I try sending my summons after the Beholders after the riddle bridge, but they get chowed down by the enemy's laser beams.
That stairway is a fantastic chokepoint, and since SCS2 Beholders tend to stay in one place, forcing you to come to them, that stairway is one of the few places in the game where the enemy gains a territorial advantage that you cannot usurp. To bypass this, I sneak past them under the effects of Invisibility Sphere (by which I mean CTRL-J, because it's faster) and attack them from the northern corridor, with my summons approaching while invisible.
Since they reach the Beholders all at once, the Beholders can't put spell pressure on the front line and just wear them down. I used the exact same set of summons, but the difference in mobility allowed my summons to succeed where they previously had failed miserably.
I avoid visiting Ghoul Town for fear that I'd encounter a Lich, and just continue on to the Beholder hive. I let summons handle everything in there. But summons won't be enough to take down the Unseeing Eye, who sees through invisibility.
I still use summons, to crowd up the hallway and distract attention from my own character, and set up a line of traps--mostly normal traps, not Varen's Special Snares, because 11th-level normal traps deal lingering damage, which is more useful for an enemy with the Unseeing Eye's damage resistances.
The Unseeing Eye gets a special item that gives it the same defenses as vanilla Kangaxx, plus an extra 5% physical damage resistance for 95% total. This means basically all forms of damage only deal 1 damage per hit, hence the superiority of lingering damage. The SCS2 Rift Device is supposed to remove that item, but my install for some reason doesn't have the right version of the device, a problem I've encountered before. I decide to try it anyway, even though it'll substantially increase the Unseeing Eye's durability.
The Unseeing Eye triggers its Chain Contingency right after the Rift Device hits it. One of the resulting Death Tyrants triggers some of the traps that didn't reach the Unseeing Eye.
It goes down quickly, but the Unseeing Eye remains. I need +4 weapons to hit it, and Horun is the only one who has such a weapon--Sanchuudoku. The Unseeing Eye is also immune to spells, thanks to demi-lich-style spell level immunities, which doesn't help matters. The anti-magic rays hitting Varen aren't encouraging. I have her flee.
Maeruo fails a save. I panic.
If he shatters, he's gone forever. But I have a green scroll of Stone to Flesh for precisely this occasion. I get him back before he gets shattered.
He dies soon after, due to starting with 1 HP. Drinking a potion isn't enough to keep him alive. But it doesn't stop there.
We're out of green scrolls. We'll have to get him later. We muddle along, with Horun struggling to finish off the Unseeing Eye, and manage to lead the enemy into some lingering damage traps. Finally, the creature falls.
Kolem Tao remains unshattered. Varen memorizes Stone to Flesh, rests outside in a safe place, and restores Kolem Tao to his natural form. We bring the expended Rift Device to Agru Tindul, kill Gaal and his guards, and report our success to High Watcher Oisig for lots of XP and rather limited praise.
I actually farmed some XP to reach level 10 here (600,000 XP). I'm totally fine with this, especially roleplay wise. Anselm just conquered the entire Sword Coast, killed Drizzt, Shandalar, Saradas, Sarevok twice, slew the finest mercenaries of the region and feasted on the souls of thousand of innocents. He is the most evil character I ever played and I wanted to represent this somehow.
Yeah! Crime pays
Congratulations @Gotural with Anselm's successful, truly evil campaign! Excellent work!
@semiticgod, funny business in the Planar Sphere, I liked it
We completed the illithium quest up to killing Neb, but hesitated to complete it, not sure if we wanted to give the illithium to Sir Sarles or Cromwell. Despite siding with Bodhi before, we don't have the Mace of Disruption--Item Revisions replaces it with the Vampire's Revenge, a rather odd item that decreases your HP by 1 every 18 seconds. It can drop your HP down to 0, and gray out the inventory screen, but it won't kill you by itself (one hit and you're dead, though). It also heals you on hit, but it seems like a pretty big inconvenience, since it can only be removed with a Remove Curse spell, and ostensibly would prevent healing during rest... you'd need to equip it right before battle, and cast Remove Curse right afterward, to make sure it doesn't leave you with 0 HP when you get ambushed by slavers around Athkatla.
The only side quests left are Watcher's Keep, which I don't think I can handle with two dual-classed characters recovering their cleric and druid levels, and the Planar Prison, not counting the high-difficulty challenges like Sion, Kangaxx, and the Twisted Rune.
I never liked the Planar Prison. The place is too narrow and you have to really micromanage your steps to make sure you don't fall into some gaping orifice and get attacked by Githyanki with bigass swords. Horun might be into that sort of thing, but I'm not. But the Planar Prison has XP, and that's all that really matters. I bring the Portal Gem to Haer'dalis, kill some critters, and enter the prison.
The Bounty Hunters at the entrance aren't too hard to kill. The Yuan-ti mage Bounty Hunter is slain with a Cone of Cold spell from Varen and a Cloudkill from Ivinhale (Varen wanted to use Sunfire, too, but a dialogue interrupted her), removing the major wild card from the initial fight, while our four warriors maul the rest of the enemy. Normally this fight is very tense, but the enemy doesn't get stronger with levels, and we've come here near the end of Chapter 2. We have a significant power advantage.
For some reason, we're unable to save or sleep. We get attacked by a Wyvern from the north, which flew a circuit all the way around the prison to come and get us. We kill it in seconds and rest.
Despite our high levels, the group of mages to the far east poses a problem. I've lost Cernd to them before in a no-reload run, thanks to a Flesh to Stone spell and some really horrible luck. And I've had lots of trouble with the Coiled Cabal using Stinking Cloud in SCS2. Our lack of Chaotic Commands spells is also quite troubling. Lots of stuff could go wrong.
