I'll do a random roll and compare to the invoker and paladin suggestions. Good idea on the rolling.
Would a monk meet your original objectives? I could imagine an evil monk that still didn't want to loot and steal and whose needs were meagre enough to be able to live off quest rewards.
@Ygramul Well done against the dragon. It will always be a tough one. @Aasim I too was an ankheg farm rusher. It ended my run too. Quite a promising one.
Is that battle avoidable? IIRC the dragon reacted to spell casting. Perhaps an invisible party can walk past that area?
I think that you can get past with speed plus invisibility if you don't go for the eggs.
After defeating Sunin the party decided to try their luck against Ramazith.
Woden delt with Ramazith's ghasts because he had the Spider's Bane, and in the process he reached the 7th level (+12 HPs).
With Ramazith, we started with a defensive approach - Mirror Images for Mortuus and Xan, Remove Fear from Uzume and Summon a Spirit Snake from Yahiko. After that we proceeded with Remove Magic from Mortuus and Spell Thrust from Xan.
In the next moment the mage was dead, even before Xan finished casting the 3rd spell in this battle (Haste).
In BG1, when you have two arcane casters with Remove Magic and Spell Thrust respectively it's enough in most cases.
We continued with other small tasks in the city:
-killing a Mustard Jelly on the second floor of the Splurging Sturgeon -dealing with Drelik and Jardak for the Helm of Glory -returning Nester's dagger to Quinn -punishing Gervisse for breaking a PG-13 rule -dispatching Degrodel's monsters -kiting Larze -acquiring the helm and the cloak of Balduran -helping Gorpel Hind -completing the first thieving quest of Narlen -backstabbing Degrodel and finishing him before he flees
-killing Cyrdemac and getting 208 free gems -bringing the skull of Kereph to the temple of Tymora -returning Casson from the temple of Umberlee -getting boots of speed from Lothander -backstabbing Marek
Mortuus reached the 8th level and got Stoneskin!
It was time for the Ogre Mage from the Sewers to die. Again, Remove Magic took all his protections away in a second.
We also completed the second thieving quest from Narlen and in return he helped us to become the true members of the thieving guild.
It was time for the fight against Iron Throne.
We started with 2 scrolls of Chaos from Mortuus and Xan. As a result, almost each enemy started wandering confused (the most important thing was that all the backstabbers were confused).
Then an enemy mage, Naaman, casted Chaos himself. Only Woden didn't fell under the effects of this Spell.
But it wasn't dangerous, as our spirit snakes kept poisoning enemies, and Woden kept crushing enemies with his hammer.
I'll do a random roll and compare to the invoker and paladin suggestions. Good idea on the rolling.
Would a monk meet your original objectives? I could imagine an evil monk that still didn't want to loot and steal and whose needs were meagre enough to be able to live off quest rewards.
ah. Dark Moon Monk was another I had in mind. Restartitis before even starting...
I'm pretty sure dragon in SoD can be hit by +2, I can't vouch for below but there's a high probability even non-enchanted weapons will work.
Avatar of DOOOM has been slain. I'm very, very dissapointed by my gameplay. I breezed through BG1, finsihed a lot of BG2, just when I was about to go to sleep I think to myself "what a wonderful world" "just one more quest"; and I took on Beholder lair in Temple sewers. All was actually fine, the only thing worrying (Balduran shield equipped) me were those shadow-like monsters that paralyze on hit. Avatar had a death save of 2. Decent, but not enough. In 2nd trip to temple (to return the device) a lot of beholders + shadows spawned. Beholders killed themselves firing rays at the shield, but one of those shadow-like creatures managed to hit a critical and cause paralyzation. In between two shadows and that icantrememberthenamebutlookslikeshadow thingie, Avatar was doomed. The chance of critical hit that causes paralyzation was below 1% (5% crit x 15% paralyzation); and it happened. It seems that if something can go wrong, it will. I'll try something new later, if I find the time. I'm rather low on self-esteem, failing a fighter/illusionist is a big hit on my confidence.
My early progress is quite cautious (I'm trying to avoid any party member death) and thus slow. In Candlekeep I endured two assassination attempts so when Gorion told we should leave as soon as possible, I've bought a Splint Mail for myself (first few levels I wouldn't cast Mages' spells much anyway), Studded Leather Armor for Imoen (I promised to take her with me), some weapons/ammo and we departured under the cover of night. Not far away though as soon we were ambushed and Gorion fell defending my life... In the morning Imoen found me in great distress. Together we buried Gorion, picked a diamond from the tree, killed some gibberlings and headed straight to the Beregost. For some reason in this setup I wasn't able to assign Imoen's skills at level 1 so she ended with 50 Find Traps / 25 Open Locks which means we can't open any serious lock for the time being. Thus we just calmed Marl, fetched some bedtime reading for Firebead and got a Ring of Protection from Mirianne. As I'm only lvl 1 Mage, the Huge Spiders in Landrin's house are unaffected by my SR Sleep spell so some running around the streets were in order.
We also obtained a pair of boots for Zhurlong but decided to keep them and as he already "got" some money from us we think we are even. Imoen advanced to lvl 2 and raised Open Lock skill to 50 to pilfer a randomized Leather Armor +1 from local Manor:
Gorion told me to visit a Friendly Arm Inn and seek for Jaheira/Khalid if I plunge into trouble so I heed his advice. There we first obtained a ring for Joia and sneaked past a suspiciously looking man near the Inn's front door. Inside we delivered a good news to Landrin. talked with Unshey about a rogue ogre nearby and joined with Jaheira/Khalid (this time a SCS' component "Allow player to choose NPC proficiencies and skills" worked just fine). Before heading outside we cast some buffs just in case - Shield, Resist Fear, Bless (I think I almost never used this before due to short duration while with SR it last a whopping 5 turns), Sanctuary and Imoen hid in shadows. This appeared to be a good move as the man outside attacked us almost immediately. He cast a Sleep spell on Khalid (which he saved vs) and in turn saved vs my Command spell. His answer was a Melf's Acid Arrow on me but this is nothing a potion of healing couldn't deal with. Meanwhile he got a good beating from us and fell next round dropping a nice assortment of spell scrolls:
With core Team assembled we checked up some loose ends (aTweaked Ghasts are no more a slow moving exp sources, they move at a speed of vanilla Greater Ghasts and exude a carrion stench in a 10-feet radius which causes retching and nausea unless a saving throw versus poison is made. Those failing this save will attack at a penalty of −2) :
Arriving to Nashkel we were hit with CTD due to bugged _helm08.itm weared by Bardolan so need to edit its equipped appearance from JC (1PP) to H4- Helmet 5 (Vanilla).
