@aldain: You mention the possibility of using the Protection from Magic scroll against the Unseeing Eye. I'm not sure that would work. I did some tests a while back and found that an SCS Beholder's Anti-Magic Ray was capable of dispelling a Protection from Magic scroll outright, much like an SCS Spellstrike.
I'm glad to see Jan making use of Invisibility 10' Radius in your party! It's a very underappreciated spell that makes so many situations so much safer. I like to keep extra copies of the spell on multiple characters just in case one of them gets killed or disabled.
I found in my first no-reload run that although redundant spell slots make the party weaker, they also make the party much more resistant to setbacks. A party with extra copies of escape and rescue options is much better at bouncing back when things go wrong.
@aldain: You mention the possibility of using the Protection from Magic scroll against the Unseeing Eye. I'm not sure that would work. I did some tests a while back and found that an SCS Beholder's Anti-Magic Ray was capable of dispelling a Protection from Magic scroll outright, much like an SCS Spellstrike.
I'm glad to see Jan making use of Invisibility 10' Radius in your party! It's a very underappreciated spell that makes so many situations so much safer. I like to keep extra copies of the spell on multiple characters just in case one of them gets killed or disabled.
I found in my first no-reload run that although redundant spell slots make the party weaker, they also make the party much more resistant to setbacks. A party with extra copies of escape and rescue options is much better at bouncing back when things go wrong.
Well drat Then the only thing for it is to use them against mages I guess, but given how high level most mages in BG2 are, it seems a safe bet a majority of them will have Spellstrike available and memorized. Even if they don't have Spellstrike, it's not like you can send a lone Mazzy up against the barrage of summoned Pit Fiends on her own. Guess I'll hang on to them until I find some use for them.
Yes, Invisibility 10' Radius is awesome. Like you say, in a no-reload being able to adapt on the go and, especially, avoid encounters/flee when things turn hairy is superior to offensive potential. It's a shame BG1EE doesn't have a static drop for the radius version, but I make liberal use of regular Invisibility too. It has so many applications!
It's certainly turning into one! A boring, safe steamroll would of course be preferrable given that (as Thalantyr states) eventually luck runs out. But at least this is entertaining while it lasts.
Malc's taking a break as a combination of mods broke the dialogue file somewhere along the line. I'm using Big World Picture, and... well... here's the current Weidu.
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~SETUP-WEIDU.TP2~ #0 #0 // 24000 ~SETUP-BWS.TP2~ #0 #0 // 20160201 - Updated by agb1 (installation started Mon 11/21/2016) ~SETUP-BWFIXPACK.TP2~ #0 #0 // BiG-World-Fixpack-master.zip ~SETUP-BWTRIMPACK.TP2~ #0 #0 // Unknown ~SETUP-BWINSTALLPACK.TP2~ #0 #0 // BiG World Installpack v16.7z ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0026 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #0 // BG2 Fixpack - Core Fixes: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10 ~SETUP-BGT.TP2~ #0 #0 // Baldur's Gate Trilogy - Core: 1.18 (28 Apr 13) BWP Fix ~SETUP-BGTMUSIC.TP2~ #0 #2 // Baldur's Gate Trilogy - Music -> Full Baldur's Gate/Shadows of Amn/Throne of Bhaal Music (WARNING: patches BGMain.exe) ~TXTMUSIC/TXTMUSIC.TP2~ #0 #0 // Restored Textscreen Music for BG1TuTu, EasyTutu, and BGT-WeiDU: 9 (22 Mar 13) ~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB) ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22.3_20160416 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.3_20160416 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #0 // Imoen NPC Romance Mod for BG2:SoA TOB (3.9 Version!): 3.9 ~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #1 // Romance Option -> Allow Multiple Romance's: 3.9 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #3 // Angelo Notices Shar-teel: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0 ~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 ~SETUP-RES_FIXER.TP2~ #0 #0 // Resource Fixer: v1 ~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 #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 #21 // Throne of Bhaal Minor Restorations: v26beta2 ~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26beta2 ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v6 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8 BWP fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 BWP fix ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9 ~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: v2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #225 // Revised Stalker: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archer: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #270 // Revised Blade & Skald: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // Add the Meistersinger (bard kit): 2.8.2 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 2.8.2 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO - Light/Heavy Weapon Distinctions: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO - Weapon Category Collapse: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #207 // HDO - Hit Dice Overhaul -> Hardcore (closer to average) hit points: v5.4.3 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.4.3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 ~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 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v30 ~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 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.4.3 ~PAINTBG/PAINTBG.TP2~ #0 #0 // PaintBG: make portraits available via 'portraits' directory ~PAINTBG/PAINTBG.TP2~ #0 #2 // Portraits for PC (BG2/BGT) -> PaintBG: Override old PC portraits with new the selection (suggested) ~PAINTBG/PAINTBG.TP2~ #0 #8 // PaintBG: Aerie -> Aerie has slightly bigger blue eyes ~PAINTBG/PAINTBG.TP2~ #0 #9 // PaintBG: Ajantis ~PAINTBG/PAINTBG.TP2~ #0 #10 // PaintBG: Alora ~PAINTBG/PAINTBG.TP2~ #0 #11 // PaintBG: Anomen ~PAINTBG/PAINTBG.TP2~ #0 #12 // PaintBG: Branwen ~PAINTBG/PAINTBG.TP2~ #0 #13 // PaintBG: Cernd ~PAINTBG/PAINTBG.TP2~ #0 #14 // PaintBG: Coran ~PAINTBG/PAINTBG.TP2~ #0 #15 // PaintBG: Dynaheir -> Slimer and more confident Dynaheir ~PAINTBG/PAINTBG.TP2~ #0 #19 // PaintBG: Edwin -> Install Edwin portrait #3 (with hair) ~PAINTBG/PAINTBG.TP2~ #0 #20 // PaintBG: Edwina (female Edwin) ~PAINTBG/PAINTBG.TP2~ #0 #21 // PaintBG: Eldoth ~PAINTBG/PAINTBG.TP2~ #0 #22 // PaintBG: Faldorn ~PAINTBG/PAINTBG.TP2~ #0 #23 // PaintBG: Garrick ~PAINTBG/PAINTBG.TP2~ #0 #24 // PaintBG: Haer'Dalis -> Haer'Dalis has dark hair and light fiendish features ~PAINTBG/PAINTBG.TP2~ #0 #26 // PaintBG: Imoen -> Slightly more painted Imoen ~PAINTBG/PAINTBG.TP2~ #0 #30 // PaintBG: Jaheira -> More noble Jaheira ~PAINTBG/PAINTBG.TP2~ #0 #31 // PaintBG: Jan ~PAINTBG/PAINTBG.TP2~ #0 #32 // PaintBG: Kagain ~PAINTBG/PAINTBG.TP2~ #0 #33 // PaintBG: Keldorn ~PAINTBG/PAINTBG.TP2~ #0 #35 // PaintBG: Khalid -> Khalid with ginger hair ~PAINTBG/PAINTBG.TP2~ #0 #36 // PaintBG: Kivan ~PAINTBG/PAINTBG.TP2~ #0 #37 // PaintBG: Korgan ~PAINTBG/PAINTBG.TP2~ #0 #39 // PaintBG: Montaron -> PaintBG: Montaron; more manly and evil look ~PAINTBG/PAINTBG.TP2~ #0 #40 // PaintBG: Mazzy ~PAINTBG/PAINTBG.TP2~ #0 #42 // PaintBG: Minsc -> Minsc (with tattoo) ~PAINTBG/PAINTBG.TP2~ #0 #44 // PaintBG: Nalia ~PAINTBG/PAINTBG.TP2~ #0 #45 // PaintBG: Quayle ~PAINTBG/PAINTBG.TP2~ #0 #47 // PaintBG: Safana ~PAINTBG/PAINTBG.TP2~ #0 #49 // PaintBG: Sarevok -> Sarevok with glowing eyes ~PAINTBG/PAINTBG.TP2~ #0 #50 // PaintBG: Shar-Teel ~PAINTBG/PAINTBG.TP2~ #0 #51 // PaintBG: Skie ~PAINTBG/PAINTBG.TP2~ #0 #53 // PaintBG: Tiax ~PAINTBG/PAINTBG.TP2~ #0 #54 // PaintBG: Valygar ~PAINTBG/PAINTBG.TP2~ #0 #55 // PaintBG: Viconia -> Original Viconia; with a hood ~PAINTBG/PAINTBG.TP2~ #0 #57 // PaintBG: Xan ~PAINTBG/PAINTBG.TP2~ #0 #59 // PaintBG: Xzar ~PAINTBG/PAINTBG.TP2~ #0 #60 // PaintBG: Yeslick ~PAINTBG/PAINTBG.TP2~ #0 #62 // PaintBG: Yoshimo -> Yoshimo with more usual hairstyle ~PAINTBG/PAINTBG.TP2~ #0 #63 // PaintBG: Extra portraits (Bodhi, Jon, Ellesime and ToB characters) - affects LR Jon, TS Bodhi and Ascension Balthazar ~PAINTBG/PAINTBG.TP2~ #0 #64 // PaintBG: Additional portrait for Gorion (BG1 character) ~PAINTBG/PAINTBG.TP2~ #0 #65 // PaintBG: Additional portrait for Tamoko (BG1 character) ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16 ~SETUP-CREFIXER.TP2~ #0 #0 // Creature Slot Fixer: v2 ~SETUP-LOLFIXER.TP2~ #0 #0 // Area Stuff - MAJESTIC Area Fixer: 29122013 ~SETUP-LOLFIXER.TP2~ #0 #1 // Creature Stuff - Creature Resource Fixer (res_fixer for ALL CREATURES): 29122013 ~SETUP-LOLFIXER.TP2~ #0 #5 // Creature Stuff - MAJESTIC Creature Fixer: 29122013 ~SETUP-LOLFIXER.TP2~ #0 #7 // Item Stuff - Item Resource Fixer (res_fixer for ALL ITEMS): 29122013 ~SETUP-LOLFIXER.TP2~ #0 #8 // Item Stuff - MAJESTIC Item Fixer: 29122013 ~SETUP-LOLFIXER.TP2~ #0 #12 // Item Stuff - MAJESTIC Item Checker: 29122013 ~SETUP-LOLFIXER.TP2~ #0 #13 // Spell Stuff - Spell Resource Fixer (res_fixer for ALL THE SPELLS): 29122013 ~SETUP-LOLFIXER.TP2~ #0 #14 // Spell Stuff - MAJESTIC Spell Fixer: 29122013 ~SETUP-LOLFIXER.TP2~ #0 #15 // Store Stuff - MAJESTIC Store Fixer: 29122013 // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
Of note: Might and Guile, Scales of Balance, Divine Remix, SCS.