To prevent this from happening, we wear down the enemy with summons. But eventually I get pulled into the fray, Horun gets hit by Breach, and we get a surprise visit from the second-heaviest hitter in the area.
Normally I fight the Master of Thralls after defeating the Coiled Cabal and their elven friends. Worse yet, Horun's Enrage wears off, and he can't activate it again for a little while. But our other frontliners prove very effective against the demon with no Stoneskin.
Ekayne gets the final blow. Horun stays out of the way, only to fail a save against Hold (for a Berserker, Horun sure gets disabled a lot). Kolem Tao rescues him, despite having no Stoneskin to protect him from spell disruption.
Then one of the mages casts Shadow Door, and two of our characters get hit by the resulting Maze effect. Shadow Door is really powerful in SR.
Notice the cleric in the southwest end of the screen--a potential threat to Varen, who fails to kill the cleric with Sunfire and Cone of Cold. Only after the cleric emerges from her Sanctuary can we finish her off, and even then, Varen's problems aren't over: two Air Elementals, the Master of Thralls' pets, come in from the same direction, flanking Varen. She holds them off with PFMW until she can get assistance. Maeruo was confused, and then fell unconscious to the cleric's Greater Command spell, while Ekayne and Ivinhale are busy fighting the Yuan-ti Mages.
The mages could cause all kinds of mischief, now that our party has been cut in half and our summons are almost all gone. Ivinhale summons a Flesh Golem to hold them off--its magic resistance makes it an excellent anti-mage tool, but its duration is too poor to summon it before battle--and equips a few Acid Arrows to try and disrupt the enemy's spells.
Maeruo eventually wakes up and helps Ekayne tear down the remaining enemies. Horun Fallows escapes from Maze just in time to not get in the last hit.
The Warden himself somehow gets hit by a lot of damage from our Fire Elementals, who according to the dialogue box just cast Fireburst, the SR version of Sunfire.
For a moment, I think the battle is going to be easy, with so little HP left on the Warden. But somehow he deals several tens of damage to Horun at once, and our star character is suddenly gone.
But Acidic Backlash can deal damage even after death.
Somehow Horun gets Mazed after his death, but it wears off after he rests, and we can bring him back to life as normal. We emerge from the prison healthy and with a fancy new pair of boots for our Berserker/Druid.
So. Ivinhale killed Cookies in her sleep. And Horun killed the Warden when he was dead.
Maybe Chaotic Commands and Death Ward aren't as useful as I thought.
My oh my... some tinkering with my BGT install - uninstalling Divine Remix - now somehow causes constant CTDs whenever I start playing. I'll have to do a complete new install, not something lazy old me is looking forward to. Therefore I decided to go back to EE again, at least for BG1. I still prefer BG2 with Ascension, which appears difficult if not impossible to use in BG2EE.
Since I wanted to test the stability of my BGEE install after some issues with Styn the Barbarian, and since I wanted to continue thieving my way along the Sword Coast rather than hacking and slashing, I decided to start what must be my 4th run in three days.
Meet Gerry:Another Cleric/Thief, this time unkitted. The only difference from vanilla is that Gerry could dual-wield should he desire so, courtesy of Rogue Rebalancing and/or Song & Silence. I'm not playing with RR's thief kit or HLA revisions though. The only other relevant mods are SCS v30 (pretty much fully installed) and Dark Horizons.
Gerry is ready to leave Candlekeep. Please wish him luck (an awesome roll alone is unlikely to be enough)
One thing: why doesn't Mr. Gerry Mandering have 18 WIS? That costs him a level level 4 spell, and a level 1 spell after the first WIS tome, unless EE changed the WIS tables. And if you're going to use all the WIS tomes, you're going to be missing out on an extra level 5 spell in BG2... or two of them, counting the Hell and Machine of Lum the Mad bonuses.
@semiticgod Congrats on beating the Planar Prison. For a no-reload run it was a good thing that Varen wasn't killed and that other party members suffered instead.
@Blackraven It's sad to see you get some problems with BGEE. I've read several posts by no-reloaders on the bioware forums that more or less pointed to "serious" bugs in the EE. All I can say is that of course there're several bugs in BGEE, but nothing "game-breaking" from my point of view.
You know, I've been playing only the EEs for the past 3 years and each of my no-reload attempt went in the EEs. I didn't face anything that effectively killed my game from the excitement point of view there.
As for the Bhaalspawn abilities, they work just fine. Both Yahiko and Hachiman got them. Not from the first rest in a chapter, but eventually still got them. I think the amount of rests you need in order to acquire a Bhaalspawn ability in BGEE is random. Sometimes it's just one rest, sometimes 5. And sometimes it takes longer. I just make a rule of resting here and there not to miss them before moving to the next chapter.
Hachiman tried to approach the Drasus's party so that only one enemy saw him at a time. Although there was the "Better calls for help" component installed, luring one enemy quite far from his pals before attacking him was an efficient way of fighting one by one.
At first, Hachiman dealt with 2 warriors. His throwing daggers proved to be effective once again.
Dealing with each of the two mages required Hachiman to be as cautious as he could. This is what Hachiman could write in his book if he had a chance:
"Patiently move step by step in the direction of an enemy - the enemy is seen - pause (the autopause is not used) - attack with a bolt of poison - retreat - wait for the enemy - attack with an arrow of dispelling - retreat -(repeat if needed/if the enemy wasn't hit)- attack with an arrow of biting - attack with throwing daggers (the highest number of APR) so that while the enemy isn't able to cast anything due to the multiple poison from both bolts and arrows he would also get a spell casting penalty because of the WS's special ability / his newly casted Stoneskin would be taken off - if enemy became invisible wait for him to appear again - repeat."
This way the path to the Mines was open but Hachiman needed to buy new throwing daggers.
