Everyone, thank you for your views regarding role-playing the LG alignment. I think I'll stick to my plan of having Sigrid's companions act on their alignments and personalities. I just don't enjoy skipping a lot of content. Besides it's realistic that the NPCs be more than just mindless puppets. In BG2 Sigrid couldn't do the Renal/Mae'var quest, but maybe Yoshimo and Haer'Dalis could. @Serg_Blackstrider, thanks for reminding me of Item Randomization. I don't like it for my solo runs (gotta get them Tomes), but for completionist(ish) party runs it's great. @RelSundan, condolences for the fall of Thunnir, long live Gorth!
In Nashkel Minsc replaces Gavin. Sigrid will miss her talkative Lahanderite brother, but they may meet again later. While the Ranger wants us to head west to a Gnoll stronghold to save his ward Dynaheir, Lathander calls Sigrid to the Firewine plains first. Minsc reluctantly agrees to come, but he thanks the Dwarf and Lathander after they’ve cleared the area, as he now owns an enchanted greatsword.
Westward then, we have no qualms about wiping out a Xvart community, and we Silence and kill an ambushing Ogre Mage that generously drops a Laeral Tear’s necklace, a diamond and a bloodstone amulet! North of the Gnoll stronghold we battle Gibberlings, Bandits, Ogres, and a Mountain Bear with relative ease. At the stronghold we clear three Xvart caves and we hack our way through packs of Gnolls to reach Dynaheir. She joins and replaces Garrick, with whom we arrange a rendezvous at the FAI. We travel through the Cloudpeak Mountains to Nashkel, clearing the lands of evildoers without any noteworthy occurrences. With a wizard now on board as well as Minsc’s strong sword-arm pledged to our cause, we decide that it’s time to try and cleanse the Nashkel Mines. It was my intention to dismiss Minsc and Jaheira after the Mines, so that they will have played a substantial part in Sigrid’s quest, while allowing Garrick to return and later Yeslick to join. However, Dynaheir then says this about the assassins that are after Sigrid:Sigrid feels that her new companion may have to play an important part in her quest, one more consequential than just helping her clear the Nashkel Mines. The Dwarf promptly leads her party to the High Hedge, where she buys Dynaheir a Robe of the Good Archmagi and herself the Claw of Kazgaroth. Dynaheir also receives the Gauntlets of Dexterity, so she has pretty good AC for a mage, which is helpful for keeping MIs and future Stoneskins intact and for surviving ambushes.
At the Nashkel Mines we clear each level completely. The Kobold Shaman and Chieftain provoke Sigrid into wasting some spells she had rather wanted to preserve for the final battle. In the end it’s Minsc who enrages and deals with the creatures pretty much by himself.We try to rest, get repeatedly attacked by Kobolds, but eventually we succeed. In Mulahey’s lair the resting proves to have been unnecessary, because the Half-Orc, Silenced by Sigrid after he’s given his speech, doesn’t go hostile.We can simply beat him down. A bit cheap but I didn’t reload, convinced that we were going to prevail anyway.
In the valley of the tombs, a Ghoul and three Ghasts are kept at bay by Undead Turning Sigrid, while her companions pelt them down. A collective assault fells the Revenant after Sigrid fails to Hold the creature. Narcillicus Glitterdusts and Enfeebles Khalid with a Minor Sequencer but fails to properly protect himself against physical attacks.Sigrid, Khalid, Jaheira and Minsc kill the first Mustard Jelly with ease, but the second one manages to Slow and to badly injure Minsc before it succumbs.Back in Nashkel, we have no problem, neither practically nor morally, eliminating Nimbul after Sigrid successfully casts Hold Person at him, but in Beregost Tranzig does confront the Dwarf with a dilemma. A critical hit by Minsc soon has the wizard beg for mercy. Jaheira advises against granting him this.Sigrid hesitates and is then denied the opportunity to make up her mind, as Khalid strikes the man down.The event, or rather her own insecurity about what’s right and what’s wrong, continues to bug her for quite some time. Lathander is a god of redemption, of second chances and new beginnings. But he also tells her to eradicate all evil so that nature and civilizations may flourish. And Tranzig surely was an evil man.
In the Wood of Sharp Teeth Dynaheir’s Webs help us defeat groups of bandit archers and two druids. We don’t kill Baeloth on sight but we do refuse his company. We are taken by surprise by Molkar and his friends.(I had somehow forgotten about those ambushes.) Drakar opens with an Unholy Blight. Dynaheir, unprepared for battle and closest to the enemy, looks particularly vulnerable. She takes a hit from Halacan but then scorches several of her foes with the wand of fire as she retreats, while Sigrid cast a Holy Smite at them and Minsc and Khalid charge them.Jaheira Summons Insects to keep Drakar from casting. He fails his save. Halacan wastes a round casting Sleep at Jaheira (who is level 4 Fighter but level 5 Druid at that time, which should make her insusceptible to the Sleep spell if I’m not mistaken). As the foes all surround Minsc and Khalid, who are standing next to each other, a Hold Person looks particularly appealing to Sigrid. With one casting she manages to Hold Molkar, Drakar, and Morvin.Meleers Minsc and Khalid deal with Halacan before they join the others who are pelting their Held foes with ranged attacks.
We reach the Bandit Camp where Khalid makes an interesting observation about Minsc’s mental capacities in a conversation with Dynaheir:Having killed all the bandits in the Larswood and Peldvale areas, we’re going to have to fight the entire camp. Dynaheir, Imoen, and Sigrid, our most vulnerable members in terms of AC all quaff potions of defense. Jaheira takes a potion of stone giant strength, while meleers Minsc and Khalid buff a lot more extensively: giant strength, heroism, invulnerability, speed, free action, regeneration. A Hobgoblin sounds the alarm and soon the bandits come after us. Dynaheir casts Webs to crowd control them without endangering Minsc and Khalid thanks to their buffs.Sigrid contributes with Holy Smites to injure and blind our foes. Venkt’s Remove Magic fails to remove Minsc’s buffs but the wizard does blind Jaheira with a Glitterdust (Dynaheir saves vs spell). The ladies then have to occupy themselves with Venkt, Taugosz and Ardenor Crush, who for some reason aren’t interested in battling Minsc and Khalid. But that’s ok because those two have it hard enough with Black Talons forcing them to quaff healing potions. Minsc even has to retreat. This screenshot sums things up nicely.Ardenor and Taugosz single out Dynaheir. She scorches the former to death; the latter escapes. Khalid helps out successfully with Venkt, while Dynaheir thins the enemy’s ranks with a Fireball or two, and Sigrid finishes Taugosz with a Holy Smite.Britik, some Black Talons and a couple of regular bandits are then all that remains of our enemy. They are slain without much difficulty. We plunder the complete camp and travel to the FAI to convert the spoils in gold and to relax for a while.
At the Bandit Camp I knew there was a possibility of being drawn into a fight with multiple enemies at once. Hence Raver went potion mad for the first time, layering potions of cloud giant strength, stone form, mind focusing and heroism on top of a scroll of PfM. That enabled him to make short work of the opposition there. I even managed to manoeuvre him inside the tent, such that when he killed Hakt, Ender Sai was out of sight behind a pillar. In the Cloakwood Raver only just survived the first ambush by 4 ettercaps. Undaunted though he pressed on and went through the remaining areas without trouble - successfully dragging the 5 ettercaps guarding the web traps back to be dealt with individually. The only other ambush was 3 giant spiders, who didn't last long. At the mine he used horror and retreated with the aim of isolating enemies, but Drasus was the only one scared and came into sight before immediately returning back to the others (dragging a berserk Raver back with him). That led to a harder fight than planned for and it looked like Raver would manage only a pyrrhic victory when the last enemy fell, with both a scorcher and an acid arrow active and only a few HPs left. Luckily the gods continued to smile on him and his berserk state ended quickly this time - allowing him to use a potion of magic blocking (actually he could have levelled up to get some more HPs, as he got to level 8 in that fight, but I didn't notice that until looking at the screenshots). I wasn't planning to take on Hareishan, but the secret door leading to the ghasts was determined to remain secret - so eventually I used a potion of invulnerability and potion of absorption and went into the attack - that actually proved a very easy fight after successfully disabling most of the opposition with horror. While the invulnerability was active the guards downstairs were cleared before Raver retreated back upstairs to rest and heal. Coming back down however I found the same problem of the secret door closing off Davaeorn not showing itself. I don't remember seeing that particular bug before - saving and reloading didn't help with that and the ExploreArea and MoveToArea console commands didn't show anything new while ctrl-J won't move him into unexplored territory.
Having got this far though it seems a shame to give up - anyone got any other ideas on what I could do?
Did you wait a long time? And doesn't INT/WIS have something to do with finding it quickly? Potions of insight/wisdom maybe? Recruit a NPC for a just a moment to find the door for you then kick them out when they do?
Did you wait a long time? And doesn't INT/WIS have something to do with finding it quickly? Potions of insight/wisdom maybe? Recruit a NPC for a just a moment to find the door for you then kick them out when they do?
Thanks Corey. I did wait a long time (and as I said it wasn't just this door, but both secret doors higher up as well). However, spawning Imoen revealed the door quickly.
All the faffing around trying to get Davaeorn's area to show up proved costly. I had originally intended to use a scroll of PfM here, but with patience exhausted I just pushed on without that. The first battle horror was pulled back successfully and killed relatively easily, but I didn't retreat and heal before trying to do the same to the second. This time though Raver went berserk before he could retreat - thus showing himself to Davaeorn as well. He managed to kill the battle horror, but was badly wounded by the combination of that and Davaeorn's lightning bolt and the mage's follow-up fireball would prove to be fatal ...
@Grond0 I have found that in the last couple of days, the doors have been a lot harder to find. I wonder if it is an update from GoG which is to blame. There has been one. I think that it was last night. I don't think that Intelligence and wisdom have anything to do with it as Atherling had Wis and Int of 18. My problems were in the same mine, but different doors. No problem with the one to Davaeorn.