Created a character, but he's missing his 18 Charisma bonus of +1 luck (Scales of Balance tweak.) I've tried to use Shadowkeeper to add the effect back in, but I'm not 100% positive that it worked. Using 0x22, first parameter of 1, but I have no idea what to do with the target or other fields. Anyone know what the other fields do, because I can't figure this out.
I'm happy to announce that I'm back on the "no-reload" track once again.
Enter Oranfal, lawful good halfling fighter (unkitted).
Weapon proficiencies: ** short swords, * sling, * short bow
Oranfal is mostly the result of a series of unsuccessful attempts with various spellcasters during my previous plays. I've also never fully explored the potential of warrior classes in a no-reload play and would like to remedy that in the upcoming season. Lastly, there isn't a single reason not to be a halfling (isn't that a double negative? ).
The game is BG:EE with SCS (v30) and the playthough is intended as a solo attempt (this might change in BG2:EE in the case we succeed in defeating Sarevok).
Having made the introductions, let's head to Candlekeep!
After a quick start via FAI, Beregost and Shoal there is still not that much to write home about...other than meeting Drizzt that is .
Clearing various areas and completing few side quests en route to Nashkel Mines has yielded some useful equipment (Whistling Sword, Necklace of Missiles, Shield Amulet, Wand of Sleep, Bracers of Archery).
Effective slinging, good AC and speed factor 0 in melee was enough to make the progress very smooth so far. Oranfal is currently level 5 (with ** in slings already) and feels confident enough to seek out Mulahey in the mines. I hope to follow-up soon with a bit more "substantive" update.
I agree halflings are nice, but the inability to get natural strength above 18 in BGEE is a bit of a downside for a fighter ...
That is true. To me, however, innate strength does not make that much of a difference in the end. Scores of 18/** or 19 may be somewhat convenient in the beginning of the game but are definitely not crucial in my view. I will take the shorty saving throws over high strength anytime.
I will take the shorty saving throws over high strength anytime.
Absolutely - like I said halflings are nice . Personally, for a fighter, I would prefer the higher strength and constitution of a dwarf to the dexterity of a halfling - but which is best will depend on how you play the game.
Journey of an Honorable (Dread) Necromancer Malakai, CN, Half-Elf, Cleric/Mage
Part 2 After conquering the gnoll fortress the group return to Beregost and High Hedge to restock ammo, sell stuff and id items then again to west, new adventures are waiting Malakai and his friends. At Thalantyr's tower Malakai decides to learn his bonus spell from Arcane Disciple feat. Not a simple choice, but the always useful Magic Missile is the pick. Next bonus spell will be at 8th level. Animals in the woods are starving and need to eat some steel to be put where they belong
but animals are not the only danger here:
Sometimes happens that when you travel so much you may encounter a VIP from the Realms...and it happened! Drizzt do'Urden himself shows to Malakai while killing an orde of gnolls...a Necromancer cannot avoid to join the party. A small group of adventurers or bounty hunters, who knows, find a quick death too.
One of the hardest part of this run was when a quite big group of ogres ambush the party. With a couple of berserkers Malakai need to be cautious. Kagain, who now wears the Gauntlets of Dex, approach the enemies followed by Dorn. From distance Malakai cast a couple of Doom on the biggest enemies while Viconia tries an Hold Person with not luck. Neera instead send to sleep half of the enemies. An Aura of Despair completes the fight leaving ogres harmless.
