Starting again, I followed a similar track to the basilisk area. This time though I recruited Korax to create a diversion and successfully finished off Kirian's party. Looking for some more quick XP I went ankheg hunting. I had some success with generating spirits there, but it's not easy to get into a position where enemies will focus on them and it would probably have been less risky to have just attacked in melee - still practice makes perfect! Once I get some proper summons available it should be far easier to manipulate the spirits.
At the Nashkel Mine I made my way down to find Mulahey. Dancing didn't seem to offer any options, but I gave Writhing Fog a go against him from out of sight. Not to my surprise that prompted his conversation and I quickly retreated to the cave exit. Mulahey didn't follow though and I was able to kill various skeletons and kobolds before more Fog killed Mulahey without ever seeing him.
Outside the Mine I thought the amazons might react to Fog - but they didn't!
Reporting to the mayor got me to level 7 before I tried to hide behind the shop door while summoning spirits for Nimbul. That did persuade him to use some magic missiles, but a critical from a soldier killed him before the spirits could.
Tranzig was another to be lost in the Fog before I managed to do the same to Taugosz from out of sight at the Bandit Camp (along with several bandits that were obviously huddling together for warmth). I left a Fog outside the main tent and that helped a bit while dodging in and out, but I still picked up a couple of acid arrows and was grateful for the high level of healing ability shaman's have - that allowed Venkt to be emptied of spells to set up a dancing finish.
In the Cloakwood more Fog dealt with the ettercaps guarding some web traps on the way to the Mine. Fog there also badly wounded Rezdan before he eventually came to see what was happening and was shot down. Genthore also chased and was eventually dragged down by spirit animals before I rested. I then put up a fresh supply of Fog for the remaining two, but didn't pause the game while I wrote this note - coming back to it to find that Kysus had gone exploring at near death and I was confused and had just been hit with a Flame Arrow - and, just to make sure, Drasus had just appeared as well. I really must stop minimising the game without pausing (or re-enable auto-pause) ...
After the usual lapse in concentration ended my second attempt I restarted immediately. This time, now with a better idea of what the shaman can do, I spent less time experimenting and just cracked on. One minor change was that I went to visit Caldo & Krumm before the basilisk area in order to get a magic club for more effective bashing. I was thinking there that Korax would be immune to Fog, but he wasn't and went hostile - Baerin was already dead though and I used a PfM scroll to ensure success against Kirian's party.
I suspected that the battle horrors at Durlag's would not react to Fog - and that proved to be the case for some easy XP there. The Doom Guard has 50% resistance to cold and that was just enough to allow him to survive 5 Fogs. I tried to hit him half a dozen times without success and eventually got fed up and finished him off with a magic missile - getting up to level 7 there. HPs are excellent, even by the standards of the EE, which provides a bit of extra incentive to keep this run going. I'd also like to try out the spirit dance with summons available, so will be aiming to survive a bit longer this time.
I had no trouble in the Nashkel Mine and killed the amazons outside with Fog again. I charmed Rasaad while successfully lining Nimbul up so that he was out of sight of me, but in sight of a spirit - but once again it was a soldier's arrow that actually killed him. At the Bandit Camp this time I successfully charmed Britik on first entering the tent and he soaked up a couple of acid arrows to make the fight against Venkt easier this time. This time I decided that, with shaman abilities available, I didn't need two Bhaal horrors. I thus did a tour of the maps, concentrating on reputation quests. Other work included confirming that Bassilus didn't attack while being Fogged and neither did the Doomsayer (though it took all 7 of those available to deal with him - that includes the boost from Mulahey's ring). I got to level 8 at the Gnoll Stronghold and picked up the ability to create nymphs. Just for a bit of fun I ran a polar bear around inside several Fogs - killing it entirely by cold damagebefore the nymphs made a first contribution by soaking up Borda's magic missiles.
With reputation up to 20 I did some shopping at Ulgoth's Beard before going sirine hunting. A couple each of nymphs and Spirit Fires destroyed the first group, with the Greenstone Amulet charge used being wasted. The nymphs lasted long enough to draw out the charms from Sil's group - allowing arrows and spirits to finish them off. Back at Durlag's Tower the Greenstone Amulet proved its worth while picking up the tome. I also killed a couple of basilisks there in order to get my 9th (and last in BG1) level. Next stop will be looking for revenge at the Cloakwood Mine.
After strolling through the Cloakwood 3 nymphs helped both with disabling spells and as targets at the Mine - meaning Rezdan was out of spells when he finally arrived in my view.