In the fields found a randomized Short Bow +1 for Imoen,
talked to locals (didn't visit the local tavern as of yet) and now pondering our next move.
2nd and final update on Solus & Jezebel, from here
Things were going fine, up until WK. There Solus barely avoided death by running away from Vampiric Wraith with *1* HP left.
He did live however (now looking at the screenshot I realise that if he hadn't DUHM on he'd be dead there, which would save me a lot of time acutally). I did a lot of stuff (everything up to Chromatic in WK, all big Alkathla quests bar Firkaraag & Planar Sphere); went to Spellhold, and despite Solus having a save vs spell at -4, he eats a Symbol:Stun, and it's done. ROFA was just around the corner...
Bleh, that's what I always say.
@Aasim You should be aware that some folks at the BioWare forum did some research into this issue. What we discovered is that it seems BioWare tried to put in the -2 penalty to save when a character with a spell school casts a spell from his school. But they messed it up. Instead, anytime an enemy with no spell school casts a spell that is associated with a spell school, they get that penalty bonus. Thus, since the Lich has no spell school and since Symbol:Stun is -3 -4 to save normally, you actually need -5 -6 due to this behavior of the engine.
As a result, for no-reload purposes, you really need 2 more to your saves than you normally think you would need to guarantee a save always. Although for that encounter I would just use pro undead scroll myself.
@Corey_Russell: I've done testing in EE and found that only specialist mages get those save bonuses. You're saying that, in vanilla, generalist mages have a -2 save penalty on all of their spells?
Because we confirmed that in both vanilla and EE specialist mages had a 15% bonus for scribing spells of their own school, and a 15% penalty for scribing spells outside of their school... making generalist mages better at scribing scrolls. And if generalist mages got universal save penalties on top of that, they would be far superior to specialists.
Do you know if sorcerers, who are generalists by default, also get those bonuses? Do Wild Mages?
Also, if @Aasim was playing with SCS, that could explain the curious save penalty for that lich. SCS randomizes enemy specializations, and that lich might have been a Conjurer.
@Corey_Russell: I've done testing in EE and found that only specialist mages get those save bonuses. You're saying that, in vanilla, generalist mages have a -2 save penalty on all of their spells?
Because we confirmed that in both vanilla and EE specialist mages had a 15% bonus for scribing spells of their own school, and a 15% penalty for scribing spells outside of their school... making generalist mages better at scribing scrolls. And if generalist mages got universal save penalties on top of that, they would be far superior to specialists.
Do you know if sorcerers, who are generalists by default, also get those bonuses? Do Wild Mages?
Also, if @Aasim was playing with SCS, that could explain the curious save penalty for that lich. SCS randomizes enemy specializations, and that lich might have been a Conjurer.
No, you don't understand - I am NOT talking about players - but NPC enemies only for the save penalty. In Netinfinity I think there is a either a "class" or "spell school" field, not sure which. But in any case if a enemy NPC casts a spell and those fields are empty for that enemy, then you get that save penalty. This is what happened to Aasim.
Additional Note: This is why you also save vs. umber hulk confusion at -4 instead of -2 like it's supposed to be, because the Umber Hulks are basically casting a magical ability but weren't assigned a class. Any why Minsc is always hacking his own party members if you don't give him Lilacor. : )
EDIT: Because that link will go away shortly, here is the text: *******************************************************
I tested this a while ago and posted my methods and results here. My conclusions were: To guarantee success against an unmodified save vs. spell, your save needs to be -1 or lower. To guarantee success against a save vs. spell with a -2 penalty, your save needs to be -1 or lower. To guarantee success against a save vs. spell with a -4 penalty, your save needs to be -5 or lower. To guarantee success against an unmodified save vs. death, your save needs to be 1 or lower. None of my testing involved specialist mages, only innate abilities like umber hulk confusion or on-hit weapon effects like Celestial Fury.
Grond0, on 24 Feb 2016 - 06:46 AM, said: I did a test in BGEE using blindness from an illusionist against Imoen. Could you try a similar test with a non-illusionist casting blindness?
EDIT: This is not quite correct. See this post for a better explanation.
(his this post link text below, which is what I was looking for originally - cjr):
Members 34 posts Okay, after a bit of testing I think I have a pretty good guess as to what's going on: the specialist save penalty is real, but the code to determine whether it applies only checks whether the number representing caster's kit matches the number representing the school of the spell. It does not account for the case where both are equal to 0. That is, if a character with no kit casts a spell with no school, the specialist save penalty applies.
This explains the results I got before. Umber hulks have no kit and their confusion gaze has no spell school, so there was a -2 penalty. Generic vampires have no kit, but their domination gaze is flagged as an enchantment spell, so there is no extra penalty. Koshi has no kit in vanilla, so the school-less stun effect on Celestial Fury had a save penalty. Shadow fiends actually do have a kit, so their attacks did not.
I'm not surprised by the failed save, tbh. The chance was slim, but it was possible. Also, in vanilla game, a lot of mage creatures are actually Conjurers, thus things like Symbol spells etc. are all saved against with a -2 penatly. Mind you, they don't really respect Conjurer's lack of Divination - but for engine purposes, they're conjurers. Random spawn Lich, Kangaxx, Sion, they're all Conjurers. SCS has additional kits (Necro, Enchant, Invoker, Conjurer) - but in vanilla game only conjurer and trueclass are used. Given the no-reload gamplay, Conjuration seems to be far more deadly the Necromancy....
@Corey_Russell: Also, if @Aasim was playing with SCS, that could explain the curious save penalty for that lich. SCS randomizes enemy specializations, and that lich might have been a Conjurer.