On the way back Hachiman was ambushed by Amazons but the lack of a decent mage in their party meant no difficulties for Hachiman: the Spider's Bane granted an immunity to Hold.
Hachiman tried to minimize fighting in the Mines and followed the quickest way to the last level. Right from the start there he was attacked by another group of assassins. Seriously, the Dark Horizons mod is good in this: the number of additional encounters is high while their level in terms of a challenge is solid too.
In order to face Davaeorn Hachiman used the Protection from Magic scroll and went ahead. Somehow Hachiman couldn't roll high enough to hit the wizard at first so it required several efforts while Hachiman moved through the level constantly changing his ammunition and dealing with Battle Horrors and Blacktalon Elites.
In the end the arrow of dispelling worked and Davaeorn became a victim of his own spell - the Web meant automatic hits.
Yes, both Kysus and Davaeorn dropped manuals which turned out to be of Charisma and of Wisdom ones.
Usually I would say "Voilà!" here but because of the Dark Horizons mod Hachiman still had a work to do as he went from the Mines to the map exit.
A group of druids waited for him there and their intentions were clear. A big thanks to the Protection from Magic here. It was still in effect and prevented Hachiman to suffer from 5th level divine spells.
After a good rest and some shopping Hachiman travelled to the Baldur's Gate city.
@semiticgod Nice progress and good jog completing the Unseeing Eye. I truely hate Beholders, their Anti-Magic rays are giving me nightmares ... It's the only quest I wouldn't do in a no-reload run before ToB, just to be sure. Evil, evil Beholders ... I also like what's happening to poor Horun ! He always get controled as a Berserker and he kills stuff while dead that's amusing ! I think Gerry doesn't have 18 Wis because Gnomes have a -1 penalty to Wisdom at character creation.
@Blackraven Thank you man ! It was a really fun and refreshing playthrough as it was the first time I was playing with BG1 NPC Project. The party had a lot of banters and managing all of them during fights was challenging. Good luck with Gerry ! I hope you'll be able to solve all your setup problems soon. The Cleric/Thief is definitely a character I'm interested into. I'm going to play a Dragon Disciple next but after this one, I'm going to try the C/T myself.
@bengoshi Thank you ben ! Your Wisard Slayer is rocking too ! If you need some informations to know how to continue the main Dark Horizons quest, don't hesitate to ask me. It is pretty well hidden and it is @Sergio back in the days who told me how.
I still want more characters ready for SoA so I'm rolling a Dragon Disciple next ! I now have a F/M/T and a Blackguard in Amn, but I would like to have at least 4 characters, this way I could play only BG2:EE for a while to learn a lot about the game because I don't know much about it unlike BG:EE which I know by heart.
So here's come Zeke, an Elf CG Dragon Disciple with * in Daggers (90 roll). My first spells were Shield and Spook.
My WEIDU Log (the same than my previous run) :
// 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-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v212 ~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur ~SETUP-KIT.TP2~ #0 #0 // BRIGAND for BGEE ~SETUP-INSTALL.TP2~ #0 #0 // BGEEDLJ for BGEE ~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu ~MARGARITA/SETUP-MARGARITA.TP2~ #0 #0 // Margarita for Baldur's Gate: Enhanced Edition ~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1 ~SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE ~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu ~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05 ~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04 ~SETUP-WANDCASE.TP2~ #0 #0 // Wand Case item for BGEE: v1.0 ~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16 ~APR_ON_SPEC/APR_ON_SPEC.TP2~ #0 #0 // Everyone Gets Bonus APR from Specialization ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0_beta_150228 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0_beta_150228 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Bard Song: Beta 2 ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 2 ~UNLIMITED_BG1/UNLIMITED_BG1.TP2~ #0 #0 // Remove forced ending after Sarevok ~SPONTANEOUS_CASTING/SPONTANEOUS_CASTING.TP2~ #0 #0 // Add Spontaneous Casting for clerics and druids (BG:EE): v1.2 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v21_20150210 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v21_20150210 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~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 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.10 ~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.10 ~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.10 ~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.10 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.32 ~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: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.32 ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 dev 140501 ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 dev 140501 ~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: proto-7 dev 140501
@semiticgod few quick answers: - Enchanted Weapon missing +3 darts is "an oversight", but I probably left it out back then because I had no icon for them. I also might have to add throwing daggers/axes. - Robe of Apprenti was just a quick revision because vanilla's one was pointless, but you do have a point about it being a superior Ring of Wizardry. I'll tweak it a bit. - ideally Vampire's Revenge, as all cursed items within IR, should be somewhat "appealing". Do you think its pros are not enough, or its cons are too heavy?
@Demivrgvs Isn't the Vampire's Revenge a BG1 item? Does IR apply to baldurs gate 1 items? I thought it was baldurs gate 2 only but if not I have to install it immediately.
@bengoshi, you're doing very well. I'm particularly impressed with how you manage Dark Horizons, which I believe is a new mod for you, no? @semiticgod, @Gotural said it: as a Gnome ol' blue eyes only gets 17 max WIS. @Gotural, good luck with your Dragon Disciple! How do you like Iwdfication (arcane and divine) spells? I decided not to install those components because I assumed that enemies don't get them. Am I right about that?
Indeed, it's a new mod for me, I don't know what to expect. After the very first additional assassin in the Candlekeep, I started to expect a new enemy in each area/each house/each dungeon. It turns out to be a good decision because new encounters seem to be everywhere.
So far, Hachiman managed to run away from any new character he comes across in the game BEFORE a crucial dialogue happens. Also, he always have at least one scroll of Protection from Magic in his rucksack. And if possible, Hachiman tries to deal with only one additional enemy at a time.
By the way, I too have the IWDification in my set up and can say that I haven't seen any enemy casting any new spell. As I understand it, this mod affects only PCs. In the Sorcerous Sundries several scrolls with new spells are sold.