In the same area there's a group of 3 sirines, they are very dangerous with their Dire Charm and poison arrows. Luckily they can be killed one by one from distance. Again Dorn's Poison Weapon is the key ability.
Until now the Dread Necromancer is now showing his's potential, most of the time is spent using his sling throwing bullets from distance. Sometimes he uses Doom and Blindness to soften or incapacitate enemies. The lack of an armor or bracers make him too much weak to go melee and use touch spells. But I feel confident that soon, probably when i'll be able to cast 3rd level spells things will change and Malakai will be braver than now.
I decided not to go ahead with my barbarian at the moment, but to try this Dwarven Berserker. I found a great image that I used with the undercity as a background. Modified the colour slightly and it looks as if they were made to go together. Then I had a great roll and that settled it.
First the Weidu log: Installed on top of BG1EE and Dragonspear.
// 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] ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00 ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00 ~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00 ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v12 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v12 ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v12 ~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05 ~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04 ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v13 ~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213 ~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3 ~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3 ~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7 ~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3 ~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: v9 ~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v9 ~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v9 ~GAVIN/GAVIN.TP2~ #0 #12 // Gavin: Alternate Portraits -> Dragon Age style portrait by berelinde: v9 ~GAVIN/GAVIN.TP2~ #0 #13 // Gavin: Player Initiated Dialogue: v9 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Sarevok's Diary Adjustments -> Sarevok's Diary Date Changes only: v22_20150614 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0 ~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 1.9 ~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.80 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80 ~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.5 ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multiclass Restrictions -> Allow humans to multiclass: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): Beta 5 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #50 // Remove Cleric Kits -> Remove Only Mod Kits: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #52 // Remove Druid Kits -> Remove Only Mod Kits: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #56 // Remove Ranger Kits -> Remove Only Mod Kits: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v8 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v8 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6 ~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v4 ~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v4 ~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit: v4 ~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 5
The name of the character seems apt. I got it from a website showing viking names. Ósvaldr is a variant form of Old Norse Ásvaldr, meaning "divine power" or "divine ruler." Wyrmslayer comes from a prophecy given to me. Whether that prophecy was trustworthy remains to be seen.
The improved assassins in my set-up were no match for Ósvaldr in part because of the good roll, but also due to being quite lucky. Usually the improved Mendas hurts my character, but not this time.
In Beregost I calmed down Marl, took a tome to Firebead and delivered a letter after killing some ogrillon. I then took on three Flaming Fist Mercenaries and killed them, thus acquiring three sets of plate armour.
The Journal of Ósvaldr Wyrmslayer Continued. I have just had an amazing experience. I fought a wolf, not realising that I was rescuing a chicken which was actually a transformed man called Mellicamp. I was actually able to get him back into his own body which was quite an experience and it improved my reputation as well. I then headed north to the Friendly Arms Inn where another assassin attacked me. This time it was a mage who didn't put up much of a fight at all.
Still further north I fought an ankheg and won without too much trouble. I sided with Tenya against some evil fishermen. I believe that she was evil too, but upon this occasion, right was on her side. As a result I reached level 4. At last I do not quite feel the novice that I was when I set out, though like Mellicamp I still have a lot to learn. Farmer Brun has asked for help finding his son. Nearby I found an ankheg nest and I strongly suspect that either he or his body is down there. I killed two ankheg but was badly injured with the result that I spent a day resting at the Frienly Arms Inn. I fully intend to search until I have found his son, but due to the ferocity of the beasts, it could take some time.
I continued to fight the beasts and learned that so long as I rested after using my rage, I could cope with them. I could kill two each time I used rage, and after a full day of fighting and resting I came across the body of Nathan, Farmer Brun's son. By that time I had reached level 5. That came at the cost of considerable pain as the ankheg use acid. I took Nathan's body to his father and gave him 100 gold pieces with which to try and rebuild his life. I then cleared as many ankheg as I could from his land as there was no possibility of him being able to fight them. Things then became even tougher as I was attacked by two simultaneously. Nevertheless I survived. I think that the farmer should be safe now as I couldn't find any more. I am now level 6. South of Beregost, I was attacked by two more assassins called Tristan and Isolde. I didn't realise how powerful they were, otherwise I would have fled immediately. However I managed to kill Isolde before fleeing and went to an inn in Beregost to recuperate. I only had 22 health points left by that time. It took me a full day. I then returned and put an end to Tristan's evil ways permanently. This time it only took 16 hours to recover.
A quick explanation of some relevant Scales of Balance changes: DEX is functionally the same, HP are being calculated with 3d3 + 1 rather than 1d10, with a CON of 12 guaranteeing a roll of 2 for each d3. INT allows critical hits: you must have an INT of 15 to even have a chance to critical hit, with 19s being critical hits at 17 INT and 18s at 19 INT. Wisdom is changed to give more bonus spells, but nothing major. CHA is changed to give save bonuses to Wand and Spell, -1 at CHA 16, -2 at CHA 17, and at CHA 18 SUPPOSED to give Luck, though this seems non-functional at the moment.