No, you don't understand - I am NOT talking about players - but NPC enemies only for the save penalty. In Netinfinity I think there is a either a "class" or "spell school" field, not sure which. But in any case if a enemy NPC casts a spell and those fields are empty for that enemy, then you get that save penalty. This is what happened to Aasim.
Out of curiosity I've just checked with NearInfinity all CRE files for Liches in my archived clean BG2 SoA/ToB setup and the only non-named Lich (not an Elemental or Shade or Kangaxx etc.) which might be the one in question (LICH01.CRE) is indeed a Conjurer.
As I understand it, GrimJim's observations mean that (since symbols do have a spell school) the Lich propably had to be a conjurer, as semiticgod suggested.
edit: seems like everyone reached this conclusion at the same time
@Corey_Russell: Also, if @Aasim was playing with SCS, that could explain the curious save penalty for that lich. SCS randomizes enemy specializations, and that lich might have been a Conjurer.
No, you don't understand - I am NOT talking about players - but NPC enemies only for the save penalty. In Netinfinity I think there is a either a "class" or "spell school" field, not sure which. But in any case if a enemy NPC casts a spell and those fields are empty for that enemy, then you get that save penalty. This is what happened to Aasim.
Out of curiosity I've just checked with NearInfinity all CRE files for Liches in my archived clean BG2 SoA/ToB setup and the only non-named Lich (not an Elemental or Shade or Kangaxx etc.) which might be the one in question (LICH01.CRE) is indeed a Conjurer.
The other thing GrimJim found out is that if an enemy creature HAS a class, but the spell they are trying to cast DOESN'T have a school, then that also will do the spell penalty. Granted Symbol:Stun has a spell school IF it's the same as player one, but perhaps if EE then the conjurer lich/conjuration Symbol: Stun is the best explanation in this case.
EDIT: Once again, the above link will be gone in a while, so here is the text: **********************************************************************
Some more test results from a Fixpack + TobEx beta 0026 install: TobEx does not fix the bug like I previously thought. Whatever is going on is definitely an improper interaction between a creature's kit and the specialist save bonus/penalty. For example, when a shadow fiend has its kit set as TRUECLASS, your save vs. death needs to be 1 to always save against its paralyzing attack. When its kit is changed to NO_KIT, your save needs to -1. Kitted fighters and rangers appear to benefit from this bug. They get the specialist save bonus against school-less spells and enemies get a save penalty against the on-hit effects of their weapons. I didn't test any other kits, so they may also be affected. This is definitely an engine bug, so a complete fix would require an improvement to TobEx which is beyond what I'm capable of. In any case, the main takeaway is that if your save is 2 below what you would normally expect to need to guarantee a save, you should be fine.
So enemies in vanilla get save penalties all the time. This would explain why people suspected saves vs. spell worked differently from saves vs. death, because you need -1 to guarantee a save against the former and just 1 for the latter. Since few spells, even Finger of Death, use a save vs. death, you almost never saw that undocumented save penalty on saves vs. death, and so it created the illusion that only saves vs. spell worked that way.
An important exception would be a Beholder's Death Ray, which is a Necromancy spell and would therefore get the extra -2 save penalty.
@semiticgod This behavior is part of the engine - so unless a mod or EE readme specifally says they fix it, then yes would be part of EE.
EDIT: Note that since my BioWare links are going away shortly, I copied the text here in my posts above so we would have a record, you should re-check my re-edited posts above.
Concerning Bodhi: I have three sunrays, a high level single-class cleric, chaotic commands for everyone and the AoP to protect against level drain, so vampires aren't really much of a problem. The party fought their way to the main room, where two of the sunrays were used. The last one was saved for downstairs, used against Bodhi herself. However, Drizzt stole my kill:
Next, the party returned to Watcher's Keep to clear level 2. The libraries were explored, and Luna cast protection from lightning spells for the air room. I didn't even really need a lot of combat buffs. The slime room was next, and Goibniu used his immunity to poison (Ring of Gaxx) to his advantage:
I forgot to take any more screenshots, but the level was overall quite easy, and the chromatic demon took some time to kill, but dealt no damage to the party in return.
The other thing I did might be considered cheesy: I intentionally cast spells in Athkatla to attract the cowled wizards and kill them for some extra experience (and mabye some nice spellscrolls from Zallanora). Since a new group will only appear after resting, and I need to cast a lot of buffs to deal with high level mages, I eventually decided to just lay down traps before using arcane magic (buffing the entire party multiple times just takes so much time). This immediately killed even the final group:
Time to go to Suldanessellar.
I quickly saved Demin, but one of the golem groups to the west almost ended the run - Since Owain is the only one who can stand up to golems, if a golem switches targets, the targeted character has to retreat. At this point, I expected no one to die instantly against golems, so I had all characters engage in melee combat, planning to remove them if they were being attacked. This method proved to be quite dangerous when a golem decided to attack Goibniu and hit him with his first strike, almost killing the paladin. He barely managed to run away.
A second hit would have meant death. I was much more careful from now on, and Nizidramanii'yt was killed before even being able to cast his insect plague spell:
I didn't bother fighting the enemies in the temple, and decided to take no risks against Irenicus either: With only defensive buffs and haste active, the party retreated right away after starting the fight, and Owain summoned a Planetar (his first HLA) to deal with the wizard:
Irenicus didn't manage to deal any real damage to the powerful creature and was defeated in a one on one fight.
Avatar of DOOOM has been slain. It seems that if something can go wrong, it will. .
Now you're getting it . Success in any no-reload is very rare for me and a significant reason for that is that I tend not to consistently reduce risks to zero across a whole run (and I suspect you have a similar outlook). With the numbers of encounters so high, even very low risk probabilities will tend to catch you out in the end. Add in the fatigue factor from trying to condense gameplay and success becomes even more elusive, but on the plus side the chance of something going wrong keeps it interesting!
I'm sure success will come for you though if you keep plugging away ...
The Thieves Guild maze gave us no trouble at all. Backstabbing and luring skeleton archers around a corner was all the strategy needed.
Cedvar would then scout out the 6 Iron Throne mercenaries, and determine to report back that they were all enemies, without talking to them. He would take no chances this close to avenging Gorion.