Inside the mine I used Farsight for the first time. That didn't extend the casting range of spells tagged as "within visual sight", but did allow me to keep an eye on how things were reacting to Fog. Downstairs, an old favourite tactic opened the way up to get to Davaeorn. His Battle Horrors were treated to a first use of a Wand of the Heavens before he was another to be 'lost in the mists'.
In the City I picked up the tomes without trouble, although Larze did manage to save against numerous spells before finally being held by a nymph when he was almost dead anyway. I also acquired the Helm of Balduran.
At the Iron Throne I used the invisibility ring for the first time to get into position. Some nymphs then caused confusion in the ranks, but most of the enemies survived that. Fogs then finished them off, though I did need to use a potion of invisibility at one stage when I was briefly spotted and Zhalimar attacked when almost dead - running into a wand blast. While Aasim was confused he had killed Thaldorn, so I had to hunt down some written evidence for once before reporting to Duke Eltan.
In Candlekeep Fogs killed the spiders while the tombs were looted with the help of the violet potion. A couple of dispelling arrows slowed some dopplegangers down enough for spirits to intervene on the way through to the next area. There, I cast a Fog out of sight of the enemies - and apparently died. I think that happened to someone else recently - there was no apparent attack on me and my picture just disappeared. I'm 99 and a few more nines % sure that's a bug, but I dislike reloading at the best of times and don't want to feel this run is compromised - so I'll call it a day there.
Before my six month hiatus, there was a minimal reload thread. I don't see it around anymore, so I hope you guys don't mind me posting about my playthrough here
I rolled up a Half-Elf Blade named Garrick (super original lol). Using RR, SCS, IR, SR, Banter Packs, Tweaks, IWDification, and Imoen Romance as the major mods, with a few fluff pieces.
Original plan was picking up Harry and running with two Blades. But I just couldn't bring myself to kicking out Minsc like I've done on so many other playthroughs. After Jaheira died several times, I finally released her to go hang out with her Harper buddies and picked up Anomen for healing. Yoshi is my bro, so he always comes with me.
Fast forward through the Thief's Stronghold and prerequisite quests, all of Trademeet, and most of Neera's storyline. After a couple reloads against Bodhi, we finally brought her down. I forgot just how much SCS improves her, even in chapter 3...I might side with her next time lol.
I'll leave a screenshot dump here to show just how much more difficult SCS makes the game, and I don't even have everything turned up!
Myconids did this!:
Their Confusion ability took out half the party. My PC nearly died, and only a quick Invisibility spell saved me. I focus fired the nearest mushrooms down and formed a wall between them and the nearly dead characters.
Gotta love Wild Magic...Neera accidentally gates in a demon when we go rescue her buddies:
The Death Knight turned out to actually be friendy! Until one of our AoE spells hit him that is.....
I've never seen Minsc make this comment before. Also Neera gets the final hit on Lanneth!:
SCS vampires are no joke...this wasn't even the Bodhi battle!:
I play on Insane for the larger/tougher spawns, but I'll have to double check that the increased damage is turned off. I thought it was, but the fact that I have a party member death every couple battles says otherwise. Also Bodhi crit on me in one battle and did 98 damage to my PC...
@Corey_Russell, belated congrats with your F/M/T trilogy success!
Thanks, but it was NOT a trilogy success - I wanted to play BG 2 that moment, and it was also the first no reload ever on my new computer. So was a BG 2/ToB no reload success. Currently working Wren, Jaheira and Imoen through Johnny's dungeon.
This is my first no-reload run ever, and I will be playing as the chaotic good, dwarwen wizard slayer Thunnir, as suggested by @JuliusBorisov (Kind of credits)
WeiDU log
*ADDITIONAL RULES*
I am allowed to bring party members, however, I can not resurrect them in anyways.
// 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] ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): 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 #4030 // Improved shapeshifting: 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 #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 #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 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: 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 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: 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 #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
I start off this run by heading to the inn right next to me. I purchase some equipment and a bunch of arrows, and some extra ones for Imoen. After that I set off into the sunset to begin this challenge.
Gorion is slain, but Thunnir manages to escape. He hides until the next day, as he knows traveling alone in the dark is unwise. We stumble upon Imoen, who brought us some healing potions and some other goodies to sell.
We head north, to the Friendly arms inn, where we find a magical and mysterical ring. We don't know what to do with it so we just keep it on us for now.