@Grond0 I'm impressed at your commitment. Assuming I tried a full trilogy run, I don't think I'd have the fortitude to start from level 1 with each failure. I'd just start back at the beginning of whatever game I was in.
My time is too limited, I fear I'd never progress beyond BG1 lol.
Since they were enjoying the wilderness, Magastar continues exploring the area, dealing with minor nuisance encounters.
Things take a dangerous turn when Minsc is struck by lightning AND recognized by a caravan bandit leader at the same time.
Jaheira quickly heals Minsc and the others engage the enemy in ranged combat just as another random ‘accident’ occurs. Magastar starts to toss her throwing axe but loses sight of her target, switches to melee, and rushes in. Before she realizes her mistake two arrows find their mark in her side.
Moments later, as Magastar retreats, Minsc is also seriously wounded. Just as things are starting to look bad, Lady Tymora’s fickle hand tosses some luck Magastar’s way. One of the bandits (circled) gets hit by lightning and is finished off by Jaheira a second later.
As the whole group retreats they run into a xvart who’s attempt to improve the situation, by stabbing Minsc, doesn’t go over well. The party then attempts another stand just as Dynaheir takes an arrow.
Thinking she could outrun another volley, Dynaheir moves behind Minsc, Imoen, and Khalid. The bandit leader, showing unusual smarts, follows her to finish the job. Before anyone could stop her she lets fly another arrow and instantly gets struck and charred by a lightning bolt [the third strike in seven rounds]. Unfortunately, Dynaheir couldn’t get the potion to her lips in time and falls. Soon after, Jaheira’s club finds a bandit head and the tide of battle turns. The last bandit is finished off and the party is able to thankfully takes shelter from the cursed storm.
I had something like that happen on the siren map. Just as we started to fight the ogre pack, Jaheira was struck, then during the fight, three ogres were struck by lightning. I can see why people believe in Talos.
@Grond0 I'm impressed at your commitment. Assuming I tried a full trilogy run, I don't think I'd have the fortitude to start from level 1 with each failure. I'd just start back at the beginning of whatever game I was in.
My time is too limited, I fear I'd never progress beyond BG1 lol.
The advantage of that attitude is that I was playing the game for many years before I eventually completed BG2 and even now I don't know the later encounters in BG2 well - so if I do get back there it still feels like a fresh challenge .
Attempt 4 got past the basilisks, but died at Durlag's Tower - having killed 2 battle horrors, but getting another poor sequence of rolls for the third.
Attempt 5 was pushing up towards level 7 when ambushed by a ghast during travel. Raver couldn't quite finish it off with a single swipe and was paralysed before he could hit again.
In attempt 6 to guard against ghasts Raver went to get Dushai's ring as his first action after equipping the sword - a one-shot kill there occurring too fast for any of the villagers to go hostile. For a change I took a rather different route, which meant more travelling and less experience and that eventually proved costly. Trying to rest after a minor injury a skeleton archer appeared and hit for a 16 critical - taking me down to 30 HPs. Looking for somewhere safe to rest and heal I tried to travel to the nearby Carnival, but got a skeleton archer ambush. 3 of those died, but the 4th killed Raver just before he could get to it.
In attempt 7 I was at level 5 when a full bandit ambush triggered. Even at full health of 55 HPs that always had the potential to be dangerous (and was ...)
For attempt 8 I started off trying to make the run as minimum risk as possible, but as will be seen below I couldn't keep that up. Progress involved: - re-enabling auto-pause enemy on sight (particularly helpful to give me a chance of reacting to rest & travel ambushes). - going down to Nashkel and resting to get LMD. - collecting Brage (level 2). - travelling to the basilisk area before equipping the sword and killing all the basilisks (level 5). - some easy tasks around Beregost got me to level 6. - acquired the Elves' Bane girdle on the way to the FAI to return Landrin's things. - returned a bowl to Tenya on the way to Ulgoth's Beard to one-shot Dushai for his ring. - made a few donations to the temple, then toured round doing minor works. Autopause proved it's worth in allowing me to use the shield amulet when confronted by archer ambushes, while the ring of free action meant ghasts and ghouls were no real risk. There was a slight glitch when I failed to get far enough away from Charleston Nib before berserking, but another visit to the temple helped with that! Prism also watched in horror as a huge sword loomed above him - but it was a fake attack and Raver recovered before following through with a real one. - in Beregost Raver was going to talk to Bjornin, but wasn't paying attention to where he was going and triggered Neera. In my normal solo games I kill her from range early on to get her gem bag, but my rules for this run didn't allow that so she was still around. Although I didn't intend to take on that contest, things worked out well this time. - with reputation up to 19 Raver bought 2 PfA scrolls and went ankheg hunting. Two potions of regeneration were used there, but Raver killed enough to get up to level 7. - cleared the Nashkel Mine and rested to get CLW. Outside, used shield and Greenstone Amulet to smack down the amazons (no criticals from Telka this time, so an easy victory). - the shield amulet was down to 2 charges, so I recharged that before going to Durlag's Tower. The battle horrors all died pretty easily this time - as did the basilisks thanks to the potions of mirroring. - went to Gullykin to get a green PfP scroll. - shield was the only buff used for the exterior at the Bandit Camp. That worked well, though in retrospect things could have gone wrong if the bandits had got lucky with criticals. Greenstone Amulet was also used in the main tent: Raver took damage from a couple of acid arrows from Venkt, but survived with a bit in hand. - before resting Raver went to Firewine to kill Bentan and Poe in order to get Bhaal horror (doing that also got him his final level). - at the Lighthouse the sirines were helpless against a potion of clarity. I used the Greenstone Amulet to ensure there were no accidents with the charm trap in the cave and killed the first 2 golems taking just one blow from each. Down to 51 HPs I debated internally whether to rest, but decided to go for it. Essentially, Raver needed to hit the golem twice, while it needed to hit 3 times. With both having 2 APR and Raver only missing with a critical the odds were heavily stacked in his favour. However, after one hit Raver rolled a critical miss. Meanwhile, the golem had got a critical hit for 34 meaning if it hit again the blow was likely to be fatal - it hit and it was ...
The advantage of that attitude is that I was playing the game for many years before I eventually completed BG2 and even now I don't know the later encounters in BG2 well - so if I do get back there it still feels like a fresh challenge .
I have played so little of BGII that, outside of chateau Irenicus, I know next to nothing about the game - it'll be COMPLETELY new when I get my gnome fighter/illusionist/thief through SoD. I've read about several of the encounters but I'll only recognize them once I'm knee deep. Yeah, I'll get my ass kicked, a lot!
I forgot to mention that we also picked up Eldoth in our party before we met Neera. The party meets up with Kagain who decides to tag along. The party heads back south to Nashkel and run into Viconia, drow priestess in need of assistance. We decided to help her by killing the mercenary trying to kill her. She is must thankful and we suggests that she would travel with us to Naskhel, a region where the Flaming Fist is not the operating "police" force.
She agrees. Once we arrive at the village we part ways for the moment and meets up with the wizard Edwin, who asks for our help in a raid on a Gnoll Fortress. We agrees and head of into the woods.
After about 4 hours of walking we run into a group of bandits, who proved to be skilled in combat. We managed to kill them without casualties, but we almost lost Shar-teel.
Finally at the fortress, we pass the bridge but we are immediately halted by two ogrillons, who demands our gold. We slay them with little efforts and march into the fortress. The gnolls does not approve and it turns into a massive bloodshed. We defeated the gnolls but they killed Shar-teel. A group of them surrounded her, hurt her bad then chopped her head clean off.
We met the witch Edwin was talking about, and Gorth swung his hammer at her head, crushing her skull into bits and pieces. Edwin thanks us, and instead of offering gold he would dedicate 1 year of his life in our services.
We head back north, back to Beregost. We decide to take the bounty of 5000 gold on Bassiluss. The party killed him and turned in his Symbol of Cyric for 5000 gold, where as we purchased healing potions and antidotes.
We traveled to High Hedge to purchase some spells for Edwin, who scribes them flawlessly. On our way out we are ambushed by a pack of gnolls, probably some staggers from the fortress, We are forced to go back and prepare ourselves. But behind us, a small horde of skeletons approaches. We forced to run since we can't hold them all back at once. We flee west towards the coast where the monsters finally give up the chase.
The fourth pocket plane challenge simply involved defensive buffs (including stoneskin via gargoyle boots for Goibniu, just in case), Owain casting true sight and Helios detecting illusions while the others killed the Chosen of Cyric.
Back in Amkethran, Goibniu accepted Saemon's offer and easily solo-killed the enemy mages in front of the monestary thanks to Carsomyr:
With full party buffs (including some invulnerability potions I had kept when fighting the elite fire giants), the party challenged Balthazar. The fight moved behind his throne, as Goibniu and friends took out one monk after the other:
In the very same round as his final monk servant died, Balthazar himself was killed - while he was immune to Donar's and Helios' attempts at backstabbing, their normal attacks were sufficient:
For the final pocket plane challenge, the party buffed and just started spamming fighter HLAs. Donar has his 10 APR with improved haste and critical strike now, and Carsomyr dispelled the Ravager's blade barrier. Owain brought a planetar with him to help. Eventually, the mighty foe fell to the continuous onslaught:
It was not so good for Saldon Slingshot a fighter/mage with ** in slings and sword and shield. The improved assassins in candlekeep were a real trial, Shank having reduced Saldon to 1 HP before dying. Mendas however was the real problem. Despite being blessed and protected from evil and having used the oil of speed in the training room, when Saldon took on Mendas he only took Mendas to near death before facing death himself.
Sorry about that @Wise_Grimwald - sounds like you could have used a storm giant potion for that little bit of extra damage. If you are a fighter/mage, maybe mirror image/blur/improved invisibility too?