I like IWD-style casting animation though (from BG2 tweaks).
@Blackraven I love this mod ! In my opinion it is very well balanced because the new arcanes spells, while stylish, aren't as good as the regular ones. Magic Missile, Web, Skull Trap, Stoneskin, etc, still are dominant. I used some of the new spells to try them and for fun with my F/M/T. I think this is good because arcane spellcasters are already very strong.
On the other hand, the new divine spells are quite good ! Without being more powerful than the vanilla spells, they are often a good alternative and allow the player to develop some new strategies which is something I really like because I consider the divine spellcasters to not be as good as the arcane ones.
However this is true that the enemies don't get them as far as I know, but this shoudn't prevent you from using this excellent mod.
There is one small issue though, because there are too many spells in the game, it can mess up the spell selection of the Sorcerer at level up because there isn't enough space, but nothing EE:Keeper cannot fix.
So far, Hachiman managed to run away from any new character he comes across in the game BEFORE a crucial dialogue happens. Also, he always have at least one scroll of Protection from Magic in his rucksack. And if possible, Hachiman tries to deal with only one additional enemy at a time.
Good call. I think that Gerry as a low level solo Cleric/Thief will have to use similar tactics. Of course he won't shy away from nice backstabbing opportunities, but safety first. (Styn took quite a bit of damage from one of the first Assassins, Isolde with her returning throwing dagger.)
As to the Iwdification spells, also in reply to what @Gotural wrote, I might include those spells at a later stage (though I would prefer enemies to use them as well, especially if they're good, like some of the divine spells).
@blackraven hardly suprising, that first fight is actually probably the hardest one I've faced from that mod yet. He has a sword that casts hold person with no save and her throwing dagger has 5APR
@Arnaeus, yeah I knew I was in for some OP gear, but that stuff is insane. Styn had little difficulty with Tristan, outpacing him with higher movement speed and pelting him with throwing axes, but a +3 throwing dagger with 5 APR, ouch
Maybe it would have been better if some of the weapons and items the DH enemies use had been made undroppable. Now it's just a matter of not picking them up for me. Styn for example only picked up Tristan's +1 Large Shield. I think you've taken a similar app roach with your namesake.
This sword is in my opinion the best weapon of the mod, it's even the best weapon of the trilogy. Hold Person on hit effect (save vs polymorph) + magic damage on hit (100%) + 2 APR, and it's a +3 weapon ...
It's like Celestial Fury + Kundane + Belm in one scimitar.
I shamelessly used it in my previous run because I wanted to discover everything the mod could offer, but from now on I'm not going to use the +APR weapons from Dark Horizons. (The rest is mostly fine I think)
@blackraven Yeah I was dumb enough to let him hit me lol. I agree many of the items should have been undroppable (I'm actually tempted to ask the creator if I can make a mod-mod that does just that). I have decided I can pick them up but only to sell, not to use. They're hard fights so I figure my characters need some reward lol and the pricing on them isn't too high IMO.
@Demivrgvs: Mostly the Vampire's Revenge thing was that the sword would have the negative effect outside of combat, and it would need to be managed carefully. Nighttime ambushes would be problematic. A decrease in max HP, or a vulnerability to fire, might be less of a hassle while still making thematic sense.
I strongly agree with the buff to the berserking sword, however. Adding 1 APR finally makes it more a viable alternative to Lilarcor.
@blackraven Yeah I was dumb enough to let him hit me lol. I agree many of the items should have been undroppable (I'm actually tempted to ask the creator if I can make a mod-mod that does just that). I have decided I can pick them up but only to sell, not to use. They're hard fights so I figure my characters need some reward lol and the pricing on them isn't too high IMO.
That would be a very cool mod-mod. Meanwhile selling loot makes sense if it doesn't convert your character into the richest man of the Sword Coast (haven't checked prices).
The tactics mod looks horribly cheesy ... I might need to try it sooner or later, do you know if it is somehow compatible with the EEs @semiticgod ? Do you have a new plan to deal with Kuroisan if he comes back ? And are they other fights like this one with some nearly invincible opponent ? Great progress so far !
If I start working on the upgrade of the tactics2 mod to make it work with EE, which components would you like to get first? Or said differently if I invest hours in such a modification, who volunteers to (beta)test what ? When I say "upgrade", I really mean it, not just a modification to make it install on BG2EE. For instance Tactics2 overrides the area scripts, this is clearly not the way to go, it is better to patch the EE versions.
Sorry to highjack that nice thread. I am glad to read any reply, comment or suggestion directly sent to my forum "mailbox".
Well Blackraven, I took your advice and decided to give Umar Hills a shot...armed with a single scroll of Protection from Undead I guess we have to hone our lich fighting technique someday...
Did the minor Umar quests and killed Valygar (later discovered I cannot use his katana and armour due to inadequate wisdom )
Used Invulnerability to get my save vs death to 1 to avoid being paralysed by Shadow Fiends (still no Freedom potions). Outside and first bit of the dungeon was fine.
The first (level dependant) encounter...2 skeleton warriors, 2 greater mummies and a lich
Managed to split the group by getting the skellies and mummies to follow me while the lich fired its spells. Skellies were easy, mummies were tough because my only +3 weapon was the Flail of Ages and APR with that was just 3/2. And my AC wasn't the best so I took a pummeling.
Had to suck up a couple of damaging spells from the lich but first one down
Handed in Amauna's bones and...
HLAs, woohoo! No surprise which one I selected.
Second group, same again...
Now I can cast spells too!
(I've been saving the scrolls I've found and have literally dozens)
Second one down.
Ok, so here we go, time for the Shadow Dragon. Time to buff up...
Yup, that's it . Resist Fear and Improved Haste .