On the way back south, we meet up with Eldoth, who decies to tag along
As we contiune to move south, we are ambushed by some bandits, but we manage to escape with some minor damage only.
We are now in the wilderness, west of Beregost. We enter the High Hedge and sell the ring to the Thalantyr, who gives us a hefty sum of 9000 gold.
As we leave, we plan our next stop will be Beregost. We start moving east by is shortly ambused by some highly trained Gnolls. We attempt to kill them but realize we are having a hard time getting to them. Eldoth is badly wounded and his life is threatened. We are forced to flee even further south.
The party finally manages to get out of harms way. We continue going east from there, until we stumble upon this strange talking chicken. He turns out to be a human in a chicken body, attained through a magical curse. He asks us to take him back to Thalantyr and we agree to do so.
Nearing the High hedge again, we can hear footsteps. The party readies their weapons and Imoen tries to find what is lurking behind those bushes. It turns out to be the gnolls that was hunting us, we start shooting them but once again they catches us off-guard, forcing us to retreat.
This time we make it to Beregost, where Tiax and Kagain decides to join us for their own benefit. We do need them to accomplish our goals so we have nothing against them using us.
We travel south, heading towards Naskhel as we have heard rumours about the troubles in the region. Our path there was easy, no real dangers.
On our way we were falsely accused for being bandits by a hunting party, 3 flaming fist mercenaries. Their mistake cost them their lives, and we strapped off their armors and used them ourselves.
We finally arrive at Nashkel, where we find some hidden Ankheg Armor. Thunnir decides to keep it for himself. We also took our time visiting the general store to restock on ammo and weapons, the storekeeper told us that we would pay good money for winter wolf pelts, Thunnir believes this a good opportunity to earn some more money.
We run into Edwin, a powerful Wizard who needs our help. He didn't tell us what he were up to, but we thought he could provide some additional protection.
For those who are just dying, without any apparent reason... Do you know when the 'mysterious poisoning' of CHARNAME triggers? The one where you have 10 days to cure it through that quest in BG city? I'm wondering if that's getting triggered and you all aren't getting cured in time.
@alceeryes - While in general that is a possibility, keep in mind we have seen mysterious EE deaths in BG 2/ToB, and the poison quest would obviously not apply to those deaths. In any case, the poster said he was cured so that isn't it.
@alceeryes - While in general that is a possibility, keep in mind we have seen mysterious EE deaths in BG 2/ToB, and the poison quest would obviously not apply to those deaths. In any case, the poster said he was cured so that isn't it.
Ahhh, missed that part. Haven't read much about the different mysterious deaths. Is it reproducible from an autosave, maybe? Has anyone experienced it with vanilla EE's or is it usually with a bunch of mods installed?
Aasim is correct, the deaths can and do occur on vanilla EE. And in general, as far as I've heard, they haven't been reproducible (e.g., do a battle die mysteriously, but replay battle dozen times and nothing odd happens). I would call such deaths bugs - and on the BioWare forums we allowed reloads on bugs, though you were never required to.
Once more unto the breach dear friends ... My shaman has had another go this evening and has just got back up to Prat - this time there was no insectoid to save him, though he did cause some lightning damage before dying. Most of the run to date has been pretty straight-forward, but there was a near death in the golem cave. That occurred when I was unable to retreat from the final golem due to 2 bats occupying a narrow passage. In the EE you can push one neutral creature out of the way, but not two together - meaning I was stuck in place against an irate golem (I do sometimes kill bats / rats etc to avoid that sort of thing happening, but most of the time I just trust to luck). A wand blast killed one of the bats and allowed me the chance to escape, but not before the golem had taken me down to 1 HP! Shaman 9, 84 HPs (incl. 5 from Helm), 351 kills
Edit: sigh - it seems if there's a way to die, I'm gonna find it . Back in the City Slythe chewed through 3 nymphs, but a 4th held him. At the palace I generated 5 nymphs and then tried to get rid of their domination spells (to avoid them charming dopplegangers who then attack the dukes or the Flaming Fist). I've done that before without problems, but it seems the game didn't approve of that tactic this time ...