Goldie and co. definitely used to many magic protection consumables before the cloakwood mines on this run. We came up short when facing Davaeorn, and the team got split up by the sticking cloud/web combo just as Tiax was about to cast Zone of Sweet Air.
We went to the FAI and gave this angry shorty her belt, and discovered I hadn't done Landarin's quest, so I headed towards Beregost afterwards. Quayle got his first level up (at last) from Unshey's reward!In Beregost we killed Silke (it was actually pretty easy since she ran after Quayle after casting Haste, then used damage spells over Ajantis and then died) and recruited Garrick.
We got ambushed by All Ogre Things™ and definitely proved that Kivan's Racial Enemy is true for the whole party (and it applies to Ogrillions, Ogre Mages and Half-Ogres as well).
After travelling from one side to the other, picking up a Chain Mail+1 form the place the Wand of Frost is in the vanilla Nashkel Mines and killing the beforehand mentioned Ogres, we killed Bassilus and I actually got really surprised by the reward, I thought it was 1k XP and 1k Gold but apparently its 5k Gold, not complaining about it btw.
Sorry for the giant .png files but I forgot to convert them. -.-"
Here he is after arrival in Amn: Exceptionally strong, jumpy, tough and smart; but not very wise and unfortunately tough to relate to. The barbarian who slings rocks, throws darts (and swings a sword only when forced to).
Continuing with core rules, party play, allowing resurrection and fighting dirty. Key mods: SCS with most difficulty options checked, fresh install of item randomizer, ascenscion. Plus a grab-bag of tweaks and quests.
WEIDU log:
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(Increases the frequency of interparty banter): V14 BWP Fix ~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V14 BWP Fix ~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V14 BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: V4.2_Isaya BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: V4.2_Isaya BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: V4.2_Isaya BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #3 // Wake-Up dialogue for Anomen Romance (By David Gaider with additions from Kulyok): V4.2_Isaya BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: V4.2_Isaya BWP Fix ~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: V4.2_Isaya BWP Fix ~VICONIA/SETUP-VICONIA.TP2~ #0 #0 // Viconia Friendship: v3.3_Isaya ~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: v2.2_Isaya BWP Fix ~YOSHIMO/YOSHIMO.TP2~ #0 #0 // Yoshimo Friendship Mod for BGII: SoA: 2.2_Isaya ~IMOENFRIENDSHIP/IMOENFRIENDSHIP.TP2~ #0 #0 // Imoen Friendship: 2.1_Isaya ~LAVALYGAR/LAVALYGAR.TP2~ #0 #0 // LaValygar - new talks with Valygar Corthala ~SAREVOKFRIENDSHIP/SAREVOKFRIENDSHIP.TP2~ #0 #0 // Sarevok Friendship for BGII: ToB: 1_Isaya ~SETUP-WINGS.TP2~ #0 #0 // Wings for BG2:EE ~SETUP-WINGS.TP2~ #0 #1 // Restore missing banters? ~SETUP-WINGS.TP2~ #0 #2 // Remove conflict with Hexxat? ~SETUP-SLANDOR.TP2~ #1 #0 // The Minotaur and Lilacor ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #2 // Restored Sounds: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #3 // Restored Items: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #4 // Restored Wish Options: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #5 // Restored XP for Minor Things: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #6 // Lich Deril: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #7 // Restored Random Encounters: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #8 // Minor Restorations: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #11 // Restored Final Slayer Dream: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #12 // Alternate Slayer Change: v8.2.7 ~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v8.2.7 ~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03 ~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26beta2 ~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26beta2 ~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26beta2 ~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26beta2 ~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26beta2 ~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26beta2 ~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26beta2 ~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26beta2 ~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26beta2 ~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26beta2 ~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26beta2 ~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2 ~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26beta2 ~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26beta2 ~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26beta2 ~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26beta2 ~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26beta2 ~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26beta2 ~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26beta2 ~SETUP-D0QUESTPACK.TP2~ #0 #401 // Miscellaneous Enhancements -> Without Additonal Random Encounters: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #12 // Improved Oasis II -> IO2 Dialogue Enhancement Only: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2 ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v6 ~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v15 ~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v15 ~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v15 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3050 // Remove the Shield of Balduran from the game: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: 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 #4040 // Make party members less likely to die irreversibly: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4161 // Increase the price of a license to practise magic in Athkatla -> License costs 15,000 gp: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4173 // Increase the price asked by Gaelan Bayle -> Gaelan wants 100,000 gold pieces: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): 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 #6023 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; only selected casters in Shadows of Amn do: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6561 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP Fix ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #2 // Shield of Reflection works on SCS Flame Arrows: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2.1 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.1 ~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #1400 // Randomise items -> Mode 2: Randomise with WeiDU. Some items are lost: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #5085 // Trolls have no items equipped: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: proto-7 160228 ~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcher's Keep statues from disappearing: proto-7 160228 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #6 // Adjust XP for Traps, Spells and Lockpicking: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #20 // Disable hostile reaction after charm: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #28 // Remove junk from global scripts: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #30 // PnP spell scroll caster levels: 1.3
And with that, Steinarr rages into the Exile's dungeon!
Sorry about that @Wise_Grimwald - sounds like you could have used a storm giant potion for that little bit of extra damage. If you are a fighter/mage, maybe mirror image/blur/improved invisibility too?
This is at the start. No potions other than anti-poison and healing potions. Only first level spells. The way that the game is at present, the one to strike the first blow wins.
I rolled another character called Slingshot the swift. Sadly not as good a throw in many respects, (Charisma only 3 instead of 6 and wisdom 15 instead of 18) but what he did have was a strength of 18/00. That did the trick. Subsequent adventures below.
Using a mod he was able to get a fighter kit and I chose barbarian.
Got as far as the ambush site. Went back to candlekeep where I was told that Gorion's belongings would be at the site of the ambush. Got two level 2 spells. Forgot that his armour shield had worn off and took on a wolf. HP reduced to 1. Used
Got the +1 ring and the ring of wizardry.
After using rage, Tarnesh fell easily.
Sonner was killed and the bowl returned. Level up.
@CrevsDaak Just noticed that your icon has changed. Surprised that you returned the belt. None of my characters are THAT good. @Blind_Visionary Like your portrait. Best of luck/intelligence etc in Amn.
Since this is a completionist run, we’ll explore the areas we haven’t covered yet and we'll also conclude some unfinished business in previously explored areas before we brave the Cloakwood.
We get waylaid by Lamalha & Co. Minsc, Khalid, Jaheira, and Sigrid each pick one melee target. Imoen and Dynaheir help interrupt priestly spell casting with (magic) missiles. Minsc finishes Zeela with a critical and Khalid slays Maneira not much later. Sigrid interrupts Lamalha’s casting of Hold Person with a Command, enabling Khalid to finish her off. Jaheira takes the most time with Telka, but gets the job done with Minsc’s help.
We kill Zombies north of the FAI, and Ogres on the North Coast, webbed by Dynaheir. Sirines in the same area make Khalid, who has become a competent marksman with the Dead Shot and two pips in longbows, quaff two potions of magic blocking. And they also dire charm Imoen, but she has her bow equipped and she fails to hit Sigrid from up close. In the Lighthouse Area arrows of biting launched by Khalid, Minsc, and Imoen, complemented with Jaheira, Sigrid, and Dynaheir’s sling attacks, effectively neutralize the Sirines’ casting before they fall. Khalid, Dynaheir, Minsc, and Sigrid destroy the Flesh Golems, with Sigrid doing most of the tanking.
The Ulcaster School is next. Sigrid’s Hold Undead ability fails to affect Icharyd (twice). Minsc, Khalid, Jaheira, and Sigrid take turns tanking the wraith, and prevail.We clear the entire decrepit school until we meet the Wolf of Ulcaster and things get ugly. Dynaheir and Imoen make their way to the safety of the surface. Minsc and Khalid are to melee the creature receiving ranged and spell support from Jaheira and Sigrid. Panic breaks out when the Wolf calls Ghouls not only amid its attackers but also to the surface. Before we know it both Imoen and Dynaheir are paralyzed. Jaheira and Sigrid rush toward the exit hoping to save their helpless companions. Before the priestesses can make it there the Wolf uses its Removes Magic howl (that I had forgotten about), its Greater Malison howl, and its Horror howl on Minsc and Khalid, and more and more Dread Wolves turn up to form a barrier between the two warriors and Sigrid and Jaheira.Sigrid and Jaheira fail to distract the Ghouls (and Skeletons) from Imoen and Dynaheir, with deadly consequences. The same fate awaits Minsc and Khalid.Returning to the place of battle Sigrid and Jaheira need to fight large packs of Dread Wolves. Jaheira quaffs potions of cloud giant strength and heroism and dishes out loads of damage. Sigrid does little more than landing the occasional hit and cast a few Holy Smites to weaken the enemy. She has no difficulty standing her ground though.She fails to Silence the Wolf of Ulcaster from out of her line of sight, but does injure it with a potion of explosions. Jaheira swigs two potions of magic protection, and after Sigrid blinds the Wolf with a last Holy Smite, the Half-Elf finally slays the creature.
57
The two priestesses pick up their fallen companions’ equipment, store most of it in the Wolf’s cache, and take some of it with them to the Temple of Lathander where Keldath raises them. When we return we find the cache guarded by another pack of Dread Wolves, but we defeat them without incident. I’ve just read the description of the potions of magic protection. It suggests that the effects aren’t supposed to stack so I think I won’t allow stacking of these potions in the future. Jaheira should have used a green PfMafgic scroll.
We defeat the bandits Teyngan, Jemby (Commanded), and Zekar. And we help Drizzt kill a bunch of Gnolls. Drizzt in turn helps Dynaheir recoup her lost diary.
