followed a carrion crawler in chase of Trindus and grinned happily as Trindus once more froze in place. Sonja managed to turn the tables on the crawler with the help of one of the 5 darts of stunning she'd been carrying, but the ogre mage saved against the same fate and Sonja didn't fancy the odds as a summoned ogrillon joined the foes. That caused her to dive into her backpack and fish around for a particularly spicy curry powder she's been saving for just this sort of occasion.
The final action was doing the poison quest, with the aim of getting Sonja a decent bow at last. She had hoped to get some boots of speed from Lothander as well, but v2.6 seems to have changed the behavior of grease considerably and Lothander was able to nip to the stairs before we could target him. There was no escape for Marek though, who failed to register the danger as Trindus crooned "she's behind you".
Thief 8, 46 HPs, 181 kills
Skald 8, 57 HPs, 124 kills, 0 deaths
Grond0
5
Re: Road to 2.6 | Planned Patch Items | Windows, macOS, Linux
@Redglyph I have seen you describe your pathfinding experience before and I think I may know what is going on. There is a hidden option that can be turned on by editing the baldur.lua or by using @argent77's Reveal Hidden Gameplay Options mod. It is called "Enhanced Path Search". From what I can guess, this is an experimental pathfinding option that was added to the game a while ago. What it appears to do is have each character recalculate the shortest path to their destination every few seconds to attempt to constantly find the quickest route. This behavior has some drawbacks over the default pathfinding however. It tends to make your characters turn around if someone else is blocking a narrow walkway at the exact moment that their path gets recalculated. If this is bothering you, I would suggest checking to see if this option is enabled and try turning it off to see if things improve for you. You can turn it off in game with the aforementioned mod installed, or by editing the Baldur.lua located in the documents directory of your game.
In baldur.lua, the option appears as follows if enabled:
SetPrivateProfileString('Game Options','Enhanced Path Search','1')
if it is disabled it will either not appear at all, or appear as follows:
SetPrivateProfileString('Game Options','Enhanced Path Search','0')
In baldur.lua, the option appears as follows if enabled:
SetPrivateProfileString('Game Options','Enhanced Path Search','1')
if it is disabled it will either not appear at all, or appear as follows:
SetPrivateProfileString('Game Options','Enhanced Path Search','0')
Tresset
5
Re: "Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"
Glolin Magicbane, a solo Wizard Slayer - Part12
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
Playthrough recording: youtube
Watcher's Keep Level 5 - Collecting the keys
Watcher's Keep Level 5 - The Guardians
De'arnise Keep Revisited
Forest of Tethir
Glolin is now ready to enter Suldenesslar and clear it of all evil, he is especially triggered to finally face the mage Irenicus!
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Game version: 2.5
Weidu log BG2:
// 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]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Watcher's Keep Level 5 - Collecting the keys
Upon entering level 5 and going south, Glolin met the Helmite Ghost. Glolin agreed to his 3 challenges and entered the left door first. Here he kited some Orcs until the Helmite Ghost intervened. Glolin looted the pool.
Continuing on he entered the middle door. After buffing with prot from poison, hardness, mirror image and fireshield, Glolin rushed forward wielding Soul Reaver. Things were going great, until the Dragon used his dispel magic ability. Without prot from poison Glolin was vulnerable to his poison breath attack. He immediately equiped the helm of the rock to get atleast 25% protection back. The dragon was getting hit ferociously by Glolin, but used several healing spells to stay alive and prolong the fight. Glolin too had to use RoR several times to stay alive. After spending all his 16 whirlwind attacks on it, Glolin switched his weapons to Crom Faeyr with Defender of Easthaven in the off-hand and a few blows later the Dragon lay dead at his feet.
Glolin finished the last challenge by completing the Imps riddle and by beating him at the game of coins. He moved on to the orb room to the east. Here he pushed each button one time, and after dispatching the monsters he placed each orb in the correct pillar to recieve the mind key.