This screenshot might give you a clue as to what's coming...
No? What about this one?
A-ha!
That didn't take long.
Of course that's not a trick I can repeat . That was the one shot and I chose Shadow Dragon rather than Firkraag because while I can protect myself against fire, I have no defence against level drain.
Found Tansheron's Bow and Staff of Rynn on the dragon's corpse...the former is an upgrade on my short bow +2, the latter is useless.
Ok, so now the real fight I was concerned about. It's not that I'm doubting you Blackraven, it's just that I've never considered using a scroll of Protection from Undead against upgraded Shade Lord, I always figured he was far too smart to be affected by such simple tricks (and if not, surely he should be?). And this IS a no-reload...so if Blackraven is wrong, I'm in serious trouble. So, just in case, I decided to buff a little.
Yeah, when I said "a little", I meant "a lot". Not taking any chances here.
Of course, I never should have doubted the mighty Raven...
That was rather, erm, easy.
If you're reading DavidW, you need to fix that! In fact I feel a bit cheap for doing it considering how tough Improved Shade Lord is without that trick.
Anyway, onwards and upwards. Umar Hills complete.
Updated stats:
Character record:
I have levelled up again and took Assassination as the second HLA. After this, it'll probably just be spike and time traps, don't think any of the other Thief HLAs are up to much. Any suggestions?
Updated inventory:
Not much has changed. Using the Skin of the Ghoul as my main armour now, it's AC is worse that The Night's Gift but the bonus to save vs death is priceless. Also using Amulet of Spell Warding for similar reasons.
So, where next? Windspear? Or return to Athkatla, do some shopping, and then Planar Sphere / Planar Prison?
Haha what a nice update, @Jaheiras_Witness I would have felt terrible if PfUndead hadn't worked btw
Nadeem is looking really good. There's not much advice I can give you. Re: HLAs you might consider picking an Avoid Death, just in case though ideally you'd never use it. Re: Nadeem's next destination, if there's shopping you'd like to do, I'd do that first. It's important to face new challenges as well-prepared as you can. From then Planar Sphere would be a logical next step. Nadeem could also decide to work for Aran Linvail and receive the Amulet of Power to facilitate dealings with Windspear Vampires.
Nadeem would love the Amulet of Power. Unfortunately it's a Tier 6 item under Randomiser and Aran Linvail doesn't have it! It could be anywhere but will be guarded by a tough opponent (tier 6 is 2nd highest in SoA).
Comments
That stairway is a fantastic chokepoint, and since SCS2 Beholders tend to stay in one place, forcing you to come to them, that stairway is one of the few places in the game where the enemy gains a territorial advantage that you cannot usurp. To bypass this, I sneak past them under the effects of Invisibility Sphere (by which I mean CTRL-J, because it's faster) and attack them from the northern corridor, with my summons approaching while invisible.
Since they reach the Beholders all at once, the Beholders can't put spell pressure on the front line and just wear them down. I used the exact same set of summons, but the difference in mobility allowed my summons to succeed where they previously had failed miserably.
I avoid visiting Ghoul Town for fear that I'd encounter a Lich, and just continue on to the Beholder hive. I let summons handle everything in there. But summons won't be enough to take down the Unseeing Eye, who sees through invisibility.
I still use summons, to crowd up the hallway and distract attention from my own character, and set up a line of traps--mostly normal traps, not Varen's Special Snares, because 11th-level normal traps deal lingering damage, which is more useful for an enemy with the Unseeing Eye's damage resistances.
The Unseeing Eye gets a special item that gives it the same defenses as vanilla Kangaxx, plus an extra 5% physical damage resistance for 95% total. This means basically all forms of damage only deal 1 damage per hit, hence the superiority of lingering damage. The SCS2 Rift Device is supposed to remove that item, but my install for some reason doesn't have the right version of the device, a problem I've encountered before. I decide to try it anyway, even though it'll substantially increase the Unseeing Eye's durability.
The Unseeing Eye triggers its Chain Contingency right after the Rift Device hits it. One of the resulting Death Tyrants triggers some of the traps that didn't reach the Unseeing Eye.
It goes down quickly, but the Unseeing Eye remains. I need +4 weapons to hit it, and Horun is the only one who has such a weapon--Sanchuudoku. The Unseeing Eye is also immune to spells, thanks to demi-lich-style spell level immunities, which doesn't help matters. The anti-magic rays hitting Varen aren't encouraging. I have her flee.
Maeruo fails a save. I panic.
If he shatters, he's gone forever. But I have a green scroll of Stone to Flesh for precisely this occasion. I get him back before he gets shattered.
He dies soon after, due to starting with 1 HP. Drinking a potion isn't enough to keep him alive. But it doesn't stop there.
We're out of green scrolls. We'll have to get him later. We muddle along, with Horun struggling to finish off the Unseeing Eye, and manage to lead the enemy into some lingering damage traps. Finally, the creature falls.
Kolem Tao remains unshattered. Varen memorizes Stone to Flesh, rests outside in a safe place, and restores Kolem Tao to his natural form. We bring the expended Rift Device to Agru Tindul, kill Gaal and his guards, and report our success to High Watcher Oisig for lots of XP and rather limited praise.
Congratulations @Gotural with Anselm's successful, truly evil campaign! Excellent work!
@semiticgod, funny business in the Planar Sphere, I liked it
The only side quests left are Watcher's Keep, which I don't think I can handle with two dual-classed characters recovering their cleric and druid levels, and the Planar Prison, not counting the high-difficulty challenges like Sion, Kangaxx, and the Twisted Rune.