At the Firewine Ruins invisible Imoen disarms traps, and our warriors slay Kobolds. Lendarn is quick to take notice of the clamor of battle and comes out to greet us. We lure him away and ask Khalid to be brave once more and face the wizard alone. He neutralizes a Lightning Bolt by quaffing a potion of absorption, and a potion of fire resistance mitigates the effects of a Sunfire (that does kill several Kobolds). He saves against two sequencered Charm Persons, poisons the wizard with arrows of biting and fells him with his trusty Varscona.An Ogre Mage and a bunch of Ogrillons are Silenced by Sigrid, and defeated in melee combat. Jenkal suffers the same fate once he’s Held by Sigrid.
Near the ruins another great challenge awaits the party, Kahrk. I never fight him, so this is a risky undertaking. We retreat as soon as he appears and threatens to kill us. We are lucky because he wastes one casting of Stoneskin: he’s already Stoneskinned when we see him but once he goes hostile, a Contingencied Stoneskin triggers on top of that. Dynaheir uses the wand of monster summoning to occupy him and waste some of his spells. While he does cast one Sunfire, he also shows us he is no fool, saving his other spells and killing the summons in melee, often requiring no more than a single blow. Hasted, he has little difficulty catching up with us. Minsc and Khalid briefly engage him in melee and – crucially – Sigrid successfully Silences him, reducing him to being a melee threat for more than a turn.Even so he’s not to be taken lightly. His blows are heavy and his AC is so good that meleeing him will lead to casualties on our side sooner rather than later. We even discover that from range we can only hit him when we roll a critical. Dynaheir has a couple of Magic Missiles memorized, and we have three archers with arrows of biting: Khalid, Minsc, and Imoen. Unfortunately Kahrk goes after one of them, Imoen. She kites the creature around some rocks, with difficulty due to Kahrk's Haste. Minsc rolls a critical and his arrow’s poison starts to corrode the Ogre’s Stoneskins. Sigrid casts a second Silence but Kahrk saves this time. Thankfully it is then Khalid’s turn to roll a critical and poison Kahrk just as he goes invisible.Imoen dispels that illusion with her DI ability. Khalid hits Kahrk with another arrow of biting, but it is Minsc who gets the honor of finishing our foe with a potion of fiery breath.The best thing next to our victory was that Kahrk dropped a scroll of Invisibility 10’ Radius. I’m not sure if that’s random drop or not, but I think so. It couldn’t have come at a more convenient time, with Cloakwood and its ambushes looming before us. After the battle I checked out Kahrk in EEKeeper. He’s level 12, has high mastery in Katana and two pips in single weapon style, 19 STR, 103 HPs exlucing any bonuses from his 16 CON, no armor but a base AC of 1 combined with 18 DEX. He also has very good saves: 4/3/3/5/2. So we were rather lucky with Sigrid’s Silence and the arrows of biting poisoning Kahrk (unless a critcal hit also means automatic poisoning?).
Our last area to cover before we enter Cloakwood is Spider Wood. Khalid dies a rather unnecessary death when he gets webbed by one of several Giant Spiders that come to help other spiders that he and Minsc ae fighting.Minsc enrages and finishes all the spiders, including a STR draining Wraith Spider, all by himself. Dynaheir puts the wand of fire to good use on the Wizards of Thay (this is after they have gone hostile, I still do not attack blue-circled creatures). She swiftly retreats as Denak starts launching MMMs at her. We then manage to divide the wizards. Minsc, Khalid and Imoen are once more devastating with their arrows of biting until Diana Slows and Holds Khalid. Minsc retalliates with a critical to slay Diana and he also manages to hit Denak, but he is Enfeebled and Confused not much later by the latter. Still, Minsc’s poisoned arrow and a Summon Insects by Jaheira make sure Denak poses no further risk.Lasala and Brendan succumb to a necklace of missiles fireball by Jaheira.
I just realized I've been posting massive .bmp-screenshots. Apologies! I'll convert to .jpeg from now on.
Aldain, Human Conjurer, Update 5 Previous update found here Next update found here
We recommence our journeys along the western coast. Droth falls easily to a barrage of spells (though hardly the optimal party setup for BG1 , it is fun to have a lot of spell slots available), and we pick up the Helmet of Defense for Khalid:
In the background, Xan stays invisible, having ever so little HP that even a single Magic Missile might spell his doom. Doom, doom, DOOM!
Further south, we actually have more problems with the hobgoblin chaff than the sirines! There are several Hobgoblin Elites who hit/crit at an alarming rate, and we didn't bother to memorize any Sleep. We punch through eventually though, a fair few antidotes and healing potions lighter.
The first group of sirines are handily dispatched by our 3x Skeleton Warriors. The second group (Sil and cronies) proves more difficult, however. They actually manage to kill off our skeletons (they were a bit wounded from the first fight, being just the 3 HD version), but a Skull Trap from Xan and a burst of Wand of Fire Scorcher seals the deal (you'll note that Aldain has been prudently protected by Lesser Spell Deflection. Not worth taking chances):
Following this, we clear out the golem cave with the help of a few Arrows of Fire on Imoen (these are quite effective against Flesh Golems, who don't really have much in the way of HP). Heading south again, the Doomsayer falls without doing much but killing off a few of our skeletons. Brage is also saved, and we're back in Nashkel.
Now is the time to clear out the valley of tombs! I usually put this off for a bit, as Narcillicus tends to go overboard on his protections (meaning he takes a while to drop) and 2x Mustard Jellies make for surprisingly effective bodyguards. However, I (to be fair, this was not intentional) sort of cheese the fight. I move 3x Skeleton Warriors up, AND Khalid and Jaheira under invisibility. They form a ring of steel around Narcillicus, Branwen triggers his speech, and... Narcillicus just dies immediately to a bunch of hits from our mighty melee mob. His protections didn't even trigger, though I am confident we would have prevailed if they had:
The rest of the valley poses no trouble, and we loot to our grubby little heart's content.
Continuing the theme of finishing things left undisturbed, we take on the Wolf of Ulcaster. We're a bit overleveled for it, but still, it puts up a decent fight (I'm always a bit worried that the Ghouls will get in a few lucky Paralyze), thankfully without anyone dropping:
Time for basilisks! We don't even invest in a PfP scroll, but rather just load up on the L1 spells and head out. Korax is recruited, and proceeds to absolutely demolish everything with his skeletal buddies, including Mutamin (also pictured: Xan, bravely (invisibly) leading the fight (from the rear)):
We clear all but a few basilisks before Korax turns on us, and our Skeleton Warriors are sufficient to take out the last few on their own. And we still have 2 of them alive! They are rapidly dispatched against Kirian and friends, swooping in after a double Skull Trap to mop up the remains. And dying quite rapidly too, but the rest of the party pitches in and finishes the job:
We're actually running out of areas to clear! We do have Firewine Bridge and its accompanying AWFUL dungeon though. Why would you waste the effort creating a big maze like that and populate it with, of all things, Kobold Commandos? It boggles the mind. Honestly. Ugh.
We are completionists though! And I THINK Lendarn there has a Cloudkill scroll (although I may be misremembering, but the mere chance of such arcane potency is worth it). Onward! Bravely venturing forth, we arrive at the bridge and do what little there is to do outside (pick a fight with Meilum and cut a path through double digits of annoying kobolds).
Note: We will NOT be engaging Khark. He drops anything from acceptable (reasonably valuable gems/necklaces) to garbage (unreasonably cheap gems/necklaces) items, hits like a truck, has a number of spell slots sufficient to give Aldain inferiority complex, chews through summons like they were paper, and provides ridicolously poor XP when killed. The meager reward is just not worth the risk, completionist or no (I feel the same way about the SCS Aec'Letec fight, by the way).
Outside cleared, we descend into the dungeon. Branwen, Jaheira, Aldain and Xan are stashed in a small room, while Khalid begins the arduous task of cleansing the kobolds, assisted by invisible Imoen keeping an eye out for traps. Slow but steady progress, and Khalid also takes down the Undead Knight, returning his armor to his former compatriots for a small XP reward. After quite a bit of kobold crunching, the path is cleared to Lendarn. 3x Skeleton Warriors line up in the corridor as per our usual modus operandi, and are sent in one at a time. Lendarn kills off the first two, but finally runs out of spells (or so I thought) against the third one. Khalid is sent in to expedite matters, but it turns out Lendarn had a Horror left (SCS AI didn't want to blow it against the fear-immune skeleton)! Thankfully, Khalid makes his save, and Lendarn falls shortly thereafter, giving up his lovely Cloudkill scroll. We'd have been alright even if Khalid had panicked, though it would've been annoying if he'd run into the 4 Ogrillions around the corner and gotten chunked.
After Lendarn, the Ogre Magi (who only seems to have L2 spells available, and not many at that, as he leads with a Sleep spell) and his Ogrillions aren't much of a bother. We emerge in Jenkal's home in Gullykin, attack him, but... he just disappears during the fight, with no explanation. I guess this is because he'll return later, but it was a little immersion breaking for him to just up and disappear unexplained.
We burgarize the poor halflings for the protection from fire scroll and wand of magic missiles, then hike back down to Nashkel, interrupted only by a hopelessly inadequate ambush of Xvarts. The party is currently cooling their heels at the Nashkel inn. Our next course of action will probably be to steal everything that isn't nailed down in Nashkel, Beregost and FAI assisted by Invisibility spells and Charm Person, then do another shopping run (Xan needs a Robe of the Neutral Archmagi), and then the above-ground parts of Durlag's, leaving Kirinhale alone for later as she's supremely annoying to fight.
Feeding off the richness that is Kobold Commando experience, Aldain is now a level 6 Human Conjurer, and rolled a 6 (hooray!) for hitpoints at levelup.
Comments
@Serg_Blackstrider, thanks for reminding me of Item Randomization. I don't like it for my solo runs (gotta get them Tomes), but for completionist(ish) party runs it's great.
@RelSundan, condolences for the fall of Thunnir, long live Gorth! I was going to say something along those lines Long may Raver rave!