Cedvar and Co. Put them down with ease.
One escaped to run by Tamako, whom Cedvar chose to fight. She played a role in Gorion's death. She wouldn't escape him. Jahiera was told Tamako and Sarevok murdered Gorion, and it was little surprise she landed a fatal Flame Strike.
And now, the final battle. With potions of magic resistance stored up, blocking, multiple scrolls and wands on hand, and potions of haste, we were as ready as we could be.
The Acolytes fell easily. While Sarevok was taunted into abandoning the main fight, the archers and summoned monsters sent volley after volley into their enemies. After a brief melle spat that made for a powerful image, KIvan stabbing with his spear as Tazok lunged forward menacingly, Tazok fell to Kivan's arrow for the second and hopefully final time, as was fitting.
Jahiera sent a flame strike on Angelo. Cedvar got a backstab on Sarevok. Only Sarevok remained, weakened and desperate. Imoen sent her magic missles, Kivan and Coran their arrows, Khalid his flaming longsword and Jahiera her club. And finally.
It was over.
Onwards to the Siege. (and 2 hours of me installing my mods into the expansion. Yayyy T.T)
Some more test results from a Fixpack + TobEx beta 0026 install: TobEx does not fix the bug like I previously thought. Whatever is going on is definitely an improper interaction between a creature's kit and the specialist save bonus/penalty. For example, when a shadow fiend has its kit set as TRUECLASS, your save vs. death needs to be 1 to always save against its paralyzing attack. When its kit is changed to NO_KIT, your save needs to -1.
This is soo odd. I'll do some testing with this. So far, I've noticed that this works as the opposite of what's quoted here. NO_KIT is easier to resist, if you kit a shadow fiend as a skald or whatever else (Shadow bards ftw!) suddenly his attack can paralyze you even at save vs death = 0. If he's NO_KIT, save vs death = 1 is enough to never fail the save. Incredible.... It also works with kits and any on-hit effects. Kensai has a better chance for triggering Celestial Fury's stun then a regular fighter, and will have a chance to stun a target with save vs spell at 1, which a trueclass figher never will. Again, incredible. Korgan can swing Unyielding better then Mazzy simply because he's a berserker and his vorpal will come with an additional -2 penalty just because of that. Multiclass fighters don't benefit from this, but dual-classed do. kensai/berserker-mage duals now seem even more omnipotent than before... I'll check about the spells tomorrow.
Some more test results from a Fixpack + TobEx beta 0026 install: TobEx does not fix the bug like I previously thought. Whatever is going on is definitely an improper interaction between a creature's kit and the specialist save bonus/penalty. For example, when a shadow fiend has its kit set as TRUECLASS, your save vs. death needs to be 1 to always save against its paralyzing attack. When its kit is changed to NO_KIT, your save needs to -1.
This is soo odd. I'll do some testing with this. So far, I've noticed that this works as the opposite of what's quoted here. NO_KIT is easier to resist, if you kit a shadow fiend as a skald or whatever else (Shadow bards ftw!) suddenly his attack can paralyze you even at save vs death = 0. If he's NO_KIT, save vs death = 1 is enough to never fail the save. Incredible.... It also works with kits and any on-hit effects. Kensai has a better chance for triggering Celestial Fury's stun then a regular fighter, and will have a chance to stun a target with save vs spell at 1, which a trueclass figher never will. Again, incredible. Korgan can swing Unyielding better then Mazzy simply because he's a berserker and his vorpal will come with an additional -2 penalty just because of that. Multiclass fighters don't benefit from this, but dual-classed do. kensai/berserker-mage duals now seem even more omnipotent than before... I'll check about the spells tomorrow.
if a character with no kit casts a spell with no school, the specialist save penalty applies.
Therefore, he agrees with you actually, and your results confirm what he said.
EDIT: Oops, misread what you said - confusing topic lol. Guess you are getting different results. It's clear results are not what you expect though. Like GrimJim said, for no-reloading purposes, basically just add +2 to whatever save you are wanting to make to "insure" a save.
Ah, I'm going to let Nephele's run end... I think I need a break from the shadowdancer kit. It's almost foolproof, but also a bit tedious... another character coming up.
Died in a solo Heart of Fury Tactics IWD2 run. I was trying to save time by clumping enemies together rather than painstakingly killing them group by group, and was about to break through a bunch of them with Sunfire spells before my Mirror Images ran out and the enemy got a few lucky rolls in, dealing more damage than I expected.
Stoneskin in IWD2 doesn't block attacks outright; it just negates 10 damage from +4 weapons and less, and even then it only absorbs 150 HP. Only Mirror Image can block attacks outright, and it doesn't last long. Normally mages in IWD2 are best protected with Improved Invisibility, but there's a bug that makes that very dicey for player characters: once you break Improved Invisibility, you can't turn fully invisible with a normal Invisibility spell. If you get in trouble while under the effects of Improved Invisibility, you can't turn invisible and escape; the enemies will keep chasing you.
But if I had buffed with Improved Invisibility for this fight, I would have cut down the enemy's attacks by half (enemies without Blind-Fight in IWD2 suffers a flat 50% miss chance against critters with Improved Invisibility) and probably survived. My mistake was assuming I'd want to use Invisibility to escape, but that doesn't help when you get cornered, and there's no Teleport Field in IWD2 to let you escape from being boxed in.
It wasn't exactly a no-reload run (I never planned it that way), but I've been playing no-reload for so long that reloading feels weird.
Entering the BG EE Tetralogy no-reload challenge with Steinarr, a human male barbarian. (Who must dual to mage at some point in the campaign, by decree of the dice gods).
(Here he is after an initial pass through the Sword Coast.)
Core difficulty. Key mods = SCS, most options. BG1 NPC project. Item randomizer. Some other stuff that probably doesn't affect the difficulty much one way or the other.
I wish JimFix worked on BG1+SoD... I really like the buff expiration countdown. Oh well, rage doesn't last long anyway, I guess.