Once more unto the breach dear friends ... My shaman has had another go this evening and has just got back up to Prat - this time there was no insectoid to save him, though he did cause some lightning damage before dying. Most of the run to date has been pretty straight-forward, but there was a near death in the golem cave. That occurred when I was unable to retreat from the final golem due to 2 bats occupying a narrow passage. In the EE you can push one neutral creature out of the way, but not two together - meaning I was stuck in place against an irate golem (I do sometimes kill bats / rats etc to avoid that sort of thing happening, but most of the time I just trust to luck). A wand blast killed one of the bats and allowed me the chance to escape, but not before the golem had taken me down to 1 HP! Shaman 9, 84 HPs (incl. 5 from Helm), 351 kills
If I would die from that bat blocking me someone would die.
For those who are just dying, without any apparent reason... Do you know when the 'mysterious poisoning' of CHARNAME triggers? The one where you have 10 days to cure it through that quest in BG city? I'm wondering if that's getting triggered and you all aren't getting cured in time.
Just to answer the question the timer starts when you talk to Lothander in the central city area.
To be fair, those were his MP runs, and not all were caused by him, Gate70 founds some ways for them to die (like being in inventory when battling those undead in spellhold and dying).
I once forgot Carsomyr had Dispel Magic 3 times/day, so I wanted to dispel Chaos from my PC, and the best idea I had was making Keldorn hit my PC with it. Critical hit 48+ damage, I even got chunked.
That's a good one, @CrevsDaak! Although that was a bit silly, since Keldorn's dispel is more powerful (2x normal), so I would always use his instead. For me, I cast chaos on a doppleganger during the Duchal Palace fight, but somehow Belt got confused and starting killing Flaming Fist. But the battle was still going so thought maybe I would be ok - but then he took a swipe at one of my summons, the summon swiped back and then I was insta-killed.
Steinarr marched into an underground cavern below Dragonspear Castle, planting an explosive near a fault line to shake up the crusaders. The caverns were mostly manageable, however a ghostly ettin smashed Jaheria before we could take it down; and a mage summoned some water elementals that gave Corwin a good healthy knockout before we could contain the mage. And attacking the mage angered the crusaders, so we had to fight several patrols and the gate guards too. Fortunately, no one got chunked. So we potioned up and continued.
In the castle itself, Steinarr was overconfident and noisy. Getting in a fight with the guards alerted Hephernaan and his magelings to our presence... and he came out to teach us a lesson. (This was a little scary because the party had not summoned or buffed yet.)
The first mageling got a hefty dose of poison and died under his stoneskins. The others went down under dispelling arrows followed by arrows of biting. Hephernaan himself got away before we could get a hold of him.
We escaped the caverns under cover of invisibility so as to avoid any further conflict with the understandably angry crusaders.
Defending the coalition camp went smoothly. Disablers and area damage took down all attackers with the party suffering not even a scratch.
At the castle courtyard, Steinarr entered into a duel with Ashatiel. One stunning dart did her in, despite her attempt at buffing.
In Avernus, we mocked the demon Trix, but he gave us a magic sword for playing a silly riddle game. Steinarr liked the heft of it, so decided to take it upstairs with him. Minsc used a sword he got from his brother Rigah. Jaheira pulled out some bullets +3. Corwin and Safana pulled out arrows of dispelling, anti-magic, and +3. Dynaheir pulled out some extra wands. We buffed to the hilt with green scrolls (poison, fire). Potions of fire resistance, clarity, storm giant strength, mind focusing, haste, invulnerability, heroism, power, etc. etc. Commanders chain + resist fear spells. Everything we could think of to protect ourselves from the demons of the 1st plane.
It was a good thing too, because an elevator brought Steinarr & Co. into the throne room of Belhifet himself. The demon king promptly killed Caelar, and then went after the party.
Steinarr raged and engaged. Summons kept the yipping demons off of our backs. Our massive buffs actually captured the energy of Belhifet's fire and healed us. Soon Steinarr plunged his sword into the massive demon's gut, and it fell to the floor, bleeding out.
Aun Argent sacrificed himself to close the portal to Avernus as we left.
After an evening of celebration back at Dragonspear Castle.... circumstances darker than anyone could have imagined led to our hero being led back to Baldur's Gate in chains... After escaping from prison, the crew was ambushed in the night...
Unconscious, Steinarr was packaged up in a wooden box and loaded onto a cart alongside his drugged companions. The horses pulled the cart along the very bumpy road south, to Amn.
Next up in Barbarian News: Taking on Baldur's Gate 2
Congrats Blind_Visionary - I'm looking forward to the next issue of Barbarian News.