I never liked the Planar Prison. The place is too narrow and you have to really micromanage your steps to make sure you don't fall into some gaping orifice and get attacked by Githyanki with bigass swords. Horun might be into that sort of thing, but I'm not. But the Planar Prison has XP, and that's all that really matters. I bring the Portal Gem to Haer'dalis, kill some critters, and enter the prison.
The Bounty Hunters at the entrance aren't too hard to kill. The Yuan-ti mage Bounty Hunter is slain with a Cone of Cold spell from Varen and a Cloudkill from Ivinhale (Varen wanted to use Sunfire, too, but a dialogue interrupted her), removing the major wild card from the initial fight, while our four warriors maul the rest of the enemy. Normally this fight is very tense, but the enemy doesn't get stronger with levels, and we've come here near the end of Chapter 2. We have a significant power advantage.
For some reason, we're unable to save or sleep. We get attacked by a Wyvern from the north, which flew a circuit all the way around the prison to come and get us. We kill it in seconds and rest.
Despite our high levels, the group of mages to the far east poses a problem. I've lost Cernd to them before in a no-reload run, thanks to a Flesh to Stone spell and some really horrible luck. And I've had lots of trouble with the Coiled Cabal using Stinking Cloud in SCS2. Our lack of Chaotic Commands spells is also quite troubling. Lots of stuff could go wrong.
To prevent this from happening, we wear down the enemy with summons. But eventually I get pulled into the fray, Horun gets hit by Breach, and we get a surprise visit from the second-heaviest hitter in the area.
Normally I fight the Master of Thralls after defeating the Coiled Cabal and their elven friends. Worse yet, Horun's Enrage wears off, and he can't activate it again for a little while. But our other frontliners prove very effective against the demon with no Stoneskin.
Ekayne gets the final blow. Horun stays out of the way, only to fail a save against Hold (for a Berserker, Horun sure gets disabled a lot). Kolem Tao rescues him, despite having no Stoneskin to protect him from spell disruption.
Then one of the mages casts Shadow Door, and two of our characters get hit by the resulting Maze effect. Shadow Door is really powerful in SR.
Notice the cleric in the southwest end of the screen--a potential threat to Varen, who fails to kill the cleric with Sunfire and Cone of Cold. Only after the cleric emerges from her Sanctuary can we finish her off, and even then, Varen's problems aren't over: two Air Elementals, the Master of Thralls' pets, come in from the same direction, flanking Varen. She holds them off with PFMW until she can get assistance. Maeruo was confused, and then fell unconscious to the cleric's Greater Command spell, while Ekayne and Ivinhale are busy fighting the Yuan-ti Mages.
The mages could cause all kinds of mischief, now that our party has been cut in half and our summons are almost all gone. Ivinhale summons a Flesh Golem to hold them off--its magic resistance makes it an excellent anti-mage tool, but its duration is too poor to summon it before battle--and equips a few Acid Arrows to try and disrupt the enemy's spells.
Maeruo eventually wakes up and helps Ekayne tear down the remaining enemies. Horun Fallows escapes from Maze just in time to not get in the last hit.
The Warden himself somehow gets hit by a lot of damage from our Fire Elementals, who according to the dialogue box just cast Fireburst, the SR version of Sunfire.
For a moment, I think the battle is going to be easy, with so little HP left on the Warden. But somehow he deals several tens of damage to Horun at once, and our star character is suddenly gone.
But Acidic Backlash can deal damage even after death.
Somehow Horun gets Mazed after his death, but it wears off after he rests, and we can bring him back to life as normal. We emerge from the prison healthy and with a fancy new pair of boots for our Berserker/Druid.
So. Ivinhale killed Cookies in her sleep. And Horun killed the Warden when he was dead.
Maybe Chaotic Commands and Death Ward aren't as useful as I thought.
Since I wanted to test the stability of my BGEE install after some issues with Styn the Barbarian, and since I wanted to continue thieving my way along the Sword Coast rather than hacking and slashing, I decided to start what must be my 4th run in three days.
Meet Gerry:Another Cleric/Thief, this time unkitted. The only difference from vanilla is that Gerry could dual-wield should he desire so, courtesy of Rogue Rebalancing and/or Song & Silence. I'm not playing with RR's thief kit or HLA revisions though. The only other relevant mods are SCS v30 (pretty much fully installed) and Dark Horizons.
Gerry is ready to leave Candlekeep. Please wish him luck (an awesome roll alone is unlikely to be enough)
One thing: why doesn't Mr. Gerry Mandering have 18 WIS? That costs him a level level 4 spell, and a level 1 spell after the first WIS tome, unless EE changed the WIS tables. And if you're going to use all the WIS tomes, you're going to be missing out on an extra level 5 spell in BG2... or two of them, counting the Hell and Machine of Lum the Mad bonuses.
Anyway, good luck to Blueberry Gerry!
@semiticgod Congrats on beating the Planar Prison. For a no-reload run it was a good thing that Varen wasn't killed and that other party members suffered instead.
@Blackraven It's sad to see you get some problems with BGEE. I've read several posts by no-reloaders on the bioware forums that more or less pointed to "serious" bugs in the EE. All I can say is that of course there're several bugs in BGEE, but nothing "game-breaking" from my point of view.
You know, I've been playing only the EEs for the past 3 years and each of my no-reload attempt went in the EEs. I didn't face anything that effectively killed my game from the excitement point of view there.
As for the Bhaalspawn abilities, they work just fine. Both Yahiko and Hachiman got them. Not from the first rest in a chapter, but eventually still got them. I think the amount of rests you need in order to acquire a Bhaalspawn ability in BGEE is random. Sometimes it's just one rest, sometimes 5. And sometimes it takes longer. I just make a rule of resting here and there not to miss them before moving to the next chapter.
Hachiman tried to approach the Drasus's party so that only one enemy saw him at a time. Although there was the "Better calls for help" component installed, luring one enemy quite far from his pals before attacking him was an efficient way of fighting one by one.