Glolin moved west and placed the skull he got from the dragon on the pedestal. For the Spirit Warrior test he used the following actions: north, east, search, north, east, north, scroll, west, archway. As a reward he recieved the spirit key.
Continuing on he entered the middle door. After buffing with prot from poison, hardness, mirror image and fireshield, Glolin rushed forward wielding Soul Reaver. Things were going great, until the Dragon used his dispel magic ability. Without prot from poison Glolin was vulnerable to his poison breath attack. He immediately equiped the helm of the rock to get atleast 25% protection back. The dragon was getting hit ferociously by Glolin, but used several healing spells to stay alive and prolong the fight. Glolin too had to use RoR several times to stay alive. After spending all his 16 whirlwind attacks on it, Glolin switched his weapons to Crom Faeyr with Defender of Easthaven in the off-hand and a few blows later the Dragon lay dead at his feet.
Glolin finished the last challenge by completing the Imps riddle and by beating him at the game of coins. He moved on to the orb room to the east. Here he pushed each button one time, and after dispatching the monsters he placed each orb in the correct pillar to recieve the mind key.
Glolin moved west and placed the skull he got from the dragon on the pedestal. For the Spirit Warrior test he used the following actions: north, east, search, north, east, north, scroll, west, archway. As a reward he recieved the spirit key.
Watcher's Keep Level 5 - The Guardians
After changing his gear to increase his fire resistance (helm of brilliance, dragon shield) and buffing (fireshield, hardness) Glolin unlocked the lower seal, releasing Azamantes the lich. Azamantes opened with Timestop during which he summoned a dark planatar. He continued gating in several demons. Glolin decided not to engage them, and kited them until they disappeared. Once his backup was gone, Glolin rushed Azamantes with MoD, instakilling him. The flaming skulls were then moped up one by one.
After resting, Glolin turned the key of the right lock. Glolin used a divide and conquer tactic here. The Rilmani only attack on sight and do not come to help eachother. Glolin used this to his advantage and first took out the fighters, so Aurumach Rilmani was isolated. Using summons to draw his attention and to make him waste his insta-timestops, he never posed a real threat.
Glolin rested and turned the upper left key to face the final guardians.
He had equiped the reflection shield to stay safe from missile attacks, his 100%MR also proved very useful in this fight. While his summons kept the enemies busy, he rushed Ameralis Zawiir the drow cleric first. This to avoid her using implosion on Glolin. After killing her he switched to Dwarven Thrower and started to kite the enemies. Using whirlwinds at the right moment he engaged the enemies one by one, and retreated when one came too close. Nalmissra was the first to fall, followed by Xei Win Toh and The Huntress.
With only the Hive Mother and Y'tossi left, Glolin retreated through the portal back to the previous level.
After resting he returned, he rushed the Hive Mother with Crom Faeyr. Glolin brought the beast to near death, but had to retreat after being poisoned by Y'tossi. One RoR charge later, Glolin reengaged the Hive Mother, killing it with a whirlwind attack. For Y' tossi Glolin switched to Defender of Easthaven in the offhand, and used fireshields to make it kill itself while attacking Glolin. This took quite a lot of time, but in the end Y'tossi fell and the last guardian was defeated.
Glolin left Watcher's Keep for now, still undecided how to handle the great evil still lurking here.
After resting, Glolin turned the key of the right lock. Glolin used a divide and conquer tactic here. The Rilmani only attack on sight and do not come to help eachother. Glolin used this to his advantage and first took out the fighters, so Aurumach Rilmani was isolated. Using summons to draw his attention and to make him waste his insta-timestops, he never posed a real threat.
Glolin rested and turned the upper left key to face the final guardians.
He had equiped the reflection shield to stay safe from missile attacks, his 100%MR also proved very useful in this fight. While his summons kept the enemies busy, he rushed Ameralis Zawiir the drow cleric first. This to avoid her using implosion on Glolin. After killing her he switched to Dwarven Thrower and started to kite the enemies. Using whirlwinds at the right moment he engaged the enemies one by one, and retreated when one came too close. Nalmissra was the first to fall, followed by Xei Win Toh and The Huntress.