Right. It's a new dawn of a new day (or at least it will be in a few hours ...). I'll give it one more try to get this pesky shaman at least through BG1. My impression is that the class should be pretty powerful, so deserves the chance to have a go at BG2
Attempt {5} didn't last long - a mis-click meaning I failed to run away from a charm person by Bentan. I tried to go straight back to him in attempt {6} and do something a bit fancy to get revenge - not a great success when I got charmed again! However, it was 3rd time lucky (though not for Bentan). Now I'm properly awake let's see if I can make some decent progress .
Shaman 3, 27 HPs, 13 kills
And the answer is no. A combination of bad luck and several minor mistakes added up to dying to Venkt's acid arrows at the Bandit Camp. OK - one more try ...
Comments
Previous updates with this character at:
Starting again, I followed a similar track to the basilisk area. This time though I recruited Korax to create a diversion and successfully finished off Kirian's party. Looking for some more quick XP I went ankheg hunting. I had some success with generating spirits there, but it's not easy to get into a position where enemies will focus on them and it would probably have been less risky to have just attacked in melee - still practice makes perfect! Once I get some proper summons available it should be far easier to manipulate the spirits.
At the Nashkel Mine I made my way down to find Mulahey. Dancing didn't seem to offer any options, but I gave Writhing Fog a go against him from out of sight. Not to my surprise that prompted his conversation and I quickly retreated to the cave exit. Mulahey didn't follow though and I was able to kill various skeletons and kobolds before more Fog killed Mulahey without ever seeing him.
Outside the Mine I thought the amazons might react to Fog - but they didn't!
Reporting to the mayor got me to level 7 before I tried to hide behind the shop door while summoning spirits for Nimbul. That did persuade him to use some magic missiles, but a critical from a soldier killed him before the spirits could.
Tranzig was another to be lost in the Fog before I managed to do the same to Taugosz from out of sight at the Bandit Camp (along with several bandits that were obviously huddling together for warmth). I left a Fog outside the main tent and that helped a bit while dodging in and out, but I still picked up a couple of acid arrows and was grateful for the high level of healing ability shaman's have - that allowed Venkt to be emptied of spells to set up a dancing finish.
In the Cloakwood more Fog dealt with the ettercaps guarding some web traps on the way to the Mine. Fog there also badly wounded Rezdan before he eventually came to see what was happening and was shot down. Genthore also chased and was eventually dragged down by spirit animals before I rested. I then put up a fresh supply of Fog for the remaining two, but didn't pause the game while I wrote this note - coming back to it to find that Kysus had gone exploring at near death and I was confused and had just been hit with a Flame Arrow - and, just to make sure, Drasus had just appeared as well. I really must stop minimising the game without pausing (or re-enable auto-pause) ...
Previous updates at:
https://forums.beamdog.com/discussion/comment/821349/#Comment_821349
After the usual lapse in concentration ended my second attempt I restarted immediately. This time, now with a better idea of what the shaman can do, I spent less time experimenting and just cracked on. One minor change was that I went to visit Caldo & Krumm before the basilisk area in order to get a magic club for more effective bashing. I was thinking there that Korax would be immune to Fog, but he wasn't and went hostile - Baerin was already dead though and I used a PfM scroll to ensure success against Kirian's party.
I suspected that the battle horrors at Durlag's would not react to Fog - and that proved to be the case for some easy XP there. The Doom Guard has 50% resistance to cold and that was just enough to allow him to survive 5 Fogs. I tried to hit him half a dozen times without success and eventually got fed up and finished him off with a magic missile - getting up to level 7 there.
HPs are excellent, even by the standards of the EE, which provides a bit of extra incentive to keep this run going. I'd also like to try out the spirit dance with summons available, so will be aiming to survive a bit longer this time.
Shaman 7, 61 HPs, 59 kills
Previous updates at:
https://forums.beamdog.com/discussion/comment/821349/#Comment_821349
https://forums.beamdog.com/discussion/comment/821359/#Comment_821359
I had no trouble in the Nashkel Mine and killed the amazons outside with Fog again. I charmed Rasaad while successfully lining Nimbul up so that he was out of sight of me, but in sight of a spirit - but once again it was a soldier's arrow that actually killed him.
At the Bandit Camp this time I successfully charmed Britik on first entering the tent and he soaked up a couple of acid arrows to make the fight against Venkt easier this time.