At first, Hachiman dealt with 2 warriors. His throwing daggers proved to be effective once again.
Dealing with each of the two mages required Hachiman to be as cautious as he could. This is what Hachiman could write in his book if he had a chance:
"Patiently move step by step in the direction of an enemy - the enemy is seen - pause (the autopause is not used) - attack with a bolt of poison - retreat - wait for the enemy - attack with an arrow of dispelling - retreat -(repeat if needed/if the enemy wasn't hit)- attack with an arrow of biting - attack with throwing daggers (the highest number of APR) so that while the enemy isn't able to cast anything due to the multiple poison from both bolts and arrows he would also get a spell casting penalty because of the WS's special ability / his newly casted Stoneskin would be taken off - if enemy became invisible wait for him to appear again - repeat."
This way the path to the Mines was open but Hachiman needed to buy new throwing daggers.
On the way back Hachiman was ambushed by Amazons but the lack of a decent mage in their party meant no difficulties for Hachiman: the Spider's Bane granted an immunity to Hold.
Hachiman tried to minimize fighting in the Mines and followed the quickest way to the last level. Right from the start there he was attacked by another group of assassins. Seriously, the Dark Horizons mod is good in this: the number of additional encounters is high while their level in terms of a challenge is solid too.
In order to face Davaeorn Hachiman used the Protection from Magic scroll and went ahead. Somehow Hachiman couldn't roll high enough to hit the wizard at first so it required several efforts while Hachiman moved through the level constantly changing his ammunition and dealing with Battle Horrors and Blacktalon Elites.
In the end the arrow of dispelling worked and Davaeorn became a victim of his own spell - the Web meant automatic hits.
Yes, both Kysus and Davaeorn dropped manuals which turned out to be of Charisma and of Wisdom ones.
Usually I would say "Voilà!" here but because of the Dark Horizons mod Hachiman still had a work to do as he went from the Mines to the map exit.
A group of druids waited for him there and their intentions were clear. A big thanks to the Protection from Magic here. It was still in effect and prevented Hachiman to suffer from 5th level divine spells.
After a good rest and some shopping Hachiman travelled to the Baldur's Gate city.
I also like what's happening to poor Horun ! He always get controled as a Berserker and he kills stuff while dead that's amusing !
I think Gerry doesn't have 18 Wis because Gnomes have a -1 penalty to Wisdom at character creation.
@Blackraven Thank you man ! It was a really fun and refreshing playthrough as it was the first time I was playing with BG1 NPC Project. The party had a lot of banters and managing all of them during fights was challenging.
Good luck with Gerry ! I hope you'll be able to solve all your setup problems soon. The Cleric/Thief is definitely a character I'm interested into. I'm going to play a Dragon Disciple next but after this one, I'm going to try the C/T myself.
@bengoshi Thank you ben ! Your Wisard Slayer is rocking too ! If you need some informations to know how to continue the main Dark Horizons quest, don't hesitate to ask me. It is pretty well hidden and it is @Sergio back in the days who told me how.
So here's come Zeke, an Elf CG Dragon Disciple with * in Daggers (90 roll).
My first spells were Shield and Spook.
My WEIDU Log (the same than my previous run) :
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v212
~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur
~SETUP-KIT.TP2~ #0 #0 // BRIGAND for BGEE
~SETUP-INSTALL.TP2~ #0 #0 // BGEEDLJ for BGEE
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
~MARGARITA/SETUP-MARGARITA.TP2~ #0 #0 // Margarita for Baldur's Gate: Enhanced Edition
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1
~SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE
~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu
~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05
~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04
~SETUP-WANDCASE.TP2~ #0 #0 // Wand Case item for BGEE: v1.0
~SARADAS_MAGIC/SARADAS_MAGIC.TP2~ #0 #0 // saradas_magic
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2020 // Two-Handed Bastard Swords: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2030 // Two-Handed Katanas: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2100 // Allow Thieving and Stealth in Heavy Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2120 // Allow Arcane Spellcasting in Heavy Armor: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2294 // Alter Druid Spell and Level Progression Tables -> Use Cleric Level Progression Changes With PnP Druid/Cleric Spell Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~APR_ON_SPEC/APR_ON_SPEC.TP2~ #0 #0 // Everyone Gets Bonus APR from Specialization
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0_beta_150228
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0_beta_150228
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Bard Song: Beta 2
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 2
~UNLIMITED_BG1/UNLIMITED_BG1.TP2~ #0 #0 // Remove forced ending after Sarevok
~SPONTANEOUS_CASTING/SPONTANEOUS_CASTING.TP2~ #0 #0 // Add Spontaneous Casting for clerics and druids (BG:EE): v1.2
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v21_20150210
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v21_20150210
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~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
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.10
~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.10
~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.10
~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.10
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.32
~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: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.32
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.32
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: proto-7 dev 140501
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 dev 140501
~RANDOMISER/RANDOMISER.TP2~ #0 #1100 // Randomise items -> Mode 1: Randomise with in-game scripts. No items are lost: proto-7 dev 140501
- Enchanted Weapon missing +3 darts is "an oversight", but I probably left it out back then because I had no icon for them. I also might have to add throwing daggers/axes.
- Robe of Apprenti was just a quick revision because vanilla's one was pointless, but you do have a point about it being a superior Ring of Wizardry. I'll tweak it a bit.
- ideally Vampire's Revenge, as all cursed items within IR, should be somewhat "appealing". Do you think its pros are not enough, or its cons are too heavy?
@semiticgod, @Gotural said it: as a Gnome ol' blue eyes only gets 17 max WIS.
@Gotural, good luck with your Dragon Disciple! How do you like Iwdfication (arcane and divine) spells? I decided not to install those components because I assumed that enemies don't get them. Am I right about that?