With only the Hive Mother and Y'tossi left, Glolin retreated through the portal back to the previous level.
After resting he returned, he rushed the Hive Mother with Crom Faeyr. Glolin brought the beast to near death, but had to retreat after being poisoned by Y'tossi. One RoR charge later, Glolin reengaged the Hive Mother, killing it with a whirlwind attack. For Y' tossi Glolin switched to Defender of Easthaven in the offhand, and used fireshields to make it kill itself while attacking Glolin. This took quite a lot of time, but in the end Y'tossi fell and the last guardian was defeated.
Glolin left Watcher's Keep for now, still undecided how to handle the great evil still lurking here.
De'arnise Keep Revisited
With the Dagger of the Stars in hand, Glolin could now take care of some unfinished business in the basement of De'arnise Keep. After summoning some fire elementals he used the dagger on them to be able to turn invisible. Once invisible Glolin lured TorGal with him to kill him easily without interference. The rest of the enemies in the basement were then moped up.
Glolin returned to Nalia and got the Keep as a reward.
Glolin returned to Nalia and got the Keep as a reward.
Forest of Tethir
After buying all the supplies needed, Glolin felt ready to leave Athkatla for good. He talked to Elhan who teleported Glolin to the Forest of Tethir and opened up the entrance to Suldanesslar.
Glolin first decided to do some more scouting in the forest, this led him to discover a cave with the Mana bow hidden in it.
Glolin first decided to do some more scouting in the forest, this led him to discover a cave with the Mana bow hidden in it.
Glolin is now ready to enter Suldenesslar and clear it of all evil, he is especially triggered to finally face the mage Irenicus!
jaypee
6
Re: Beamdog Forum Migration
This will probably be my last visit to the site before the migration, so I just wanted to leave a quick message to hope you are all well, and I'll see you all again in a few weeks!
Zaxares
5
Re: "Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"
Trio 38 (37 finale)
Gate70 : Wirblefop, human male Beastmaster (plus LN fairy dragon familiar)
@Corey_Russell : Peel, human male Cavalier
@Grond0 : Talisman, dwarf male random - Priest of Talos. Not a preferred character but that's the luck of the draw
Plus a couple of interlopers who joined the party.
We continued attempt 38 in much the same way as attempt 37. Here we are at the starting point. By this, we mean Peel said that a wolf was chasing him as he ran past us so watch out and Talisman didn't hear - so took an early dive. Despite our unstated character generation delivering three divine characters, we were far too low a level to raise our fallen so paid a level 1 visit to Beregost temple and greased their palms with 100gp (Imoen is out of luck).
In next to no time we were back in action to the chagrin of Shoal the nereid. A couple of volleys of missiles limited her persuasiveness and Talisman, despite leading on the party-deathometer, took the first level up of our campaign. Peel used his 17 Charisma to sweet-talk the Mad Arcand into rewarding us for returning his cursed ring and then we returned to town for Marl and Firebead's brief conversations.
Wirblefop then aimed for Nashkel, killing the ogrillion mailers and a hobgoblin in stealth boots on the way. We also picked up the Colquetle amulet for easy reputation later. At Nashkel we squeezed Peel into some ankheg armour and shot down Noober for impertinence.
Then we continued south and gave Greywolf a triple-command send-off. Peel had been concerned about confronting him so early but he didn't last longer than the commands. Back to Beregost we went to pick up our easy reputation, and another unfortunate party member. Tip of the day - don't let the Priest of Talos deliver Colquetle's amulet unless you want a reputation bump downwards. The paladin and ranger exchanged worried looks, fearing they may be on a steady road to becoming fallen if Talisman isn't spoken to sternly (or if he expedites matters with a lightning bolt into a crowd of neutrals). Peel decided he should benefit from cavalier poison immunity before we fall, and pulled the legs off four spiders. Wirblefop tried speaking to Zhurlong about boots but a low charisma (5) meant he was spurned - and he thought the boots were lost but much much later realised Zhurlong hadn't even bothered with them.