I'm going to be using the Bioware NPCs for companions this run, attempting to mildly roleplay it out as well. So Fletch joins with Imoen, and the duo makes their way to the Friendly Arm Inn per Gorion's instructions. This means direct conflict with Tarnesh... A Guard saves our lives.
With Jaheira and Khalid, we head towards Beregost, fighting an Ogre and some Caravan bandits. We clear Landrin's house, but I forgot the Spider Body the first time and I'm going to say the carcass is pretty much gone by this point. Back in Beregost after the F.A.I., we kited Karlat for a couple minutes before the dwarf realized he really ought to have brought a ranged weapon:
And unlike Grond0's funny occurrence, our Innkeeper decided to flee outdoors next to Silke. Might not be the safest place ever...
And talking with Marl gets everyone to level 2.
Marksmen get several abilities, Called Shots, at pretty regular intervals. The first one went towards Pin: target has to make save vs breath or be immobilized for 1 round. Called Shots are at-will, give +2 damage and accuracy for the round, BUT immobilizes the Marksman that uses it.
We made our way to Beregost and fought off Neira, and Jaheira and Khalid are counseling Fletch to head into the wilderness awhile to shake off the assassins.
At the temple, I delivered a letter to Sapientia and was asked to deal with Bassilus. After using Rage, that wasn't too difficult. He didn't even wound me. Zargal and his cronies were more of a problem. After recovering I went on a treasure hunt and ended up killing sirenes, and flesh golems. When resting to recover, more sirenes attacked. All this was very useful experience. At the lighthouse I was attacked by pirates who wanted my possessions. They didn't survive and I ended up with their possessions. I returned to Beregost to rest up and ended up fighting Silke who didn't show much wisdom!! She killed one of those that she wanted killing first and injured herself as the lightning bolt hit her as well. One would have thought she would have learned from that, but no, she used the same spell against me and killed herself. Afterwards I delivered Perdue's sword and helped Alanna's neighbour get back into shape. I then returned to the coast where I killed more sirenes and a variety of ogres before returing a ring to Arnand. I am now level 7.
Icewind Gate 2: Frisk, Asriel, and Chara in BG2 (first post here) Into the Planar Prison. This place is always tense: it's impossible to escape until the Warden is dead, there's very little room to maneuver, it has gobs of Yuan-ti Mages, and the Warden is an epic-level Fighter/Mage with both fighter and mage HLAs.
The first fight is a cakewalk. The enemy doesn't have the right defenses to block our powerful attacks.
Asriel gets Breached by a mage to the east, but somehow, Asriel retains his buffs.
I didn't learn this until much later, but Asriel's Divine Shell spell blocks the Breach projectile, SPARKLGR.pro. I adapted this IWD2 spell by copying Entropy Shield from IWD:EE and giving it a new name and icon. It turns out that Entropy Shield blocks Breach in IWD:EE for whatever reason, which means Asriel is immune to Breach as long as he keeps Divine Shell active.
But it was a long time before I realized this, and actually started buffing Asriel with Divine Shell in anticipation of hostile Breach spells.
Asriel stuns the enemy mage with Holy Word, and we're about to close out on the fight, but then the Coiled Cabal slithers in from the east.
I'm not ready to fight these guys, but running away to rest is not an option; I'm sure they'll chase me. One oddity of SCS-style pre-buffing is that the enemy will be able to instantly activate all of their buffs even if they run into you a single round after you rest. The player can't do that.
I need time to think. Frisk begins casting Invisibility 10' Radius and Asriel and Chara hurry over just as Frisk finishes the spell. Chara's Static Charge goes off a second later and fries one of the snakes.
IWD2's Non-Detection spell gives us party-wide immunity to divination, so we don't need to worry about the enemy's Oracle spells. Chara loiters around, using Static Charge to take down the enemies without Mirror Image to protect them.
Frisk and Asriel break invisibility out west to neutralize a Thrall, but an Efreeti from one of the Yuan-ti Mages appears from nowhere. Poor Tagget gets roasted.
Frisk's immunity to fire ran out a long time ago; we didn't think we'd be fighting these guys until after we rested and restored our defenses. Meanwhile, back in the eastern theater, Chara pesters the Yuan-ti Mages with tiny zaps.
Asriel tries to slay the Efreeti, but it turns to mist before we can land the final blow. Since it can't interrupt our spells while it's in mist form, I take the opportunity to turn Frisk and Asriel invisible once more. Chara handles the rest.
I was worried about the Master of Thralls, since he can cast Remove Magic and Death Gaze and can see through invisibility, but it turns out Mountain Bears can take him down on their own.