This time I decided that, with shaman abilities available, I didn't need two Bhaal horrors. I thus did a tour of the maps, concentrating on reputation quests. Other work included confirming that Bassilus didn't attack while being Fogged and neither did the Doomsayer (though it took all 7 of those available to deal with him - that includes the boost from Mulahey's ring). I got to level 8 at the Gnoll Stronghold and picked up the ability to create nymphs. Just for a bit of fun I ran a polar bear around inside several Fogs - killing it entirely by cold damagebefore the nymphs made a first contribution by soaking up Borda's magic missiles.
With reputation up to 20 I did some shopping at Ulgoth's Beard before going sirine hunting. A couple each of nymphs and Spirit Fires destroyed the first group, with the Greenstone Amulet charge used being wasted. The nymphs lasted long enough to draw out the charms from Sil's group - allowing arrows and spirits to finish them off.
Back at Durlag's Tower the Greenstone Amulet proved its worth while picking up the tome. I also killed a couple of basilisks there in order to get my 9th (and last in BG1) level.
Next stop will be looking for revenge at the Cloakwood Mine.
Shaman 9, 75 HPs, 223 kills
Previous updates at:
https://forums.beamdog.com/discussion/comment/821349/#Comment_821349
https://forums.beamdog.com/discussion/comment/821359/#Comment_821359
https://forums.beamdog.com/discussion/comment/821386/#Comment_821386
After strolling through the Cloakwood 3 nymphs helped both with disabling spells and as targets at the Mine - meaning Rezdan was out of spells when he finally arrived in my view.
Inside the mine I used Farsight for the first time. That didn't extend the casting range of spells tagged as "within visual sight", but did allow me to keep an eye on how things were reacting to Fog. Downstairs, an old favourite tactic opened the way up to get to Davaeorn. His Battle Horrors were treated to a first use of a Wand of the Heavens before he was another to be 'lost in the mists'.
In the City I picked up the tomes without trouble, although Larze did manage to save against numerous spells before finally being held by a nymph when he was almost dead anyway. I also acquired the Helm of Balduran.
At the Iron Throne I used the invisibility ring for the first time to get into position. Some nymphs then caused confusion in the ranks, but most of the enemies survived that. Fogs then finished them off, though I did need to use a potion of invisibility at one stage when I was briefly spotted and Zhalimar attacked when almost dead - running into a wand blast. While Aasim was confused he had killed Thaldorn, so I had to hunt down some written evidence for once before reporting to Duke Eltan.
In Candlekeep Fogs killed the spiders while the tombs were looted with the help of the violet potion. A couple of dispelling arrows slowed some dopplegangers down enough for spirits to intervene on the way through to the next area. There, I cast a Fog out of sight of the enemies - and apparently died. I think that happened to someone else recently - there was no apparent attack on me and my picture just disappeared. I'm 99 and a few more nines % sure that's a bug, but I dislike reloading at the best of times and don't want to feel this run is compromised - so I'll call it a day there.
I rolled up a Half-Elf Blade named Garrick (super original lol). Using RR, SCS, IR, SR, Banter Packs, Tweaks, IWDification, and Imoen Romance as the major mods, with a few fluff pieces.
Original plan was picking up Harry and running with two Blades. But I just couldn't bring myself to kicking out Minsc like I've done on so many other playthroughs. After Jaheira died several times, I finally released her to go hang out with her Harper buddies and picked up Anomen for healing. Yoshi is my bro, so he always comes with me.
Fast forward through the Thief's Stronghold and prerequisite quests, all of Trademeet, and most of Neera's storyline. After a couple reloads against Bodhi, we finally brought her down. I forgot just how much SCS improves her, even in chapter 3...I might side with her next time lol.
I'll leave a screenshot dump here to show just how much more difficult SCS makes the game, and I don't even have everything turned up!
Myconids did this!:
Their Confusion ability took out half the party. My PC nearly died, and only a quick Invisibility spell saved me. I focus fired the nearest mushrooms down and formed a wall between them and the nearly dead characters.
Gotta love Wild Magic...Neera accidentally gates in a demon when we go rescue her buddies:
The Death Knight turned out to actually be friendy! Until one of our AoE spells hit him that is.....
I've never seen Minsc make this comment before. Also Neera gets the final hit on Lanneth!:
SCS vampires are no joke...this wasn't even the Bodhi battle!:
I play on Insane for the larger/tougher spawns, but I'll have to double check that the increased damage is turned off. I thought it was, but the fact that I have a party member death every couple battles says otherwise. Also Bodhi crit on me in one battle and did 98 damage to my PC...
@Corey_Russell, belated congrats with your F/M/T trilogy success!