Once we had delivered Samuel to a temple and set about an assassin we briefly visited the Friendly Arm Inn before moving on to High Hedge. Talisman demonstrated his Hold spell which came in handy several times in the rest of todays venture. Then it was time to pick up bracers from Zal and Vax. By this time Peel was getting more and more concerned about our dead party members. Wirblefop kept trying to convince his companion that he was a beastmaster by trade but the call of necromancy was tempting.
Caldo and Krumm perished quickly, a Command making a brief appearance but two fighters in the party is making short work of enemies now we have a handful of levels. Talisman may be lagging in the kill-tally but his healing and situation control is making a solid contribution - even getting his sling to finish a polar bear at one point. Peel had been jesting about Talisman's hold's not being necessary but eventually he conceded that there were times the spell allowed us to dominate battles. Here's an example. We were heading towards the session close, so we just had time to kill off Bassilus, collect his reward, clear out an ankheg nest (Peel complaining that Wirblefop had not used the protection from acid scroll on him and Wirblefop complaining that Peel had raced into the nest without chance to apply the scroll). Peel made light work of it, chugging a bunch of but not all our healing potions. We purchased a couple of scrolls (protection from petrification, stone to flesh) so are ready to stick our weapons into basilisks next time.
Party gear
n.b. special award of the session goes to Peel who has rolled maximum hit points for levels 2-4 and overhauled Wirblefop and his familiar.
Gate70 : Wirblefop, human male Beastmaster (plus LN fairy dragon familiar)
@Corey_Russell : Peel, human male Cavalier
@Grond0 : Talisman, dwarf male random - Priest of Talos. Not a preferred character but that's the luck of the draw
Plus a couple of interlopers who joined the party.
We continued attempt 38 in much the same way as attempt 37. Here we are at the starting point. By this, we mean Peel said that a wolf was chasing him as he ran past us so watch out and Talisman didn't hear - so took an early dive. Despite our unstated character generation delivering three divine characters, we were far too low a level to raise our fallen so paid a level 1 visit to Beregost temple and greased their palms with 100gp (Imoen is out of luck).
In next to no time we were back in action to the chagrin of Shoal the nereid. A couple of volleys of missiles limited her persuasiveness and Talisman, despite leading on the party-deathometer, took the first level up of our campaign. Peel used his 17 Charisma to sweet-talk the Mad Arcand into rewarding us for returning his cursed ring and then we returned to town for Marl and Firebead's brief conversations.
Wirblefop then aimed for Nashkel, killing the ogrillion mailers and a hobgoblin in stealth boots on the way. We also picked up the Colquetle amulet for easy reputation later. At Nashkel we squeezed Peel into some ankheg armour and shot down Noober for impertinence.
Then we continued south and gave Greywolf a triple-command send-off. Peel had been concerned about confronting him so early but he didn't last longer than the commands. Back to Beregost we went to pick up our easy reputation, and another unfortunate party member. Tip of the day - don't let the Priest of Talos deliver Colquetle's amulet unless you want a reputation bump downwards. The paladin and ranger exchanged worried looks, fearing they may be on a steady road to becoming fallen if Talisman isn't spoken to sternly (or if he expedites matters with a lightning bolt into a crowd of neutrals). Peel decided he should benefit from cavalier poison immunity before we fall, and pulled the legs off four spiders. Wirblefop tried speaking to Zhurlong about boots but a low charisma (5) meant he was spurned - and he thought the boots were lost but much much later realised Zhurlong hadn't even bothered with them.
Once we had delivered Samuel to a temple and set about an assassin we briefly visited the Friendly Arm Inn before moving on to High Hedge. Talisman demonstrated his Hold spell which came in handy several times in the rest of todays venture. Then it was time to pick up bracers from Zal and Vax. By this time Peel was getting more and more concerned about our dead party members. Wirblefop kept trying to convince his companion that he was a beastmaster by trade but the call of necromancy was tempting.