Indeed, it's a new mod for me, I don't know what to expect. After the very first additional assassin in the Candlekeep, I started to expect a new enemy in each area/each house/each dungeon. It turns out to be a good decision because new encounters seem to be everywhere.
So far, Hachiman managed to run away from any new character he comes across in the game BEFORE a crucial dialogue happens. Also, he always have at least one scroll of Protection from Magic in his rucksack. And if possible, Hachiman tries to deal with only one additional enemy at a time.
By the way, I too have the IWDification in my set up and can say that I haven't seen any enemy casting any new spell. As I understand it, this mod affects only PCs. In the Sorcerous Sundries several scrolls with new spells are sold.
I like IWD-style casting animation though (from BG2 tweaks). lol. This is when actually posting a screenshot here is useful:)
On the other hand, the new divine spells are quite good ! Without being more powerful than the vanilla spells, they are often a good alternative and allow the player to develop some new strategies which is something I really like because I consider the divine spellcasters to not be as good as the arcane ones.
However this is true that the enemies don't get them as far as I know, but this shoudn't prevent you from using this excellent mod.
There is one small issue though, because there are too many spells in the game, it can mess up the spell selection of the Sorcerer at level up because there isn't enough space, but nothing EE:Keeper cannot fix.
As to the Iwdification spells, also in reply to what @Gotural wrote, I might include those spells at a later stage (though I would prefer enemies to use them as well, especially if they're good, like some of the divine spells).
Maybe it would have been better if some of the weapons and items the DH enemies use had been made undroppable. Now it's just a matter of not picking them up for me. Styn for example only picked up Tristan's +1 Large Shield. I think you've taken a similar app
roach with your namesake.
It's like Celestial Fury + Kundane + Belm in one scimitar.
I shamelessly used it in my previous run because I wanted to discover everything the mod could offer, but from now on I'm not going to use the +APR weapons from Dark Horizons. (The rest is mostly fine I think)
Before you mentioned this encounter here, I hadn't known about it.
I strongly agree with the buff to the berserking sword, however. Adding 1 APR finally makes it more a viable alternative to Lilarcor.
Meanwhile selling loot makes sense if it doesn't convert your character into the richest man of the Sword Coast (haven't checked prices).
Or said differently if I invest hours in such a modification, who volunteers to (beta)test what ?
When I say "upgrade", I really mean it, not just a modification to make it install on BG2EE. For instance Tactics2 overrides the area scripts, this is clearly not the way to go, it is better to patch the EE versions.
Sorry to highjack that nice thread.
I am glad to read any reply, comment or suggestion directly sent to my forum "mailbox".
Did the minor Umar quests and killed Valygar (later discovered I cannot use his katana and armour due to inadequate wisdom )
Used Invulnerability to get my save vs death to 1 to avoid being paralysed by Shadow Fiends (still no Freedom potions). Outside and first bit of the dungeon was fine.
The first (level dependant) encounter...2 skeleton warriors, 2 greater mummies and a lich
Managed to split the group by getting the skellies and mummies to follow me while the lich fired its spells. Skellies were easy, mummies were tough because my only +3 weapon was the Flail of Ages and APR with that was just 3/2. And my AC wasn't the best so I took a pummeling.
Had to suck up a couple of damaging spells from the lich but first one down
Handed in Amauna's bones and...
HLAs, woohoo! No surprise which one I selected.
Second group, same again...
Now I can cast spells too!
(I've been saving the scrolls I've found and have literally dozens)
Second one down.
Ok, so here we go, time for the Shadow Dragon. Time to buff up...
Yup, that's it . Resist Fear and Improved Haste .
This screenshot might give you a clue as to what's coming...
No? What about this one?
A-ha!
That didn't take long.
Of course that's not a trick I can repeat . That was the one shot and I chose Shadow Dragon rather than Firkraag because while I can protect myself against fire, I have no defence against level drain.
Found Tansheron's Bow and Staff of Rynn on the dragon's corpse...the former is an upgrade on my short bow +2, the latter is useless.
Ok, so now the real fight I was concerned about. It's not that I'm doubting you Blackraven, it's just that I've never considered using a scroll of Protection from Undead against upgraded Shade Lord, I always figured he was far too smart to be affected by such simple tricks (and if not, surely he should be?). And this IS a no-reload...so if Blackraven is wrong, I'm in serious trouble. So, just in case, I decided to buff a little.
Yeah, when I said "a little", I meant "a lot". Not taking any chances here.
Of course, I never should have doubted the mighty Raven...
That was rather, erm, easy.
If you're reading DavidW, you need to fix that! In fact I feel a bit cheap for doing it considering how tough Improved Shade Lord is without that trick.
Anyway, onwards and upwards. Umar Hills complete.
Updated stats:
Character record:
I have levelled up again and took Assassination as the second HLA. After this, it'll probably just be spike and time traps, don't think any of the other Thief HLAs are up to much. Any suggestions?
Updated inventory:
Not much has changed. Using the Skin of the Ghoul as my main armour now, it's AC is worse that The Night's Gift but the bonus to save vs death is priceless. Also using Amulet of Spell Warding for similar reasons.
So, where next? Windspear? Or return to Athkatla, do some shopping, and then Planar Sphere / Planar Prison?
Suggestions welcome
Nadeem is looking really good. There's not much advice I can give you.
Re: HLAs you might consider picking an Avoid Death, just in case though ideally you'd never use it.
Re: Nadeem's next destination, if there's shopping you'd like to do, I'd do that first. It's important to face new challenges as well-prepared as you can. From then Planar Sphere would be a logical next step.
Nadeem could also decide to work for Aran Linvail and receive the Amulet of Power to facilitate dealings with Windspear Vampires.