WEIDU log:
// 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] ~SETUP-WEIDU.TP2~ #0 #0 // 24000 ~SETUP-BWS.TP2~ #0 #0 // 20160201 - Updated by agb1 (installation started Sun 10/09/2016) ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v14 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v14 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v9bgee BWP Fix 4 ~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4 ~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10 ~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1 ~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1 ~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: Beta 5 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magical weapons with Fine ones -> Fine weapons are affected by the iron crisis: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #241 // Revised Bhaalpowers -> Only standardize the Bhaalpowers' casting time: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50 ~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Streamlined Sorcerer Spell Progression: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7 // Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 160228 // Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: proto-7 160228 // Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 160228 // Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 160228 // Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #1400 // Randomise items -> Mode 2: Randomise with WeiDU. Some items are lost: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: proto-7 160228 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71
This is my first run with a barbarian. So far I'm liking his speedy legs. And with rage and engage, battles are going much faster than with the shadowdancer...
I'm now up to 45 failed attempts at getting through BGEE and BG2EE (on core difficulty) with this character - and 79 failed attempts with all characters attempted to date . To try and give myself a better chance of success I thought perhaps I would briefly document this next attempt. I've also re-rolled the starting character for the first time - still a wizard slayer intending to dual to thief at level 13, but now with 2-handed sword and axe as proficiencies rather than long sword and short bow. I also held out for a 18(00) strength roll this time, given that it's not possible for this character to get the strength tome.
So far he's just completed the Candlekeep tasks and killed Imoen after he and Gorion were ambushed (that's because I don't allow recruitment of NPCs in solo runs, though in RP terms I could justify that attack as a result of being jumpy about seeing someone sneaking up on him following several recent assassination attempts ).
Goibniu and his party continued in hell by killing Sarevok once again:
The other tears of bhaal also were acquired in the good way - giving the sword to the genie, defeating the beholders (with the help of skeleton warriors and a planetar), losing some experience/hp/dexterity and not killing the dragon.
Preparations for the final battle against Jon included lots of buffs, various traps, potions of fire giant strength and invulnerability.
After starting the fight, traps killed two of the demons and wounded the others. The party quickly split up to kill the remaining two, while Owain and Helios started working on Jon's defenses (with detect illusions and breach). Then, it was an all out assault on Irenicus:
It only took a couple of seconds before Carsomyr stripped Jon of all relevant defenses, and he reverted back to his human form:
Comments
Start of this run
Previous update
After defeating Sunin the party decided to try their luck against Ramazith.
Woden delt with Ramazith's ghasts because he had the Spider's Bane, and in the process he reached the 7th level (+12 HPs).
With Ramazith, we started with a defensive approach - Mirror Images for Mortuus and Xan, Remove Fear from Uzume and Summon a Spirit Snake from Yahiko. After that we proceeded with Remove Magic from Mortuus and Spell Thrust from Xan.
Mirrored Images proved vital when Ramazith casted Skull Trap - ouch!
In the next moment the mage was dead, even before Xan finished casting the 3rd spell in this battle (Haste).
In BG1, when you have two arcane casters with Remove Magic and Spell Thrust respectively it's enough in most cases.
We continued with other small tasks in the city:
-killing a Mustard Jelly on the second floor of the Splurging Sturgeon
-dealing with Drelik and Jardak for the Helm of Glory
-returning Nester's dagger to Quinn
-punishing Gervisse for breaking a PG-13 rule
-dispatching Degrodel's monsters
-kiting Larze
-acquiring the helm and the cloak of Balduran
-helping Gorpel Hind
-completing the first thieving quest of Narlen
-backstabbing Degrodel and finishing him before he flees
-killing Cyrdemac and getting 208 free gems
-bringing the skull of Kereph to the temple of Tymora
-returning Casson from the temple of Umberlee
-getting boots of speed from Lothander
-backstabbing Marek
Mortuus reached the 8th level and got Stoneskin!
It was time for the Ogre Mage from the Sewers to die. Again, Remove Magic took all his protections away in a second.
We also completed the second thieving quest from Narlen and in return he helped us to become the true members of the thieving guild.
It was time for the fight against Iron Throne.
We started with 2 scrolls of Chaos from Mortuus and Xan. As a result, almost each enemy started wandering confused (the most important thing was that all the backstabbers were confused).
Then an enemy mage, Naaman, casted Chaos himself. Only Woden didn't fell under the effects of this Spell.
But it wasn't dangerous, as our spirit snakes kept poisoning enemies, and Woden kept crushing enemies with his hammer.
Finally, we regained consciousness.
Candlekeep, here we come!
I'm pretty sure dragon in SoD can be hit by +2, I can't vouch for below but there's a high probability even non-enchanted weapons will work.
Avatar of DOOOM has been slain.
I'm very, very dissapointed by my gameplay. I breezed through BG1, finsihed a lot of BG2, just when I was about to go to sleep I think to myself
"what a wonderful world""just one more quest"; and I took on Beholder lair in Temple sewers. All was actually fine, the only thing worrying (Balduran shield equipped) me were those shadow-like monsters that paralyze on hit. Avatar had a death save of 2. Decent, but not enough. In 2nd trip to temple (to return the device) a lot of beholders + shadows spawned. Beholders killed themselves firing rays at the shield, but one of those shadow-like creatures managed to hit a critical and cause paralyzation. In between two shadows and that icantrememberthenamebutlookslikeshadow thingie, Avatar was doomed. The chance of critical hit that causes paralyzation was below 1% (5% crit x 15% paralyzation); and it happened. It seems that if something can go wrong, it will.I'll try something new later, if I find the time. I'm rather low on self-esteem, failing a fighter/illusionist is a big hit on my confidence.
to do list,
collect some good magic items, kill the mine boss without letting him call the guards then stun a mage to find the bandits.
Chapter I - Trapped and Scared.
TOC:
1. Einleitung.
My early progress is quite cautious (I'm trying to avoid any party member death) and thus slow. In Candlekeep I endured two assassination attempts so when Gorion told we should leave as soon as possible, I've bought a Splint Mail for myself (first few levels I wouldn't cast Mages' spells much anyway), Studded Leather Armor for Imoen (I promised to take her with me), some weapons/ammo and we departured under the cover of night. Not far away though as soon we were ambushed and Gorion fell defending my life...