Sigrid, Priestess of Lathander, 3rd BG1 update
2nd update
In Nashkel Minsc replaces Gavin. Sigrid will miss her talkative Lahanderite brother, but they may meet again later. While the Ranger wants us to head west to a Gnoll stronghold to save his ward Dynaheir, Lathander calls Sigrid to the Firewine plains first. Minsc reluctantly agrees to come, but he thanks the Dwarf and Lathander after they’ve cleared the area, as he now owns an enchanted greatsword.
Westward then, we have no qualms about wiping out a Xvart community, and we Silence and kill an ambushing Ogre Mage that generously drops a Laeral Tear’s necklace, a diamond and a bloodstone amulet! North of the Gnoll stronghold we battle Gibberlings, Bandits, Ogres, and a Mountain Bear with relative ease. At the stronghold we clear three Xvart caves and we hack our way through packs of Gnolls to reach Dynaheir. She joins and replaces Garrick, with whom we arrange a rendezvous at the FAI.
We travel through the Cloudpeak Mountains to Nashkel, clearing the lands of evildoers without any noteworthy occurrences. With a wizard now on board as well as Minsc’s strong sword-arm pledged to our cause, we decide that it’s time to try and cleanse the Nashkel Mines.
It was my intention to dismiss Minsc and Jaheira after the Mines, so that they will have played a substantial part in Sigrid’s quest, while allowing Garrick to return and later Yeslick to join. However, Dynaheir then says this about the assassins that are after Sigrid:Sigrid feels that her new companion may have to play an important part in her quest, one more consequential than just helping her clear the Nashkel Mines. The Dwarf promptly leads her party to the High Hedge, where she buys Dynaheir a Robe of the Good Archmagi and herself the Claw of Kazgaroth. Dynaheir also receives the Gauntlets of Dexterity, so she has pretty good AC for a mage, which is helpful for keeping MIs and future Stoneskins intact and for surviving ambushes.
At the Nashkel Mines we clear each level completely. The Kobold Shaman and Chieftain provoke Sigrid into wasting some spells she had rather wanted to preserve for the final battle. In the end it’s Minsc who enrages and deals with the creatures pretty much by himself.We try to rest, get repeatedly attacked by Kobolds, but eventually we succeed. In Mulahey’s lair the resting proves to have been unnecessary, because the Half-Orc, Silenced by Sigrid after he’s given his speech, doesn’t go hostile.We can simply beat him down. A bit cheap but I didn’t reload, convinced that we were going to prevail anyway.
In the valley of the tombs, a Ghoul and three Ghasts are kept at bay by Undead Turning Sigrid, while her companions pelt them down. A collective assault fells the Revenant after Sigrid fails to Hold the creature. Narcillicus Glitterdusts and Enfeebles Khalid with a Minor Sequencer but fails to properly protect himself against physical attacks.Sigrid, Khalid, Jaheira and Minsc kill the first Mustard Jelly with ease, but the second one manages to Slow and to badly injure Minsc before it succumbs.Back in Nashkel, we have no problem, neither practically nor morally, eliminating Nimbul after Sigrid successfully casts Hold Person at him, but in Beregost Tranzig does confront the Dwarf with a dilemma. A critical hit by Minsc soon has the wizard beg for mercy. Jaheira advises against granting him this.Sigrid hesitates and is then denied the opportunity to make up her mind, as Khalid strikes the man down.The event, or rather her own insecurity about what’s right and what’s wrong, continues to bug her for quite some time. Lathander is a god of redemption, of second chances and new beginnings. But he also tells her to eradicate all evil so that nature and civilizations may flourish. And Tranzig surely was an evil man.
In the Wood of Sharp Teeth Dynaheir’s Webs help us defeat groups of bandit archers and two druids. We don’t kill Baeloth on sight but we do refuse his company. We are taken by surprise by Molkar and his friends.(I had somehow forgotten about those ambushes.) Drakar opens with an Unholy Blight. Dynaheir, unprepared for battle and closest to the enemy, looks particularly vulnerable. She takes a hit from Halacan but then scorches several of her foes with the wand of fire as she retreats, while Sigrid cast a Holy Smite at them and Minsc and Khalid charge them.Jaheira Summons Insects to keep Drakar from casting. He fails his save. Halacan wastes a round casting Sleep at Jaheira (who is level 4 Fighter but level 5 Druid at that time, which should make her insusceptible to the Sleep spell if I’m not mistaken). As the foes all surround Minsc and Khalid, who are standing next to each other, a Hold Person looks particularly appealing to Sigrid. With one casting she manages to Hold Molkar, Drakar, and Morvin.Meleers Minsc and Khalid deal with Halacan before they join the others who are pelting their Held foes with ranged attacks.
We reach the Bandit Camp where Khalid makes an interesting observation about Minsc’s mental capacities in a conversation with Dynaheir:Having killed all the bandits in the Larswood and Peldvale areas, we’re going to have to fight the entire camp. Dynaheir, Imoen, and Sigrid, our most vulnerable members in terms of AC all quaff potions of defense. Jaheira takes a potion of stone giant strength, while meleers Minsc and Khalid buff a lot more extensively: giant strength, heroism, invulnerability, speed, free action, regeneration.
A Hobgoblin sounds the alarm and soon the bandits come after us. Dynaheir casts Webs to crowd control them without endangering Minsc and Khalid thanks to their buffs.Sigrid contributes with Holy Smites to injure and blind our foes. Venkt’s Remove Magic fails to remove Minsc’s buffs but the wizard does blind Jaheira with a Glitterdust (Dynaheir saves vs spell). The ladies then have to occupy themselves with Venkt, Taugosz and Ardenor Crush, who for some reason aren’t interested in battling Minsc and Khalid. But that’s ok because those two have it hard enough with Black Talons forcing them to quaff healing potions. Minsc even has to retreat. This screenshot sums things up nicely.Ardenor and Taugosz single out Dynaheir. She scorches the former to death; the latter escapes. Khalid helps out successfully with Venkt, while Dynaheir thins the enemy’s ranks with a Fireball or two, and Sigrid finishes Taugosz with a Holy Smite.Britik, some Black Talons and a couple of regular bandits are then all that remains of our enemy. They are slain without much difficulty. We plunder the complete camp and travel to the FAI to convert the spoils in gold and to relax for a while.
Previous updates for this character:
https://forums.beamdog.com/discussion/comment/822124/#Comment_822124
At the Bandit Camp I knew there was a possibility of being drawn into a fight with multiple enemies at once. Hence Raver went potion mad for the first time, layering potions of cloud giant strength, stone form, mind focusing and heroism on top of a scroll of PfM. That enabled him to make short work of the opposition there. I even managed to manoeuvre him inside the tent, such that when he killed Hakt, Ender Sai was out of sight behind a pillar.
In the Cloakwood Raver only just survived the first ambush by 4 ettercaps. Undaunted though he pressed on and went through the remaining areas without trouble - successfully dragging the 5 ettercaps guarding the web traps back to be dealt with individually. The only other ambush was 3 giant spiders, who didn't last long. At the mine he used horror and retreated with the aim of isolating enemies, but Drasus was the only one scared and came into sight before immediately returning back to the others (dragging a berserk Raver back with him). That led to a harder fight than planned for and it looked like Raver would manage only a pyrrhic victory when the last enemy fell, with both a scorcher and an acid arrow active and only a few HPs left. Luckily the gods continued to smile on him and his berserk state ended quickly this time - allowing him to use a potion of magic blocking (actually he could have levelled up to get some more HPs, as he got to level 8 in that fight, but I didn't notice that until looking at the screenshots).
I wasn't planning to take on Hareishan, but the secret door leading to the ghasts was determined to remain secret - so eventually I used a potion of invulnerability and potion of absorption and went into the attack - that actually proved a very easy fight after successfully disabling most of the opposition with horror. While the invulnerability was active the guards downstairs were cleared before Raver retreated back upstairs to rest and heal. Coming back down however I found the same problem of the secret door closing off Davaeorn not showing itself. I don't remember seeing that particular bug before - saving and reloading didn't help with that and the ExploreArea and MoveToArea console commands didn't show anything new while ctrl-J won't move him into unexplored territory.
Having got this far though it seems a shame to give up - anyone got any other ideas on what I could do?
Previous updates for this character:
https://forums.beamdog.com/discussion/comment/822124/#Comment_822124
https://forums.beamdog.com/discussion/comment/822142/#Comment_822142
All the faffing around trying to get Davaeorn's area to show up proved costly. I had originally intended to use a scroll of PfM here, but with patience exhausted I just pushed on without that. The first battle horror was pulled back successfully and killed relatively easily, but I didn't retreat and heal before trying to do the same to the second. This time though Raver went berserk before he could retreat - thus showing himself to Davaeorn as well. He managed to kill the battle horror, but was badly wounded by the combination of that and Davaeorn's lightning bolt and the mage's follow-up fireball would prove to be fatal ...
My time is too limited, I fear I'd never progress beyond BG1 lol.
Lightning strikes thrice!
Magastar, ½-Orc Shaman, update 7
Since they were enjoying the wilderness, Magastar continues exploring the area, dealing with minor nuisance encounters.
Things take a dangerous turn when Minsc is struck by lightning AND recognized by a caravan bandit leader at the same time.
Jaheira quickly heals Minsc and the others engage the enemy in ranged combat just as another random ‘accident’ occurs. Magastar starts to toss her throwing axe but loses sight of her target, switches to melee, and rushes in. Before she realizes her mistake two arrows find their mark in her side.
Moments later, as Magastar retreats, Minsc is also seriously wounded. Just as things are starting to look bad, Lady Tymora’s fickle hand tosses some luck Magastar’s way. One of the bandits (circled) gets hit by lightning and is finished off by Jaheira a second later.
As the whole group retreats they run into a xvart who’s attempt to improve the situation, by stabbing Minsc, doesn’t go over well. The party then attempts another stand just as Dynaheir takes an arrow.