I gave Chara an extra level 5 and 6 spell to replicate the effects of the Staff of Arundel, but since unequipping the staff would remove the spell slots, I can only use those slots for pre-buffs--in this case, summoning Mountain Bears.
I send in summons to grind down the Warden. They don't last long, as I expected.
Asriel is standing watch, still invisible and non-detectable, to make sure the fight doesn't stall just because it's out of our field of vision.
Rounds pass, and then I start to regret going with an attrition strategy.
Efreet are vicious critters with instant-cast damage spells, lots of invisibility spells, and the ability to turn to mist, regenerate, and bounce back from Near Death. And the duration is rather long; we'd lose a lot of our buff durations if we waited out the Efreet.
The dialog box says the Warden's Improved Mantle has worn off! Now Asriel can rush in for the kill. But the Warden is still at high power.
The Spell Trigger fails--Asriel resists the PW: Silence spell (magic resistance? Vocalize? Divine Shell?), the Remove Magic spell removes none of his defenses, and we have no summons the Warden can kill with Death Spell--but that PFMW buff will hold Asriel off for the next 4 rounds.
Asriel answers with Holy Word to stun the Warden, but stuns Chara as well, preventing us from making our escape.
The moment the Warden and Chara recover, we bolt. But the Warden pins Chara down.
Chara was not in Will o' Wisp; that would have blocked the spell outright. Mercifully, the Warden targets Asriel instead of Chara, and Asriel's AC holds strong.
The Efreet from the Yuan-ti Mages appear to the west and launch fire spells at us. Frisk responds with a Chromatic Orb and paralyzes one of them, but Chara is in bad shape; I never buff them with Protection from Fire because normally they can just switch to Will o' Wisp form.
Then, bad news.
Asriel finally has the correct amount of HP for his class (d8 instead of d4), but it's nowhere near enough to save him. The Warden has Improved Haste active and hits hard.
Chara's situation is no better, and the result is just the same.
Time Stop ends, Frisk grabs some important pieces of equipment, and we manage to slip away from the Warden. Frisk brings back Chara with the Rod of Resurrection. Since its healing and resurrection powers are separate, Chara arrives with 1 HP, but that's quickly rectified.
The Warden is away, but the Yuan-ti seem to have tracked us down. We have a visitor.
Two Yuan-ti Mages teleport in. But they chose a bad time to enter the fray. Chara switches to Will o' Wisp, rendering their spells useless. One of them manages to Breach Frisk, but the Robe of Vecna ensures a quick escape.
Chara zaps the mages to death. It's a slow and painful process.
Time to take on the Warden. Asriel is back, courtesy of the Rod of Resurrection.
Chara marches over to the Warden and casts Vipergout. We send the snakes out to the east and they find their target.
The vipers have poor THAC0, but they keep coming, and the Warden can't kill them--Chara just creates a new one every round. The Warden loses his Stoneskins.
In the end, we didn't need to fight him at all.
Chara finishes the last of the enemies in Will o' Wisp and Treant form.
Treant form hasn't seen much use, but it has a ludicrous 90% resistance to physical damage--which would have been over 100% if I had stuck with my normal conversion rate from IWD2. It has no other resistances and its attack is nonmagical, which means it will only be situationally useful, as very few enemies in BG2 are dangerous because of their weapon damage alone.
Reading @JuliusBorisov thread on an archer and paladin run tempted me into having another go with this party - using an SCS + Ascension version of BGT. Last time they managed to get into BG2, but one of them was chunked fairly early on there by a vampire. Let's see if they can do better this time.
They started with a challenge by taking on Ogre Droth. That was complicated by Shoal rather oddly summoning him, but remaining hostile herself - and I didn't want to kill her immediately in case she came to her senses later. Droth had numerous sleep and charm spells and at a couple of stages Legolas was the only active member of the party, but eventually they triumphed with the only damage being due to Shoal's original kiss. Still in that area they also had fun running round the ogre clan - killing that lot and then helping out Mad Arcand got everyone to level 2.
In Beregost they shot down Algernon to get the charisma upgrade from his cloak. That reduced their reputation to 7, which is a bit too close for comfort to fallen status. As a result, once the boys made their way to Nashkel they invested 500 gold for a couple of points of reputation at the temple. Talking to Oublek then ensure Robin would get CLW as his first Bhaal power.