Thanks, but it was NOT a trilogy success - I wanted to play BG 2 that moment, and it was also the first no reload ever on my new computer. So was a BG 2/ToB no reload success. Currently working Wren, Jaheira and Imoen through Johnny's dungeon.
First no-reload challenge for me. Update 1.
This is my first no-reload run ever, and I will be playing as the chaotic good, dwarwen wizard slayer Thunnir, as suggested by @JuliusBorisov (Kind of credits)WeiDU log
*ADDITIONAL RULES*I am allowed to bring party members, however, I can not resurrect them in anyways.
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): 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 #4030 // Improved shapeshifting: 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 #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 #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 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: 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 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: 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 #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
I start off this run by heading to the inn right next to me. I purchase some equipment and a bunch of arrows, and some extra ones for Imoen. After that I set off into the sunset to begin this challenge.
Gorion is slain, but Thunnir manages to escape. He hides until the next day, as he knows traveling alone in the dark is unwise. We stumble upon Imoen, who brought us some healing potions and some other goodies to sell.
We head north, to the Friendly arms inn, where we find a magical and mysterical ring. We don't know what to do with it so we just keep it on us for now.
On the way back south, we meet up with Eldoth, who decies to tag along
As we contiune to move south, we are ambushed by some bandits, but we manage to escape with some minor damage only.
We are now in the wilderness, west of Beregost. We enter the High Hedge and sell the ring to the Thalantyr, who gives us a hefty sum of 9000 gold.
As we leave, we plan our next stop will be Beregost. We start moving east by is shortly ambused by some highly trained Gnolls. We attempt to kill them but realize we are having a hard time getting to them. Eldoth is badly wounded and his life is threatened. We are forced to flee even further south.
The party finally manages to get out of harms way. We continue going east from there, until we stumble upon this strange talking chicken. He turns out to be a human in a chicken body, attained through a magical curse. He asks us to take him back to Thalantyr and we agree to do so.
Nearing the High hedge again, we can hear footsteps. The party readies their weapons and Imoen tries to find what is lurking behind those bushes. It turns out to be the gnolls that was hunting us, we start shooting them but once again they catches us off-guard, forcing us to retreat.
This time we make it to Beregost, where Tiax and Kagain decides to join us for their own benefit. We do need them to accomplish our goals so we have nothing against them using us.
We travel south, heading towards Naskhel as we have heard rumours about the troubles in the region. Our path there was easy, no real dangers.
On our way we were falsely accused for being bandits by a hunting party, 3 flaming fist mercenaries. Their mistake cost them their lives, and we strapped off their armors and used them ourselves.
We finally arrive at Nashkel, where we find some hidden Ankheg Armor. Thunnir decides to keep it for himself. We also took our time visiting the general store to restock on ammo and weapons, the storekeeper told us that we would pay good money for winter wolf pelts, Thunnir believes this a good opportunity to earn some more money.
We run into Edwin, a powerful Wizard who needs our help. He didn't tell us what he were up to, but we thought he could provide some additional protection.
End of update one.
Which reminds me, I really should update my run on there.
Do you know when the 'mysterious poisoning' of CHARNAME triggers? The one where you have 10 days to cure it through that quest in BG city? I'm wondering if that's getting triggered and you all aren't getting cured in time.
Previous updates at:
https://forums.beamdog.com/discussion/comment/821349/#Comment_821349
https://forums.beamdog.com/discussion/comment/821359/#Comment_821359
https://forums.beamdog.com/discussion/comment/821386/#Comment_821386
https://forums.beamdog.com/discussion/comment/821409/#Comment_821409
Once more unto the breach dear friends ... My shaman has had another go this evening and has just got back up to Prat - this time there was no insectoid to save him, though he did cause some lightning damage before dying.
Most of the run to date has been pretty straight-forward, but there was a near death in the golem cave. That occurred when I was unable to retreat from the final golem due to 2 bats occupying a narrow passage. In the EE you can push one neutral creature out of the way, but not two together - meaning I was stuck in place against an irate golem (I do sometimes kill bats / rats etc to avoid that sort of thing happening, but most of the time I just trust to luck). A wand blast killed one of the bats and allowed me the chance to escape, but not before the golem had taken me down to 1 HP!