Thinking she could outrun another volley, Dynaheir moves behind Minsc, Imoen, and Khalid. The bandit leader, showing unusual smarts, follows her to finish the job. Before anyone could stop her she lets fly another arrow and instantly gets struck and charred by a lightning bolt [the third strike in seven rounds]. Unfortunately, Dynaheir couldn’t get the potion to her lips in time and falls. Soon after, Jaheira’s club finds a bandit head and the tide of battle turns. The last bandit is finished off and the party is able to thankfully takes shelter from the cursed storm.
Previous updates for this character:
https://forums.beamdog.com/discussion/comment/822124/#Comment_822124
https://forums.beamdog.com/discussion/comment/822142/#Comment_822142
https://forums.beamdog.com/discussion/comment/822150/#Comment_822150
Attempt 4 got past the basilisks, but died at Durlag's Tower - having killed 2 battle horrors, but getting another poor sequence of rolls for the third.
Attempt 5 was pushing up towards level 7 when ambushed by a ghast during travel. Raver couldn't quite finish it off with a single swipe and was paralysed before he could hit again.
In attempt 6 to guard against ghasts Raver went to get Dushai's ring as his first action after equipping the sword - a one-shot kill there occurring too fast for any of the villagers to go hostile. For a change I took a rather different route, which meant more travelling and less experience and that eventually proved costly. Trying to rest after a minor injury a skeleton archer appeared and hit for a 16 critical - taking me down to 30 HPs. Looking for somewhere safe to rest and heal I tried to travel to the nearby Carnival, but got a skeleton archer ambush. 3 of those died, but the 4th killed Raver just before he could get to it.
In attempt 7 I was at level 5 when a full bandit ambush triggered. Even at full health of 55 HPs that always had the potential to be dangerous (and was ...)
For attempt 8 I started off trying to make the run as minimum risk as possible, but as will be seen below I couldn't keep that up. Progress involved:
- re-enabling auto-pause enemy on sight (particularly helpful to give me a chance of reacting to rest & travel ambushes).
- going down to Nashkel and resting to get LMD.
- collecting Brage (level 2).
- travelling to the basilisk area before equipping the sword and killing all the basilisks (level 5).
- some easy tasks around Beregost got me to level 6.
- acquired the Elves' Bane girdle on the way to the FAI to return Landrin's things.
- returned a bowl to Tenya on the way to Ulgoth's Beard to one-shot Dushai for his ring.
- made a few donations to the temple, then toured round doing minor works. Autopause proved it's worth in allowing me to use the shield amulet when confronted by archer ambushes, while the ring of free action meant ghasts and ghouls were no real risk. There was a slight glitch when I failed to get far enough away from Charleston Nib before berserking, but another visit to the temple helped with that! Prism also watched in horror as a huge sword loomed above him - but it was a fake attack and Raver recovered before following through with a real one.
- in Beregost Raver was going to talk to Bjornin, but wasn't paying attention to where he was going and triggered Neera. In my normal solo games I kill her from range early on to get her gem bag, but my rules for this run didn't allow that so she was still around. Although I didn't intend to take on that contest, things worked out well this time.
- with reputation up to 19 Raver bought 2 PfA scrolls and went ankheg hunting. Two potions of regeneration were used there, but Raver killed enough to get up to level 7.
- cleared the Nashkel Mine and rested to get CLW. Outside, used shield and Greenstone Amulet to smack down the amazons (no criticals from Telka this time, so an easy victory).
- the shield amulet was down to 2 charges, so I recharged that before going to Durlag's Tower. The battle horrors all died pretty easily this time - as did the basilisks thanks to the potions of mirroring.
- went to Gullykin to get a green PfP scroll.
- shield was the only buff used for the exterior at the Bandit Camp. That worked well, though in retrospect things could have gone wrong if the bandits had got lucky with criticals. Greenstone Amulet was also used in the main tent: Raver took damage from a couple of acid arrows from Venkt, but survived with a bit in hand.
- before resting Raver went to Firewine to kill Bentan and Poe in order to get Bhaal horror (doing that also got him his final level).
- at the Lighthouse the sirines were helpless against a potion of clarity. I used the Greenstone Amulet to ensure there were no accidents with the charm trap in the cave and killed the first 2 golems taking just one blow from each. Down to 51 HPs I debated internally whether to rest, but decided to go for it. Essentially, Raver needed to hit the golem twice, while it needed to hit 3 times. With both having 2 APR and Raver only missing with a critical the odds were heavily stacked in his favour. However, after one hit Raver rolled a critical miss. Meanwhile, the golem had got a critical hit for 34 meaning if it hit again the blow was likely to be fatal - it hit and it was ...
Gorth - The Half-orc Evil Cleric/Fighter. Part 2
First partI forgot to mention that we also picked up Eldoth in our party before we met Neera. The party meets up with Kagain who decides to tag along. The party heads back south to Nashkel and run into Viconia, drow priestess in need of assistance. We decided to help her by killing the mercenary trying to kill her. She is must thankful and we suggests that she would travel with us to Naskhel, a region where the Flaming Fist is not the operating "police" force.
She agrees. Once we arrive at the village we part ways for the moment and meets up with the wizard Edwin, who asks for our help in a raid on a Gnoll Fortress. We agrees and head of into the woods.
After about 4 hours of walking we run into a group of bandits, who proved to be skilled in combat. We managed to kill them without casualties, but we almost lost Shar-teel.
Finally at the fortress, we pass the bridge but we are immediately halted by two ogrillons, who demands our gold. We slay them with little efforts and march into the fortress. The gnolls does not approve and it turns into a massive bloodshed. We defeated the gnolls but they killed Shar-teel. A group of them surrounded her, hurt her bad then chopped her head clean off.
We met the witch Edwin was talking about, and Gorth swung his hammer at her head, crushing her skull into bits and pieces. Edwin thanks us, and instead of offering gold he would dedicate 1 year of his life in our services.
We head back north, back to Beregost. We decide to take the bounty of 5000 gold on Bassiluss. The party killed him and turned in his Symbol of Cyric for 5000 gold, where as we purchased healing potions and antidotes.
We traveled to High Hedge to purchase some spells for Edwin, who scribes them flawlessly. On our way out we are ambushed by a pack of gnolls, probably some staggers from the fortress, We are forced to go back and prepare ourselves. But behind us, a small horde of skeletons approaches. We forced to run since we can't hold them all back at once. We flee west towards the coast where the monsters finally give up the chase.
End of part 2.
VideoContinued from https://forums.beamdog.com/discussion/comment/821829/#Comment_821829
The fourth pocket plane challenge simply involved defensive buffs (including stoneskin via gargoyle boots for Goibniu, just in case), Owain casting true sight and Helios detecting illusions while the others killed the Chosen of Cyric.
Back in Amkethran, Goibniu accepted Saemon's offer and easily solo-killed the enemy mages in front of the monestary thanks to Carsomyr:
With full party buffs (including some invulnerability potions I had kept when fighting the elite fire giants), the party challenged Balthazar. The fight moved behind his throne, as Goibniu and friends took out one monk after the other:
In the very same round as his final monk servant died, Balthazar himself was killed - while he was immune to Donar's and Helios' attempts at backstabbing, their normal attacks were sufficient:
For the final pocket plane challenge, the party buffed and just started spamming fighter HLAs. Donar has his 10 APR with improved haste and critical strike now, and Carsomyr dispelled the Ravager's blade barrier. Owain brought a planetar with him to help. Eventually, the mighty foe fell to the continuous onslaught:
Amelyssan remains.
Enuhal
It was not so good for Saldon Slingshot a fighter/mage with ** in slings and sword and shield. The improved assassins in candlekeep were a real trial, Shank having reduced Saldon to 1 HP before dying.
Mendas however was the real problem.
Despite being blessed and protected from evil and having used the oil of speed in the training room, when Saldon took on Mendas he only took Mendas to near death before facing death himself.
Goldie Dawn
update 2Goldie and co. definitely used to many magic protection consumables before the cloakwood mines on this run. We came up short when facing Davaeorn, and the team got split up by the sticking cloud/web combo just as Tiax was about to cast Zone of Sweet Air.
Goldie faced the battle horrors alone.
Eilwa's journey
previous postnext post
part 3
We went to the FAI and gave this angry shorty her belt, and discovered I hadn't done Landarin's quest, so I headed towards Beregost afterwards. Quayle got his first level up (at last) from Unshey's reward!In Beregost we killed Silke (it was actually pretty easy since she ran after Quayle after casting Haste, then used damage spells over Ajantis and then died) and recruited Garrick.
Leaving Candlekeep
Striking down Sarevok
Cleaning up after the Shining Lady
Here he is after arrival in Amn: Exceptionally strong, jumpy, tough and smart; but not very wise and unfortunately tough to relate to. The barbarian who slings rocks, throws darts (and swings a sword only when forced to).
Continuing with core rules, party play, allowing resurrection and fighting dirty.
Key mods: SCS with most difficulty options checked, fresh install of item randomizer, ascenscion. Plus a grab-bag of tweaks and quests.