Caldo and Krumm perished quickly, a Command making a brief appearance but two fighters in the party is making short work of enemies now we have a handful of levels. Talisman may be lagging in the kill-tally but his healing and situation control is making a solid contribution - even getting his sling to finish a polar bear at one point. Peel had been jesting about Talisman's hold's not being necessary but eventually he conceded that there were times the spell allowed us to dominate battles. Here's an example. We were heading towards the session close, so we just had time to kill off Bassilus, collect his reward, clear out an ankheg nest (Peel complaining that Wirblefop had not used the protection from acid scroll on him and Wirblefop complaining that Peel had raced into the nest without chance to apply the scroll). Peel made light work of it, chugging a bunch of but not all our healing potions. We purchased a couple of scrolls (protection from petrification, stone to flesh) so are ready to stick our weapons into basilisks next time.
Party gear
Gate70
5
Re: "Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"
@Aerakar Those were excellent suggestions.
My basilisk hunting was a success other than having to get a scroll to reverse the petrification on Jaheira( I accidently moved the wrong character without the petrification protection spell). Mixed with shoal boosted us up a few levels. Then I grabbed up the easy exp from Marl. I finished up the gnoll fortress as well and snagged the charisma tomb and dex gauntlets. After that I headed to nashkel and then the mines since Khalid and Jaheira were warning me to do so(I could not remember their timer length so I went ahead to the area).I took the opportunity to help prism and then grab up varscona for my fighter/thief. That is a big win as he will use this for a long time. Next step is to finish up the naskhel mines since I am already here. I may try to finish up some other areas and retrace my steps after that. I will probably look at each area and see what I need from it and then head to the main story line and push through.
I am on a time crunch and need to streamline a little I believe. Unnecessary fights are a quick way for my run to end. I did have a pretty nasty kobold pick off imoen earlier yesterday before we got those levels to raise HP. Any suggestions or a better path or ideas feel free to share. I have more experience with BG2 than BG.
My basilisk hunting was a success other than having to get a scroll to reverse the petrification on Jaheira( I accidently moved the wrong character without the petrification protection spell). Mixed with shoal boosted us up a few levels. Then I grabbed up the easy exp from Marl. I finished up the gnoll fortress as well and snagged the charisma tomb and dex gauntlets. After that I headed to nashkel and then the mines since Khalid and Jaheira were warning me to do so(I could not remember their timer length so I went ahead to the area).I took the opportunity to help prism and then grab up varscona for my fighter/thief. That is a big win as he will use this for a long time. Next step is to finish up the naskhel mines since I am already here. I may try to finish up some other areas and retrace my steps after that. I will probably look at each area and see what I need from it and then head to the main story line and push through.
I am on a time crunch and need to streamline a little I believe. Unnecessary fights are a quick way for my run to end. I did have a pretty nasty kobold pick off imoen earlier yesterday before we got those levels to raise HP. Any suggestions or a better path or ideas feel free to share. I have more experience with BG2 than BG.
RVNS
6
Re: Is Haer'Dalis a better blade than the player can make?
It wasn't changed in 2.6; his specialization works exactly as it did before.
One other thing about his race: "tiefling" is treated internally as a variant of "elf". So he gets the strong charm/sleep resistance and an additional +1 to hit with certain weapons. With his specialization, Haer'Dalis gets +2 to hit and damage with short swords and long swords.
Also, when you're comparing recruitable NPCs to the PCs you build, remember that there are a number of protagonist-only perks. A familiar, Bhaalspawn abilities early on, the hell trials later...
One other thing about his race: "tiefling" is treated internally as a variant of "elf". So he gets the strong charm/sleep resistance and an additional +1 to hit with certain weapons. With his specialization, Haer'Dalis gets +2 to hit and damage with short swords and long swords.
Also, when you're comparing recruitable NPCs to the PCs you build, remember that there are a number of protagonist-only perks. A familiar, Bhaalspawn abilities early on, the hell trials later...
jmerry
5