In the morning Imoen found me in great distress. Together we buried Gorion, picked a diamond from the tree, killed some gibberlings and headed straight to the Beregost. For some reason in this setup I wasn't able to assign Imoen's skills at level 1 so she ended with 50 Find Traps / 25 Open Locks which means we can't open any serious lock for the time being. Thus we just calmed Marl, fetched some bedtime reading for Firebead and got a Ring of Protection from Mirianne. As I'm only lvl 1 Mage, the Huge Spiders in Landrin's house are unaffected by my SR Sleep spell so some running around the streets were in order.
We also obtained a pair of boots for Zhurlong but decided to keep them and as he already "got" some money from us we think we are even.
Imoen advanced to lvl 2 and raised Open Lock skill to 50 to pilfer a randomized Leather Armor +1 from local Manor:
Gorion told me to visit a Friendly Arm Inn and seek for Jaheira/Khalid if I plunge into trouble so I heed his advice. There we first obtained a ring for Joia and sneaked past a suspiciously looking man near the Inn's front door. Inside we delivered a good news to Landrin. talked with Unshey about a rogue ogre nearby and joined with Jaheira/Khalid (this time a SCS' component "Allow player to choose NPC proficiencies and skills" worked just fine). Before heading outside we cast some buffs just in case - Shield, Resist Fear, Bless (I think I almost never used this before due to short duration while with SR it last a whopping 5 turns), Sanctuary and Imoen hid in shadows. This appeared to be a good move as the man outside attacked us almost immediately. He cast a Sleep spell on Khalid (which he saved vs) and in turn saved vs my Command spell. His answer was a Melf's Acid Arrow on me but this is nothing a potion of healing couldn't deal with. Meanwhile he got a good beating from us and fell next round dropping a nice assortment of spell scrolls:
With core Team assembled we checked up some loose ends (aTweaked Ghasts are no more a slow moving exp sources, they move at a speed of vanilla Greater Ghasts and exude a carrion stench in a 10-feet radius which causes retching and nausea unless a saving throw versus poison is made. Those failing this save will attack at a penalty of −2) :
Arriving to Nashkel we were hit with CTD due to bugged _helm08.itm weared by Bardolan so need to edit its equipped appearance from JC (1PP) to H4- Helmet 5 (Vanilla).
In the fields found a randomized Short Bow +1 for Imoen,
talked to locals (didn't visit the local tavern as of yet) and now pondering our next move.
Current state:
Grim Face: Cleric (2) / Illusionist (2), 30 kills (Huge Spider);
Jaheira: Fighter (2) / Druid (2), 30 kills (Ghast);
Khalid: Fighter (3), 62 kills (Ghast);
Imoen: Thief (4), 56 kills (Huge Spider).
to be continued...
Every time I see these BG1 animations, I wanna play that. GL&HF with your game.
-3-4 to save normally, you actually need-5-6 due to this behavior of the engine.As a result, for no-reload purposes, you really need 2 more to your saves than you normally think you would need to guarantee a save always. Although for that encounter I would just use pro undead scroll myself.
Because we confirmed that in both vanilla and EE specialist mages had a 15% bonus for scribing spells of their own school, and a 15% penalty for scribing spells outside of their school... making generalist mages better at scribing scrolls. And if generalist mages got universal save penalties on top of that, they would be far superior to specialists.
Do you know if sorcerers, who are generalists by default, also get those bonuses? Do Wild Mages?
Also, if @Aasim was playing with SCS, that could explain the curious save penalty for that lich. SCS randomizes enemy specializations, and that lich might have been a Conjurer.
Additional Note: This is why you also save vs. umber hulk confusion at -4 instead of -2 like it's supposed to be, because the Umber Hulks are basically casting a magical ability but weren't assigned a class. Any why Minsc is always hacking his own party members if you don't give him Lilacor. : )
EDIT:
Because that link will go away shortly, here is the text:
*******************************************************
I tested this a while ago and posted my methods and results here. My conclusions were:
To guarantee success against an unmodified save vs. spell, your save needs to be -1 or lower.
To guarantee success against a save vs. spell with a -2 penalty, your save needs to be -1 or lower.
To guarantee success against a save vs. spell with a -4 penalty, your save needs to be -5 or lower.
To guarantee success against an unmodified save vs. death, your save needs to be 1 or lower.
None of my testing involved specialist mages, only innate abilities like umber hulk confusion or on-hit weapon effects like Celestial Fury.
Grond0, on 24 Feb 2016 - 06:46 AM, said:
I did a test in BGEE using blindness from an illusionist against Imoen.
Could you try a similar test with a non-illusionist casting blindness?
EDIT: This is not quite correct. See this post for a better explanation.
(his this post link text below, which is what I was looking for originally - cjr):
Members
34 posts
Okay, after a bit of testing I think I have a pretty good guess as to what's going on: the specialist save penalty is real, but the code to determine whether it applies only checks whether the number representing caster's kit matches the number representing the school of the spell. It does not account for the case where both are equal to 0. That is, if a character with no kit casts a spell with no school, the specialist save penalty applies.
This explains the results I got before. Umber hulks have no kit and their confusion gaze has no spell school, so there was a -2 penalty. Generic vampires have no kit, but their domination gaze is flagged as an enchantment spell, so there is no extra penalty. Koshi has no kit in vanilla, so the school-less stun effect on Celestial Fury had a save penalty. Shadow fiends actually do have a kit, so their attacks did not.
Edited by GrimJim, 05 April 2016 - 05:24 AM.
I'm not surprised by the failed save, tbh. The chance was slim, but it was possible. Also, in vanilla game, a lot of mage creatures are actually Conjurers, thus things like Symbol spells etc. are all saved against with a -2 penatly. Mind you, they don't really respect Conjurer's lack of Divination - but for engine purposes, they're conjurers. Random spawn Lich, Kangaxx, Sion, they're all Conjurers. SCS has additional kits (Necro, Enchant, Invoker, Conjurer) - but in vanilla game only conjurer and trueclass are used. Given the no-reload gamplay, Conjuration seems to be far more deadly the Necromancy....
edit: seems like everyone reached this conclusion at the same time
EDIT:
Once again, the above link will be gone in a while, so here is the text:
**********************************************************************
Some more test results from a Fixpack + TobEx beta 0026 install:
TobEx does not fix the bug like I previously thought.
