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When do you take on Durlag's and the other ToSC quests? (spoilers!)

LemernisLemernis Member, Moderator Posts: 4,318
Okay, I'm at that point where I could survive Durlag's, and then go on and complete the other ToSC quests.

Party is at about level 5-6. I've cleared the wilderness maps prior to entering Cloakwood. Once I enter Cloakwood, I generally prefer to move on into BG city.

I've completed Durlag's at level 5 in the past, although it I didn't find it particularly easy...

Here's my party:

Lemernis - Fighter 5/Mage 4 (multi)
Dorn - level 5
Viconia - level 6
Rasaad - level 6
Neera - level 5
]Imoen - level 6

Is this about when you would usually do ToSC? Or do you go through Cloakwood, complete chapter 4, and then explore BG city a bit--and then head off to do the ToSC quests? I.e., sort of in the middle of knocking about BG city?

How do you generally approach this?

Comments

  • KortokKortok Member Posts: 165
    I typically do ToSC as late as possible.
  • AndrasteAndraste Member Posts: 78
    Shandyr said:

    After candlekeep return.

    From a roleplaying perspective:
    I'm wanted for a murder I did not commit (or I did it but had very good reasons for it).

    So I imagine I've to go into cover for a while, get out of sight. This is why my group ventures to the settlement of Ulgoth's Beard where they hope nobody recognizes them.

    I really like that idea. I've always had trouble justifying CHARNAME running off to fight werewolves/clear Durlag's Tower late in the game when she has the Iron Throne to fight, but being worried about being recognised and captured is a good motivation for keeping a low profile for a bit. (At least for some characters.)
  • VissiousVissious Member Posts: 53
    edited December 2012
    Loving the RP reasons, that's a great way to go. Funnily enough, I just started my run on the Tower yesterday with a level 5-6 party, and I'm telling you this now; if you don't have a thief with Detect Traps at 90% or higher, walk away. Walk away and save yourself some serious trip-wire flavoured carnage. I tried to get through the first level of the dungeon proper with Imoen who was currently at Detect Traps 75% and promptly got dissassembled by a bunch of book-cases :(
  • SCARY_WIZARDSCARY_WIZARD Member Posts: 1,438
    edited December 2012
    Vissious said:

    Loving the RP reasons, that's a great way to go. Funnily enough, I just started my run on the Tower yesterday with a level 5-6 party, and I'm telling you this now; if you don't have a thief with Detect Traps at 90% or higher, walk away. Walk away and save yourself some serious trip-wire flavoured carnage. I tried to get through the first level of the dungeon proper with Imoen who was currently at Detect Traps 75% and promptly got dissassembled by a bunch of book-cases :(

    This, this, this! I also suggest having at least two healers around...just in case.
    Durlag must have gotten those from the same place the gorons got those doors that attack you in the Fire Temple in The Legend of Zelda. :x
    EDIT: And how can I forget the obnoxious flying tiles and pots.
  • shawneshawne Member Posts: 3,239
    Well, the first time I did it before entering Baldur's Gate for the first time - I had a full party, decent equipment, and I figured I could use the boost from Durlag's Tower and Werewolf Island to smash through any challenges in the city.

    Didn't work out too well for me, though, because it took me a dozen tries to get through the chess room at the Tower. So this time I might do it between Baldur's Gate and Candlekeep...
  • CorvinoCorvino Member Posts: 2,269
    If you plan ahead the Chess room isn't too much trouble. A wand of fire or potion of explosions on every party member, fired ahead into the fog of war just as it starts tends to kill every pawn and most of the other weaker enemies, leaving just the kings and queen.
  • [Deleted User][Deleted User] Posts: 0
    edited December 2012
    The user and all related content has been deleted.
  • Markus_ZhangMarkus_Zhang Member Posts: 13
    In y first and second play as well as the first solo play, I avoided Durlag's Tower until very late into the game, probably just before confronting Sarevok. These days, as I'm more familiar with the game, I plan to clear the first two levels of the Tower before entering Cloakwood and finish the others in later chapters.
  • LemernisLemernis Member, Moderator Posts: 4,318
    Vissious said:

    Loving the RP reasons, that's a great way to go. Funnily enough, I just started my run on the Tower yesterday with a level 5-6 party, and I'm telling you this now; if you don't have a thief with Detect Traps at 90% or higher, walk away. Walk away and save yourself some serious trip-wire flavoured carnage. I tried to get through the first level of the dungeon proper with Imoen who was currently at Detect Traps 75% and promptly got dissassembled by a bunch of book-cases :(

    First of all this is a great post, thanks. Second, it reminded me that if I were to try Durlag's at level 5-6 I'd need to stock up on a lot of potions of perception. And/or have Viconia memorize a lot of Find Traps spells.

    I think @Shandyr has the right idea too. Thanks.
  • OurQuestIsVainOurQuestIsVain Member Posts: 201
    I like to do all the TotSC stuff together so I usually wait until I have explored BG city then I head to Ulgoth's and do werewolf island then I head down to Durlag's. The only problem is that I like to explore every map too and after completing TotSC my party of 6 is maxed out in xp. Then I have to go through BG city quests, Candlekeep, back to BG city and finally to final boss fight and I find that having maxed out xp takes the fun out of the game somewhat. I know I could remove the cap but I don't want a level 15 char starting out bg2 when I import, waaaaay to OPed.
  • NecroblivionNecroblivion Member Posts: 210
    My party is now mostly level 6/7 and I haven't entered BG yet. I am on the 3rd level of the tower and then I will go to the island.

    I always like to finish EVERYTHING before entering the city. Not even sure why. I think that entering the city somehow hints (for me) that the game is closing to its end, so I am trying to delay it as much as I can.
  • exoriexori Member Posts: 2
    first i go through BG content and then for ToSC.
    somehow dosnt feel right for me to go solve ToSC be4 that.
  • valkyvalky Member Posts: 386
    Usually 7~ as well and after I got some goodies from BG city. Typically also Werewolf island in before, but it seems the BG2 greater werewolf bug returned in some cases, where they get an insane regeneration bonus? (I think it was 42-60HP/round for some specific werewolfs...)
    Can't remember I ever had problems in vanilla TotSc....
  • JoeWalkerJoeWalker Member Posts: 75
    @Lemernis - Totally off topic but can I just ask what is Rasaad like in the higher levels? Is he worth having? I've read a lot of stuff about monks being quite poor at first so I'm not sure what to do about him
  • ZanathKariashiZanathKariashi Member Posts: 2,869
    edited December 2012
    Takes till about 12 for them to REALLY hit their stride...they start doing a lot better around 9-ish, but before that, they're really only good for pre-BoS kiting. They can't hit anything for crap despite their fighter thac0, and their damage is pretty sucky in general till you get the str manual or DUHM, both which are pretty late and you may or may not get depending on your playstyle.

    I typically do Durlag's and the mage island as soon as I hit 100 traps/locks (usually just before I do the mines in Nashkel) and the Isle of Furries after I get access to Baldur's gate. And Aec once I get a free-action ring and all required potions, sometimes before BG, sometimes not. It's a pretty rough fight.
  • LemernisLemernis Member, Moderator Posts: 4,318
    edited December 2012
    @JoeWalker Rasaad is now at level 6 in my game with all the wilderness maps completed, midway through Cloakwood in chapter 4.

    I've got him to -1 AC with a ring and guantlets of dexterity (for my party it made most sense to give them to him). He gets to -3 AC if he uses the Shield amulet (which has limited charges, but you can sell it and buy it back recharged). So anyway, he doesn't get hit too much. And in my game at level 6 he's got 35 HP. I'm not really having to nurse him back to health all the time, at least not more than any other character.

    I have him using his fists and feet, which gives him two attacks per round. (Versus 1 attack per round using a weapon with a prof in Single Weapon Style.)

    His THACO sucks, however. It's 15. I could give him the bracers that reduce THACO by 1 but they seem better utlized by Dorn, who becomes even more of a juggernaut with them. And in the balance I'd rather focus on lowering Rasaad's AC, anyway.