Shaman 9, 84 HPs (incl. 5 from Helm), 351 kills
Edit: sigh - it seems if there's a way to die, I'm gonna find it . Back in the City Slythe chewed through 3 nymphs, but a 4th held him. At the palace I generated 5 nymphs and then tried to get rid of their domination spells (to avoid them charming dopplegangers who then attack the dukes or the Flaming Fist). I've done that before without problems, but it seems the game didn't approve of that tactic this time ...
EDIT: Just saw it now, better luck next time. I hope you will make it to Baldur's gate 2, would like to see how you wold manage there on your own!
Hope @Grond0 won't mind my link.
It does miss my fav (iirc temple sewers in BG2, charname R-C, charmed by his own nymph turned hostile?).
Start of the Saga
Defeat of Sarevok
Most recent post
SoD spoilers below
Steinarr marched into an underground cavern below Dragonspear Castle, planting an explosive near a fault line to shake up the crusaders. The caverns were mostly manageable, however a ghostly ettin smashed Jaheria before we could take it down; and a mage summoned some water elementals that gave Corwin a good healthy knockout before we could contain the mage. And attacking the mage angered the crusaders, so we had to fight several patrols and the gate guards too. Fortunately, no one got chunked. So we potioned up and continued.
In the castle itself, Steinarr was overconfident and noisy. Getting in a fight with the guards alerted Hephernaan and his magelings to our presence... and he came out to teach us a lesson. (This was a little scary because the party had not summoned or buffed yet.)
The first mageling got a hefty dose of poison and died under his stoneskins. The others went down under dispelling arrows followed by arrows of biting. Hephernaan himself got away before we could get a hold of him.
We escaped the caverns under cover of invisibility so as to avoid any further conflict with the understandably angry crusaders.
Defending the coalition camp went smoothly. Disablers and area damage took down all attackers with the party suffering not even a scratch.
At the castle courtyard, Steinarr entered into a duel with Ashatiel. One stunning dart did her in, despite her attempt at buffing.
In Avernus, we mocked the demon Trix, but he gave us a magic sword for playing a silly riddle game. Steinarr liked the heft of it, so decided to take it upstairs with him. Minsc used a sword he got from his brother Rigah. Jaheira pulled out some bullets +3. Corwin and Safana pulled out arrows of dispelling, anti-magic, and +3. Dynaheir pulled out some extra wands. We buffed to the hilt with green scrolls (poison, fire). Potions of fire resistance, clarity, storm giant strength, mind focusing, haste, invulnerability, heroism, power, etc. etc. Commanders chain + resist fear spells. Everything we could think of to protect ourselves from the demons of the 1st plane.
It was a good thing too, because an elevator brought Steinarr & Co. into the throne room of Belhifet himself. The demon king promptly killed Caelar, and then went after the party.
Steinarr raged and engaged. Summons kept the yipping demons off of our backs. Our massive buffs actually captured the energy of Belhifet's fire and healed us. Soon Steinarr plunged his sword into the massive demon's gut, and it fell to the floor, bleeding out.
Aun Argent sacrificed himself to close the portal to Avernus as we left.
After an evening of celebration back at Dragonspear Castle.... circumstances darker than anyone could have imagined led to our hero being led back to Baldur's Gate in chains... After escaping from prison, the crew was ambushed in the night...
Unconscious, Steinarr was packaged up in a wooden box and loaded onto a cart alongside his drugged companions. The horses pulled the cart along the very bumpy road south, to Amn.
Next up in Barbarian News: Taking on Baldur's Gate 2
Right. It's a new dawn of a new day (or at least it will be in a few hours ...). I'll give it one more try to get this pesky shaman at least through BG1. My impression is that the class should be pretty powerful, so deserves the chance to have a go at BG2
Previous updates at:
https://forums.beamdog.com/discussion/comment/821349/#Comment_821349
https://forums.beamdog.com/discussion/comment/821359/#Comment_821359
https://forums.beamdog.com/discussion/comment/821386/#Comment_821386
https://forums.beamdog.com/discussion/comment/821409/#Comment_821409
https://forums.beamdog.com/discussion/comment/821520/#Comment_821520
Attempt {5} didn't last long - a mis-click meaning I failed to run away from a charm person by Bentan. I tried to go straight back to him in attempt {6} and do something a bit fancy to get revenge - not a great success when I got charmed again! However, it was 3rd time lucky (though not for Bentan).
Now I'm properly awake let's see if I can make some decent progress .
Shaman 3, 27 HPs, 13 kills
And the answer is no. A combination of bad luck and several minor mistakes added up to dying to Venkt's acid arrows at the Bandit Camp. OK - one more try ...