Whatever is going on is definitely an improper interaction between a creature's kit and the specialist save bonus/penalty. For example, when a shadow fiend has its kit set as TRUECLASS, your save vs. death needs to be 1 to always save against its paralyzing attack. When its kit is changed to NO_KIT, your save needs to -1.
Kitted fighters and rangers appear to benefit from this bug. They get the specialist save bonus against school-less spells and enemies get a save penalty against the on-hit effects of their weapons. I didn't test any other kits, so they may also be affected.
This is definitely an engine bug, so a complete fix would require an improvement to TobEx which is beyond what I'm capable of. In any case, the main takeaway is that if your save is 2 below what you would normally expect to need to guarantee a save, you should be fine.
An important exception would be a Beholder's Death Ray, which is a Necromancy spell and would therefore get the extra -2 save penalty.
Do the enemy save penalties work this way in EE?
EDIT:
Note that since
myBioWare links are going away shortly, I copied the text here in my posts above so we would have a record, you should re-check my re-edited posts above.Continued from https://forums.beamdog.com/discussion/comment/818019/#Comment_818019
Concerning Bodhi: I have three sunrays, a high level single-class cleric, chaotic commands for everyone and the AoP to protect against level drain, so vampires aren't really much of a problem. The party fought their way to the main room, where two of the sunrays were used. The last one was saved for downstairs, used against Bodhi herself. However, Drizzt stole my kill:
Next, the party returned to Watcher's Keep to clear level 2. The libraries were explored, and Luna cast protection from lightning spells for the air room. I didn't even really need a lot of combat buffs. The slime room was next, and Goibniu used his immunity to poison (Ring of Gaxx) to his advantage:
I forgot to take any more screenshots, but the level was overall quite easy, and the chromatic demon took some time to kill, but dealt no damage to the party in return.
The other thing I did might be considered cheesy: I intentionally cast spells in Athkatla to attract the cowled wizards and kill them for some extra experience (and mabye some nice spellscrolls from Zallanora). Since a new group will only appear after resting, and I need to cast a lot of buffs to deal with high level mages, I eventually decided to just lay down traps before using arcane magic (buffing the entire party multiple times just takes so much time). This immediately killed even the final group:
Time to go to Suldanessellar.
I quickly saved Demin, but one of the golem groups to the west almost ended the run - Since Owain is the only one who can stand up to golems, if a golem switches targets, the targeted character has to retreat. At this point, I expected no one to die instantly against golems, so I had all characters engage in melee combat, planning to remove them if they were being attacked. This method proved to be quite dangerous when a golem decided to attack Goibniu and hit him with his first strike, almost killing the paladin. He barely managed to run away.
A second hit would have meant death. I was much more careful from now on, and Nizidramanii'yt was killed before even being able to cast his insect plague spell:
I didn't bother fighting the enemies in the temple, and decided to take no risks against Irenicus either: With only defensive buffs and haste active, the party retreated right away after starting the fight, and Owain summoned a Planetar (his first HLA) to deal with the wizard:
Irenicus didn't manage to deal any real damage to the powerful creature and was defeated in a one on one fight.
Enuhal
I'm sure success will come for you though if you keep plugging away ...
The Thieves Guild maze gave us no trouble at all. Backstabbing and luring skeleton archers around a corner was all the strategy needed.
Cedvar would then scout out the 6 Iron Throne mercenaries, and determine to report back that they were all enemies, without talking to them. He would take no chances this close to avenging Gorion.
Cedvar and Co. Put them down with ease.
One escaped to run by Tamako, whom Cedvar chose to fight. She played a role in Gorion's death. She wouldn't escape him. Jahiera was told Tamako and Sarevok murdered Gorion, and it was little surprise she landed a fatal Flame Strike.
And now, the final battle. With potions of magic resistance stored up, blocking, multiple scrolls and wands on hand, and potions of haste, we were as ready as we could be.
The Acolytes fell easily. While Sarevok was taunted into abandoning the main fight, the archers and summoned monsters sent volley after volley into their enemies. After a brief melle spat that made for a powerful image, KIvan stabbing with his spear as Tazok lunged forward menacingly, Tazok fell to Kivan's arrow for the second and hopefully final time, as was fitting.
Jahiera sent a flame strike on Angelo. Cedvar got a backstab on Sarevok. Only Sarevok remained, weakened and desperate. Imoen sent her magic missles, Kivan and Coran their arrows, Khalid his flaming longsword and Jahiera her club. And finally.
It was over.
Onwards to the Siege. (and 2 hours of me installing my mods into the expansion. Yayyy T.T)
Cedvar: Level 11 Thief
Imoen: Level 7 Thief/ Level 9 Mage
Khalid: Level 8 Fighter
Jahiera: Level 7 Fighter/Level 9 Druid
Coran: Level 7 Fighter/ Level 8 Thief
Kivan: Lever 8 Ranger
Incredible....
It also works with kits and any on-hit effects. Kensai has a better chance for triggering Celestial Fury's stun then a regular fighter, and will have a chance to stun a target with save vs spell at 1, which a trueclass figher never will.
Again, incredible. Korgan can swing Unyielding better then Mazzy simply because he's a berserker and his vorpal will come with an additional -2 penalty just because of that.
Multiclass fighters don't benefit from this, but dual-classed do. kensai/berserker-mage duals now seem even more omnipotent than before...
I'll check about the spells tomorrow.
GrimJim said...
if a character with no kit casts a spell with no school, the specialist save penalty applies.
Therefore, he agrees with you actually, and your results confirm what he said.
EDIT: Oops, misread what you said - confusing topic lol. Guess you are getting different results. It's clear results are not what you expect though. Like GrimJim said, for no-reloading purposes, basically just add +2 to whatever save you are wanting to make to "insure" a save.