    Because Rasaad runs so fast (about as fast as a character wearing the boots of speed) I find that he is most useful a) tying up enemy archers (forcing them to melee), and b) disrupting enemy spellcasters. I typically try to have him deliver a stunning blow on mages, and when it works that's awesome.

    Because I have him selectively attacking enemies that are relatively easy to hit, his high THACO isn't a terrible liability.

    For the garden variety low level mobs, he joins in (meleeing) but it really doesn't matter since my main tanks will almost always beat everyone else to the punch anyway. I do take some care to try to have Rasaad avoid standing toe-to-toe/face-to-face with super strong opponents that can devastate him with one blow. And because he moves so fast that's easy to do.

    Anyway, in summary, I think in BG1 Rasaad is going to pale in comparison to warrior class tanks. However his deficits can be minimized and strengths optimized so that he is at least not dead weight. His value is mainly to provide a more unique, interesting type of character. A departure from the ordinary.
    Post edited by Lemernis on
  • ChowChow Member Posts: 1,192
    I usually do them between Cloakwood and entering Baldur's Gate for the first time, but I think I might have to try and put it back by a while as per Shandyr's suggestion, because let's face it, that was pretty good.
  • JoeWalkerJoeWalker Member Posts: 75
    @ Lemernis - Thanks that's cleared it up but does he have any spells or anything like that? I was planning on having me (fighter), Ajantis and Yeslick up front as I'm playing as a good party first time round and keeping it nice and simple - do you think Rasaad could replace either of those two?
  • JoeWalkerJoeWalker Member Posts: 75
    @Lemernis - Thanks that's cleared it up but does he have any spells or anything like that? I was planning on having me (fighter), Ajantis and Yeslick up front as I'm playing as a good party first time round and keeping it nice and simple - do you think Rasaad could replace either of those two?

    Sorry for the double post I didn't tag you in the last one
  • JoeWalkerJoeWalker Member Posts: 75
    Triple post to point out I'm a dumbass :)
  • ChowChow Member Posts: 1,192
    You do know you can edit posts?
  • colonel_burgercolonel_burger Member Posts: 279
    You'll need at least 80 in find traps. Helps if level 5+.
  • LemernisLemernis Member, Moderator Posts: 4,318
    @JoeWalker

    Here's what the new manual says :)

    Monks

    Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy called ki, which allows them to
    perform amazing feats. The Monk’s best known feat is the ability to stun an opponent with an unarmed blow.

    Advantages:

     Moves 2 points faster than normal. Movement rate further improves by 1 every 5 levels.
     May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows:

    o Level 1-2: 1d6
    o Level 3-5: 1d8
    o Level 6-8: 1d10
    o Level 9-14: 1d12
    o Level 15+: 1d20

     At level 9, the Monk’s fists are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves to +2 at level 12, +3 at level 15, and +4 at level 20.
     Receives a +2 bonus to save vs. spell.
     Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels.
     3% magic resistance per level starting at 14 th level (that is, 42% at 14 th level).
     Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels.
     May use Stunning Blow ability once per day every 4 levels.

    o STUNNING BLOW: All successful attacks within the next 6 seconds force the victim to save or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done.

     5th level: Becomes immune to all diseases and cannot be slowed or hasted.
     7th level: May use Lay on Hands ability to heal 2 hit points per level.
     8th level: Gains -1 to speed factor.
     9th level: Gains a +1 bonus to all saving throws and becomes immune to charm.
     11th level: Becomes immune to poison.
     12th level: Gains another -1 to speed factor.
     13th level: May use the Quivering Palm ability once per day.

    o QUIVERING PALM: The next successful unarmed attack forces the opponent to save or die. This special ability automatically modifies normal attacks; no targeting needs to be done.

     20th level: Becomes immune to non-magical weapons.
     Hit Die: d8

    Disadvantages:

     May not wear any armor.
     May only use weapons available to the Thief class (except twohanded).
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