WEIDU log:
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24000
~SETUP-BWS.TP2~ #0 #0 // Expert Component In Selection: stratagems(8090)
~SETUP-BWS.TP2~ #0 #1 // Expert Component In Selection: stratagems(6800)
~SETUP-BWS.TP2~ #0 #2 // Expert Component In Selection: stratagems(6810)
~SETUP-BWS.TP2~ #0 #3 // Expert Component In Selection: stratagems(6820)
~SETUP-BWS.TP2~ #0 #4 // Expert Component In Selection: stratagems(6830)
~SETUP-BWS.TP2~ #0 #5 // Expert Component In Selection: stratagems(6840)
~SETUP-BWS.TP2~ #0 #6 // Expert Component In Selection: stratagems(6850)
~SETUP-BWS.TP2~ #0 #7 // 20160201 - Updated by agb1 (installation started Thu 10/27/2016)
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.1
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.51 BETA (requires ToB): v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB): v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues by shawne: v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended EE Epilogues by shawne: v1.5 BETA 20160608
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #999 // Remove Anyone Identifier in EA.ids: v1.5 BETA 20160608
~DEARNISE/SETUP-DEARNISE.TP2~ #0 #0 // de'Arnise Romance for Baldur's Gate II: v4
~SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: V14 BWP Fix
~SETUP-BANTERPACK.TP2~ #0 #1 // Install SOA Banter Accelerator script? (Increases the frequency of interparty banter): V14 BWP Fix
~SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: V14 BWP Fix
~SETUP-BANTERPACK.TP2~ #0 #3 // Install TOB Banter Accelerator script? (Increases the frequency of interparty banter): V14 BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #0 // Extended NPC-NPC Interaction SoA: V4.2_Isaya BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #1 // Extended Minsc/Aerie Interaction ToB: V4.2_Isaya BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #2 // Imoen "Retrospection" dialogue for BGII: ToB: V4.2_Isaya BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #3 // Wake-Up dialogue for Anomen Romance (By David Gaider with additions from Kulyok): V4.2_Isaya BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #4 // NPC Conflict Revisions: V4.2_Isaya BWP Fix
~IEPBANTERS/SETUP-IEPBANTERS.TP2~ #0 #5 // Restored Aerie/Jaheira/Anomen interjection in Underdark: V4.2_Isaya BWP Fix
~VICONIA/SETUP-VICONIA.TP2~ #0 #0 // Viconia Friendship: v3.3_Isaya
~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: v2.2_Isaya BWP Fix
~YOSHIMO/YOSHIMO.TP2~ #0 #0 // Yoshimo Friendship Mod for BGII: SoA: 2.2_Isaya
~IMOENFRIENDSHIP/IMOENFRIENDSHIP.TP2~ #0 #0 // Imoen Friendship: 2.1_Isaya
~LAVALYGAR/LAVALYGAR.TP2~ #0 #0 // LaValygar - new talks with Valygar Corthala
~SAREVOKFRIENDSHIP/SAREVOKFRIENDSHIP.TP2~ #0 #0 // Sarevok Friendship for BGII: ToB: 1_Isaya
~SETUP-WINGS.TP2~ #0 #0 // Wings for BG2:EE
~SETUP-WINGS.TP2~ #0 #1 // Restore missing banters?
~SETUP-WINGS.TP2~ #0 #2 // Remove conflict with Hexxat?
~SETUP-SLANDOR.TP2~ #1 #0 // The Minotaur and Lilacor
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #0 // Restored Locations: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #1 // Restored Characters and Dialogs: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #2 // Restored Sounds: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #3 // Restored Items: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #4 // Restored Wish Options: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #5 // Restored XP for Minor Things: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #6 // Lich Deril: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #7 // Restored Random Encounters: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #8 // Minor Restorations: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #11 // Restored Final Slayer Dream: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #12 // Alternate Slayer Change: v8.2.7
~ARESTORATIONP/SETUP-ARESTORATIONP.TP2~ #1 #13 // Restored Waukeen's Promenade Cutscene: v8.2.7
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03
~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26beta2
~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26beta2
~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26beta2
~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26beta2
~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26beta2
~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26beta2
~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26beta2
~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26beta2
~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26beta2
~UB/SETUP-UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v26beta2
~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26beta2
~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26beta2
~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26beta2
~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26beta2
~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26beta2
~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26beta2
~SETUP-D0QUESTPACK.TP2~ #0 #401 // Miscellaneous Enhancements -> Without Additonal Random Encounters: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #12 // Improved Oasis II -> IO2 Dialogue Enhancement Only: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v6
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v15
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v15
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v15
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: Beta 5
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2040 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy Harm spells reduce target to 1 hit point; player Harm spells do 150 hp of damage: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3050 // Remove the Shield of Balduran from the game: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: 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 #4040 // Make party members less likely to die irreversibly: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4161 // Increase the price of a license to practise magic in Athkatla -> License costs 15,000 gp: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4173 // Increase the price asked by Gaelan Bayle -> Gaelan wants 100,000 gold pieces: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from certain areas -> Remove all ammo from random containers: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): 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 #6023 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; only selected casters in Shadows of Amn do: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6561 // Smarter mind flayers -> Illithids have enhanced damage resistance; Illithids can see through invisibility (matches Tactics mod): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8061 // Improved de'Arnise Keep ("Tactics Remix") -> Enhanced spirit trolls (as in Tactics): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP Fix
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #2 // Shield of Reflection works on SCS Flame Arrows: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2.1
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.1
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #520 // Kangaxx further sealed away: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #540 // Randomise the heads of the Flail of Ages: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #560 // More Spell Shield scrolls: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #1400 // Randomise items -> Mode 2: Randomise with WeiDU. Some items are lost: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5005 // Beholders have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5015 // Demi-liches have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5025 // Dragons have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5035 // Elementals have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5045 // Fiends have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5055 // Golems have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5065 // Master Brains have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #5085 // Trolls have no items equipped: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #9000 // Cespenar can forge SoA items: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #10200 // Remove Protection from Undead scrolls from stores -> All scrolls from 9 out of 10 stores: proto-7 160228
~RANDOMISER/RANDOMISER.TP2~ #0 #10300 // Prevent Watcher's Keep statues from disappearing: proto-7 160228
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #6 // Adjust XP for Traps, Spells and Lockpicking: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #20 // Disable hostile reaction after charm: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #28 // Remove junk from global scripts: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #30 // PnP spell scroll caster levels: 1.3
And with that, Steinarr rages into the Exile's dungeon!
I rolled another character called Slingshot the swift. Sadly not as good a throw in many respects, (Charisma only 3 instead of 6 and wisdom 15 instead of 18) but what he did have was a strength of 18/00. That did the trick. Subsequent adventures below.
Using a mod he was able to get a fighter kit and I chose barbarian.
Got as far as the ambush site. Went back to candlekeep where I was told that Gorion's belongings would be at the site of the ambush. Got two level 2 spells. Forgot that his armour shield had worn off and took on a wolf. HP reduced to 1. Used
Got the +1 ring and the ring of wizardry.
After using rage, Tarnesh fell easily.
Sonner was killed and the bowl returned. Level up.
@CrevsDaak Just noticed that your icon has changed.
Surprised that you returned the belt. None of my characters are THAT good.
@Blind_Visionary Like your portrait. Best of luck/intelligence etc in Amn.
Condolences @Wise_Grimwald
Nice to see Steinarr in Amn @Blind_Visionary, btw I really like the portrait
Sigrid, Priestess of Lathander, 4th BG1 update
2nd update
3rd update
Since this is a completionist run, we’ll explore the areas we haven’t covered yet and we'll also conclude some unfinished business in previously explored areas before we brave the Cloakwood.
We get waylaid by Lamalha & Co. Minsc, Khalid, Jaheira, and Sigrid each pick one melee target. Imoen and Dynaheir help interrupt priestly spell casting with (magic) missiles. Minsc finishes Zeela with a critical and Khalid slays Maneira not much later. Sigrid interrupts Lamalha’s casting of Hold Person with a Command, enabling Khalid to finish her off. Jaheira takes the most time with Telka, but gets the job done with Minsc’s help.
We kill Zombies north of the FAI, and Ogres on the North Coast, webbed by Dynaheir. Sirines in the same area make Khalid, who has become a competent marksman with the Dead Shot and two pips in longbows, quaff two potions of magic blocking. And they also dire charm Imoen, but she has her bow equipped and she fails to hit Sigrid from up close.
In the Lighthouse Area arrows of biting launched by Khalid, Minsc, and Imoen, complemented with Jaheira, Sigrid, and Dynaheir’s sling attacks, effectively neutralize the Sirines’ casting before they fall. Khalid, Dynaheir, Minsc, and Sigrid destroy the Flesh Golems, with Sigrid doing most of the tanking.
The Ulcaster School is next. Sigrid’s Hold Undead ability fails to affect Icharyd (twice). Minsc, Khalid, Jaheira, and Sigrid take turns tanking the wraith, and prevail.We clear the entire decrepit school until we meet the Wolf of Ulcaster and things get ugly. Dynaheir and Imoen make their way to the safety of the surface. Minsc and Khalid are to melee the creature receiving ranged and spell support from Jaheira and Sigrid. Panic breaks out when the Wolf calls Ghouls not only amid its attackers but also to the surface. Before we know it both Imoen and Dynaheir are paralyzed. Jaheira and Sigrid rush toward the exit hoping to save their helpless companions. Before the priestesses can make it there the Wolf uses its Removes Magic howl (that I had forgotten about), its Greater Malison howl, and its Horror howl on Minsc and Khalid, and more and more Dread Wolves turn up to form a barrier between the two warriors and Sigrid and Jaheira.Sigrid and Jaheira fail to distract the Ghouls (and Skeletons) from Imoen and Dynaheir, with deadly consequences. The same fate awaits Minsc and Khalid.Returning to the place of battle Sigrid and Jaheira need to fight large packs of Dread Wolves. Jaheira quaffs potions of cloud giant strength and heroism and dishes out loads of damage. Sigrid does little more than landing the occasional hit and cast a few Holy Smites to weaken the enemy. She has no difficulty standing her ground though.She fails to Silence the Wolf of Ulcaster from out of her line of sight, but does injure it with a potion of explosions. Jaheira swigs two potions of magic protection, and after Sigrid blinds the Wolf with a last Holy Smite, the Half-Elf finally slays the creature.
I’ve just read the description of the potions of magic protection. It suggests that the effects aren’t supposed to stack so I think I won’t allow stacking of these potions in the future. Jaheira should have used a green PfMafgic scroll.
We defeat the bandits Teyngan, Jemby (Commanded), and Zekar. And we help Drizzt kill a bunch of Gnolls. Drizzt in turn helps Dynaheir recoup her lost diary.