Stoneskin in IWD2 doesn't block attacks outright; it just negates 10 damage from +4 weapons and less, and even then it only absorbs 150 HP. Only Mirror Image can block attacks outright, and it doesn't last long. Normally mages in IWD2 are best protected with Improved Invisibility, but there's a bug that makes that very dicey for player characters: once you break Improved Invisibility, you can't turn fully invisible with a normal Invisibility spell. If you get in trouble while under the effects of Improved Invisibility, you can't turn invisible and escape; the enemies will keep chasing you.
But if I had buffed with Improved Invisibility for this fight, I would have cut down the enemy's attacks by half (enemies without Blind-Fight in IWD2 suffers a flat 50% miss chance against critters with Improved Invisibility) and probably survived. My mistake was assuming I'd want to use Invisibility to escape, but that doesn't help when you get cornered, and there's no Teleport Field in IWD2 to let you escape from being boxed in.
It wasn't exactly a no-reload run (I never planned it that way), but I've been playing no-reload for so long that reloading feels weird.
(Here he is after an initial pass through the Sword Coast.)
Core difficulty. Key mods = SCS, most options. BG1 NPC project. Item randomizer. Some other stuff that probably doesn't affect the difficulty much one way or the other.
I wish JimFix worked on BG1+SoD... I really like the buff expiration countdown. Oh well, rage doesn't last long anyway, I guess.
WEIDU log:
// 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]
~SETUP-WEIDU.TP2~ #0 #0 // 24000
~SETUP-BWS.TP2~ #0 #0 // 20160201 - Updated by agb1 (installation started Sun 10/09/2016)
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v14
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v14
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v14
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v14
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v14
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22.3_20160416
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v9bgee BWP Fix 4
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1
~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3101 // Increase Potion Stacking -> Stacks of 40: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: Beta 5
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magical weapons with Fine ones -> Fine weapons are affected by the iron crisis: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #241 // Revised Bhaalpowers -> Only standardize the Bhaalpowers' casting time: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50
~KLATU/SETUP-KLATU.TP2~ #0 #2010 // Streamlined Sorcerer Spell Progression: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2030 // Identify all store items: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 160228
// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: proto-7 160228
// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 160228
// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 160228
// Recently Uninstalled: ~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #1400 // Randomise items -> Mode 2: Randomise with WeiDU. Some items are lost: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: proto-7 160228
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71
This is my first run with a barbarian. So far I'm liking his speedy legs. And with rage and engage, battles are going much faster than with the shadowdancer...
Basis for challenge at: https://forums.beamdog.com/discussion/48592/will-i-live-long-enough-for-this-challenge
I'm now up to 45 failed attempts at getting through BGEE and BG2EE (on core difficulty) with this character - and 79 failed attempts with all characters attempted to date . To try and give myself a better chance of success I thought perhaps I would briefly document this next attempt. I've also re-rolled the starting character for the first time - still a wizard slayer intending to dual to thief at level 13, but now with 2-handed sword and axe as proficiencies rather than long sword and short bow. I also held out for a 18(00) strength roll this time, given that it's not possible for this character to get the strength tome.
So far he's just completed the Candlekeep tasks and killed Imoen after he and Gorion were ambushed (that's because I don't allow recruitment of NPCs in solo runs, though in RP terms I could justify that attack as a result of being jumpy about seeing someone sneaking up on him following several recent assassination attempts ).
Continued from https://forums.beamdog.com/discussion/comment/818254/#Comment_818254
Goibniu and his party continued in hell by killing Sarevok once again:
The other tears of bhaal also were acquired in the good way - giving the sword to the genie, defeating the beholders (with the help of skeleton warriors and a planetar), losing some experience/hp/dexterity and not killing the dragon.
Preparations for the final battle against Jon included lots of buffs, various traps, potions of fire giant strength and invulnerability.
After starting the fight, traps killed two of the demons and wounded the others. The party quickly split up to kill the remaining two, while Owain and Helios started working on Jon's defenses (with detect illusions and breach). Then, it was an all out assault on Irenicus:
It only took a couple of seconds before Carsomyr stripped Jon of all relevant defenses, and he reverted back to his human form:
Victory! That was a short battle.
Entering ToB, I'm also going to provide an update on the party, with new stats, proficiencies, weapons etc. For a comparison, here is the starting post of this run: https://forums.beamdog.com/discussion/comment/800521/#Comment_800521
So, this is the randomized party at the end of SoA/start of ToB (stats and hp are without items):
Bhaalspawn:
Goibniu, level 19 lawful good human paladin
13/10/15/11/13/19; 85 HP
*Short Swords, **Two-Handed Swords, *Spears, **Halberd, **Longbow, **Two-Handed Weapon Style
Wielding Carsomyr/Mana Bow; HLA's: Summon Deva, Whirlwind Attack
Donar, level 14/17 chaotic good halfling fighter/thief
12/12/14/12/13/13; 57 HP
**Short Swords, **Katanas, *War Hammers, *Spears, **Slings
Wielding Celestial Rage/Sling or Arvoreen and Sentinel +4; HLA's: UAI, Assassination
Anapa, level 21 lawful neutral half-orc kensai
19/10/13/11/13/12; 77 HP
*****Long Swords, *Scimitars, *Daggers, *Spears, **Single-Weapon Style, *Two-Weapon Style
Wielding Daystar; HLA's: Whirlwind Attack, Greater Whirlwind Attack
Luna, level 22 chaotic evil half-orc priest of talos
11/14/13/9/18/13; 71 HP
*War Hammers, *Clubs, *Flails, *Maces, *Quarterstaffs, *Slings, *Single-Weapon Style
Wielding Crom Faeyr and Fortress Shield +3; HLA's: Summon Fallen Deva
Helios, level 25 neutral evil human thief
15/11/15/12/12/10; 68 HP
*Long Swords, *Short Swords, *Katanas, *Scimitars, *Quarterstaffs, *Short Bows, *Two-Handed Weapon Style, *Single-Weapon Style
Wielding Staff of the Woodlands(Staff of Striking for backstabs)/Tuigan Bow; HLA's: UAI, Spike Trap
Owain, level 18 chaotic neutral gnome illusionist
15/17/14/13/7/11; 36 HP
*Daggers, *Quarterstaffs, *Darts, *Slings
Wielding Staff of the Magi/Crimson Dart; HLA's: Summon Planetar
So far, so good!
Enuhal