In the Cloud Peaks I got my movement slightly wrong while trying to spread damage out from Sendai's friends and David paid the price. A trip to Nashkel temple got him fighting fit again and it wasn't long before he became the last of the boys to reach level 3. Proceeding further into the mountains they were ambushed by an ogre mage. With the main danger from sleep there they immediately scattered and won the combat easily enough. They didn't complete any of the reputation tasks in the Cloud Peaks and continued in that vein as they explored other areas. Shooting down Meilum at Firewine Bridge got the last of them to level 4 and access to their first called shots. Robin (longbow) - L4, 38 HPs, 53 kills William (crossbow) - L4, 50 HPs, 41 kills, 1 death Legolas (longbow) - L4, 38 HPs, 56 kills, 0 deaths Cupid (shortbow) - L4, 43 HPs, 46 kills, 0 deaths Artemis (shortbow) - L4, 43 HPs, 40 kills, 0 deaths David (sling) - L4, 44 HPs, 11 kills, 1 death
After killing the Sirenes I ventured to the area south of Nashkel where I was attacked by another assassin who died quite quickly. After killing them, Greywolf attacked me and also died.
Vax and Zal were the next ones to die. Krumm and his cronie were next, and after them a band of ogres led by an ogre/mage.
I then went to the gnoll stronghold where I killed Gnarl and his cohort, followed by a group of assassins. I used the necklace of missiles to kill the squishy ones and my trusty axe and sling to complete the task.
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After picking up some loot in a cave, I killed a polar bear to the north. Then, after killing some powerful wolves to the east of the temple, I killed a party of adventurers who were far too cocky.
I then cleared the area of basilisks and medusae before dealing with Mutamin.
I then went to the Ulcaster Ruins where I killed Icharyd several wolves and spiders. Lastly I came across Mal Kalen who badly injured me. I fled in order to rest, but a kobold shot me. I ask you? A kobold killed a level 8 berserker.
Fletch has also fallen, as the fastest dart-thrower Zal ended up having help in the form h f a Winter Wolf, a Kobold Guard, and a... xvart, I think. With our best armor being Splint, we didn't stand a chance against the barrage of missile attacks and I was too stubborn to retreat in time. Not metagaming in SCS is still suicidal for me, it seems!
Continuing their programme of exploration the boys found their way to the basilisk area. As the SCS basilisks would target anyone unprotected, Robin soloed them using the green scroll. The group rejoined to shoot down Mutamin before I absent-mindedly revived a statue (forgetting I was supposed to be saving reputation increases for later). It probably wasn't necessary, but Korax joined them to sort out Kirian's mob. Bassilus failed to withstand a barrage of missiles on the way to the Lighthouse area. Neither group of sirines managed to charm anyone and the last of them got everyone to level 5.
The sirines to the north also failed to charm anyone - they did poison William, but he had enough HPs to survive comfortably. Robin used the constitution tome to help make up for his poor HP rolls to date.
By now everyone had had plenty of opportunity to pick up a magical melee weapon and they were put to use at the Valley of the Tombs - first on the Revenant and then on Narcillicus' mustard jellies. The second of those though poisoned Artemis and though it died just in time to attempt a rest, that failed and she expired. After reviving Artemis the boys finally made their way north to the FAI to shoot up Tarnesh and then pressed on to the ankheg area. Few of the monsters there even got an attack in before being shot down.
Back in Beregost a second suit of ankheg plate armour was forged before the boys headed for the Nashkel Mine. The kobold hordes provided little obstacle and they rested once they arrived in Mulahey's cave to be fresh and ready to shoot down the cleric. Nimbul's boots didn't offer him enough protection from missiles and Tranzig fared no better. The boys then got a lift to the Bandit Camp with Teven and tried shooting Tazok down to get his bracers. However, they didn't have much luck there and he got away. I didn't do any buffing for the fight with the bandits and also didn't want to run off the map. That made for a hard-fought contest and Robin had to use both his CLW Bhaal abilities to keep Artemis alive under the effects of Hakt's poison. However, in the end Taugosz fell with all the archers still standing. They looted all the bodies before resting, but hadn't quite finished healing when Molkar turned up. That led to quite a few more bandits hearing and coming out to play as well and this time I couldn't save William though the rest of them triumphed. After resting the boys went to get William raised then came back to loot the rest of the Camp. Resting then gave Robin a slow poison ability before he led the way back to Firewine Bridge to shoot down Bentan - reducing reputation in order to get horror next.
After selling surplus equipment and buying a bit more ammunition the boys have arrived in the Cloakwood.
In order to avoid the fate of my late druid whom got caught but Mulahey's Rigid Thinking (Potion of Freedom was just not enough of a protection), Oranfal decided to undertake the perilous journey through the entire Sword Coast to Ulgoth's Beard to obtain the Greenstone Amulet (together with the Cloak of Displacement) prior to the engagement in Nashkel Mines.
It's been some time since I last faced the kobold hordes in the mines without stealth/sanctuary/invisibility and so the journey was...refreshing.
Oranfal's action-packed crawl through the tunnels culminated with a battle with their shaman. Although not overly dangerous, that little fella did have an insane amount HPs (for a kobold)..
I failed to document the detailed events of the fight with Mulahey, but the outcome was nonetheless favorable for Oranfal (mostly thanks his Greenstone Amulet and Necklace of Missiles).