At the Firewine Ruins invisible Imoen disarms traps, and our warriors slay Kobolds. Lendarn is quick to take notice of the clamor of battle and comes out to greet us. We lure him away and ask Khalid to be brave once more and face the wizard alone. He neutralizes a Lightning Bolt by quaffing a potion of absorption, and a potion of fire resistance mitigates the effects of a Sunfire (that does kill several Kobolds). He saves against two sequencered Charm Persons, poisons the wizard with arrows of biting and fells him with his trusty Varscona.An Ogre Mage and a bunch of Ogrillons are Silenced by Sigrid, and defeated in melee combat. Jenkal suffers the same fate once he’s Held by Sigrid.
Near the ruins another great challenge awaits the party, Kahrk. I never fight him, so this is a risky undertaking. We retreat as soon as he appears and threatens to kill us. We are lucky because he wastes one casting of Stoneskin: he’s already Stoneskinned when we see him but once he goes hostile, a Contingencied Stoneskin triggers on top of that. Dynaheir uses the wand of monster summoning to occupy him and waste some of his spells. While he does cast one Sunfire, he also shows us he is no fool, saving his other spells and killing the summons in melee, often requiring no more than a single blow. Hasted, he has little difficulty catching up with us. Minsc and Khalid briefly engage him in melee and – crucially – Sigrid successfully Silences him, reducing him to being a melee threat for more than a turn.Even so he’s not to be taken lightly. His blows are heavy and his AC is so good that meleeing him will lead to casualties on our side sooner rather than later. We even discover that from range we can only hit him when we roll a critical. Dynaheir has a couple of Magic Missiles memorized, and we have three archers with arrows of biting: Khalid, Minsc, and Imoen. Unfortunately Kahrk goes after one of them, Imoen. She kites the creature around some rocks, with difficulty due to Kahrk's Haste. Minsc rolls a critical and his arrow’s poison starts to corrode the Ogre’s Stoneskins. Sigrid casts a second Silence but Kahrk saves this time. Thankfully it is then Khalid’s turn to roll a critical and poison Kahrk just as he goes invisible.Imoen dispels that illusion with her DI ability. Khalid hits Kahrk with another arrow of biting, but it is Minsc who gets the honor of finishing our foe with a potion of fiery breath.The best thing next to our victory was that Kahrk dropped a scroll of Invisibility 10’ Radius. I’m not sure if that’s random drop or not, but I think so. It couldn’t have come at a more convenient time, with Cloakwood and its ambushes looming before us.
After the battle I checked out Kahrk in EEKeeper. He’s level 12, has high mastery in Katana and two pips in single weapon style, 19 STR, 103 HPs exlucing any bonuses from his 16 CON, no armor but a base AC of 1 combined with 18 DEX. He also has very good saves: 4/3/3/5/2. So we were rather lucky with Sigrid’s Silence and the arrows of biting poisoning Kahrk (unless a critcal hit also means automatic poisoning?).
Our last area to cover before we enter Cloakwood is Spider Wood. Khalid dies a rather unnecessary death when he gets webbed by one of several Giant Spiders that come to help other spiders that he and Minsc ae fighting.Minsc enrages and finishes all the spiders, including a STR draining Wraith Spider, all by himself. Dynaheir puts the wand of fire to good use on the Wizards of Thay (this is after they have gone hostile, I still do not attack blue-circled creatures). She swiftly retreats as Denak starts launching MMMs at her. We then manage to divide the wizards. Minsc, Khalid and Imoen are once more devastating with their arrows of biting until Diana Slows and Holds Khalid. Minsc retalliates with a critical to slay Diana and he also manages to hit Denak, but he is Enfeebled and Confused not much later by the latter. Still, Minsc’s poisoned arrow and a Summon Insects by Jaheira make sure Denak poses no further risk.Lasala and Brendan succumb to a necklace of missiles fireball by Jaheira.
Aldain, Human Conjurer, Update 5
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We recommence our journeys along the western coast. Droth falls easily to a barrage of spells (though hardly the optimal party setup for BG1 , it is fun to have a lot of spell slots available), and we pick up the Helmet of Defense for Khalid:
In the background, Xan stays invisible, having ever so little HP that even a single Magic Missile might spell his doom. Doom, doom, DOOM!
Further south, we actually have more problems with the hobgoblin chaff than the sirines! There are several Hobgoblin Elites who hit/crit at an alarming rate, and we didn't bother to memorize any Sleep. We punch through eventually though, a fair few antidotes and healing potions lighter.
The first group of sirines are handily dispatched by our 3x Skeleton Warriors. The second group (Sil and cronies) proves more difficult, however. They actually manage to kill off our skeletons (they were a bit wounded from the first fight, being just the 3 HD version), but a Skull Trap from Xan and a burst of Wand of Fire Scorcher seals the deal (you'll note that Aldain has been prudently protected by Lesser Spell Deflection. Not worth taking chances):
Following this, we clear out the golem cave with the help of a few Arrows of Fire on Imoen (these are quite effective against Flesh Golems, who don't really have much in the way of HP). Heading south again, the Doomsayer falls without doing much but killing off a few of our skeletons. Brage is also saved, and we're back in Nashkel.
Now is the time to clear out the valley of tombs! I usually put this off for a bit, as Narcillicus tends to go overboard on his protections (meaning he takes a while to drop) and 2x Mustard Jellies make for surprisingly effective bodyguards. However, I (to be fair, this was not intentional) sort of cheese the fight. I move 3x Skeleton Warriors up, AND Khalid and Jaheira under invisibility. They form a ring of steel around Narcillicus, Branwen triggers his speech, and... Narcillicus just dies immediately to a bunch of hits from our mighty melee mob. His protections didn't even trigger, though I am confident we would have prevailed if they had:
The rest of the valley poses no trouble, and we loot to our grubby little heart's content.
Continuing the theme of finishing things left undisturbed, we take on the Wolf of Ulcaster. We're a bit overleveled for it, but still, it puts up a decent fight (I'm always a bit worried that the Ghouls will get in a few lucky Paralyze), thankfully without anyone dropping:
Time for basilisks! We don't even invest in a PfP scroll, but rather just load up on the L1 spells and head out. Korax is recruited, and proceeds to absolutely demolish everything with his skeletal buddies, including Mutamin (also pictured: Xan, bravely (invisibly) leading the fight (from the rear)):
We clear all but a few basilisks before Korax turns on us, and our Skeleton Warriors are sufficient to take out the last few on their own. And we still have 2 of them alive! They are rapidly dispatched against Kirian and friends, swooping in after a double Skull Trap to mop up the remains. And dying quite rapidly too, but the rest of the party pitches in and finishes the job:
We're actually running out of areas to clear! We do have Firewine Bridge and its accompanying AWFUL dungeon though. Why would you waste the effort creating a big maze like that and populate it with, of all things, Kobold Commandos? It boggles the mind. Honestly. Ugh.
We are completionists though! And I THINK Lendarn there has a Cloudkill scroll (although I may be misremembering, but the mere chance of such arcane potency is worth it). Onward! Bravely venturing forth, we arrive at the bridge and do what little there is to do outside (pick a fight with Meilum and cut a path through double digits of annoying kobolds).
Note: We will NOT be engaging Khark. He drops anything from acceptable (reasonably valuable gems/necklaces) to garbage (unreasonably cheap gems/necklaces) items, hits like a truck, has a number of spell slots sufficient to give Aldain inferiority complex, chews through summons like they were paper, and provides ridicolously poor XP when killed. The meager reward is just not worth the risk, completionist or no (I feel the same way about the SCS Aec'Letec fight, by the way).
Outside cleared, we descend into the dungeon. Branwen, Jaheira, Aldain and Xan are stashed in a small room, while Khalid begins the arduous task of cleansing the kobolds, assisted by invisible Imoen keeping an eye out for traps. Slow but steady progress, and Khalid also takes down the Undead Knight, returning his armor to his former compatriots for a small XP reward.
After quite a bit of kobold crunching, the path is cleared to Lendarn. 3x Skeleton Warriors line up in the corridor as per our usual modus operandi, and are sent in one at a time. Lendarn kills off the first two, but finally runs out of spells (or so I thought) against the third one. Khalid is sent in to expedite matters, but it turns out Lendarn had a Horror left (SCS AI didn't want to blow it against the fear-immune skeleton)! Thankfully, Khalid makes his save, and Lendarn falls shortly thereafter, giving up his lovely Cloudkill scroll. We'd have been alright even if Khalid had panicked, though it would've been annoying if he'd run into the 4 Ogrillions around the corner and gotten chunked.
After Lendarn, the Ogre Magi (who only seems to have L2 spells available, and not many at that, as he leads with a Sleep spell) and his Ogrillions aren't much of a bother. We emerge in Jenkal's home in Gullykin, attack him, but... he just disappears during the fight, with no explanation. I guess this is because he'll return later, but it was a little immersion breaking for him to just up and disappear unexplained.
We burgarize the poor halflings for the protection from fire scroll and wand of magic missiles, then hike back down to Nashkel, interrupted only by a hopelessly inadequate ambush of Xvarts.
The party is currently cooling their heels at the Nashkel inn. Our next course of action will probably be to steal everything that isn't nailed down in Nashkel, Beregost and FAI assisted by Invisibility spells and Charm Person, then do another shopping run (Xan needs a Robe of the Neutral Archmagi), and then the above-ground parts of Durlag's, leaving Kirinhale alone for later as she's supremely annoying to fight.
Feeding off the richness that is Kobold Commando experience, Aldain is now a level 6 Human Conjurer, and rolled a 6 (hooray!) for hitpoints at levelup.
@aldain apparently didn't have troubles with the same encounter
@CrevsDaak I have never thought Kivan's racial enemy applies to Ogre Mages. Neat!
@sluckers I hope that means Goldie still made it...
@Enuhal Good luck in the very end!
@Wise_Grimwald This Mendas fellow in the Candlekeep... from which mod does he come? I remember him in the Dark side of the Sword Coast.