Protection from Undead scroll was thereafter used to help Oranfal clear the crypts on the surface. The following report of our success back in Nashkel was not without some bad blood, as these assassins seem to pop-up from every corner.
Well I'm getting back on the no-reload bandwagon for the holidays. Nice to see a lot of familiar names here after the Bioware forums took a dirt nap.
Late game party still languishing in ToB, but decided to restart with a wild mage charname.
That didn't work (killed by hobgoblin archers when charname was offscreen), so I tried again.
I was again killed by hobgoblin archers (this time, a bandit ambush). 3 AC + 19 hp = still dead in about 1 second even though I drank an invisbility potion at half health.
Anyhow, I'm still dying to get a wildmage with the robe of vecna in a no-reload run (see you at the bottom of watchers keep!), so I'll have to try again eventually. Low hp and high AC is tough though.
For now trying a pure-class Kensai.
First try failed at the mine, after the mages outside were a little rougher than I remembered.
Clumsy fight opening got charname and jaheira chaos'd; then a bad save on a chromatic orb got jaheira petrified. Confused charname meant I couldn't stay away from Jaheira's statue and a fireball from one of the mages shattered her. Game over.
That said, charname did manage to crush the bandits easily. I think I've got that fight down pat:
Fill a chokepoint with web and stinking cloud Fireball wand bandit archers, who should be fairly disabled Command / hold the full plate warrior Silence / nuke / snipe the mages
Also a bit of a silly encounter with Ender Sai, where triggering the chest trap lightning bolted him to death.
On Kensai version II now; just killed Mulahey. I've changed weapon specialization on charname from 2-H to bastard swords / 2-W. Two handed weapons are really terrible (as I was reminded on the earlier run).
No other changes to party of charname / Jaheira / Khalid / Imoen / Viccy; other than not having Xan around early game until we can get to Coran.
Anyhow, I'm still dying to get a wildmage with the robe of vecna in a no-reload run (see you at the bottom of watchers keep!), so I'll have to try again eventually. Low hp and high AC is tough though.
If you're in a party then why not travel invisibly? Casting your own spells is dangerous in BG1, but there's a huge choice of wands and other items that would still allow you to make a good contribution to the party.
I'd have to bring another mage to cast invibisility (which maybe I should). My wild mage party didn't have another caster. You're right that using the wild mage as a wand-slinger is a good strategy and it's one I like too.
Anyhow, Kensai party update:
Early game was straightforward; gather XP from M's garden then go kill Mulahey.
After that, there was a dangerous moment on one of the unique bandit ambushes. Hold cast at charname, who sipped a potion of invisibilty to be on the safe side. This was a good idea as he failed his save and sat the rest of the fight out.
Some weirdness fighting Narcillicus. Purge invisibility (level 3) seemed to pierce his minor globe. Not sure what the rule is there, as in other cases it has seemed like PI doesn't pierce the globe.
Narcillicus basically whipped my party, mostly due to his webs plus the fight drawing a pack of skeletons from the tomb entrance, but eventually he ran dry and charname took him out. Burned all my healing potions fighting the jellies, who crit charname a lot unfortunately.
Bandit camp fight was a little clumsy; too many archers targeted Jaheira neer the end of the fight after web/stinking cloud wore off. Other than that not too bad. Skipped all the containers except the quest container until Imoen (mage dualed at thief 5) gets her thief abilities back.
Finished the fight outside the mine correctly this time. Used a magic blocking potion on charname, which is good because apparently one of the wizards has a totally cheesy quantity of evocations, including multiple lightning bolts and a sunfire.
Got the other wizard with a paralyzation wand charge (as well as the fighter who didn't magic block). What a great wand that is. Seems like it pierces shields, and maybe II, the latter of which feels a little aggressive.
Went into Durlag's tower to get some more XP and unlock Imoen's thief skills before going into the mine. In particular I don't have another source of find trap. I am blind in Durlag's tower, as I have always skipped it, reasoning that it is scary and doesn't really help with the final fight.
Anyhow, ran into a ghost that could cast level 6 spells. He killed coran (level 5) with a cloud kill and then Khalid with a sequenced chromatic orb (which is a pretty mean sequencer for level 10 mages with petrifying orbs, but apparently the ghost is even higher level as khalid just flat out died on failed save).
I decided to tank some spells with Viccy + magic protection for 100 MR. But Melf meteors caused her to panic (!). She was wearing cheetah boots so proceeded to run around like a nut. I had a scroll of resist fear on Imoen, which Imoen was fortunate enough to hit Viccy with.
But then remove magic caused her to panic again. Paniced, and now with only 50 MR, she was slain by evocations.
I debated reading my scroll of magic protection, but decided instead to have charname use my potion of magic shielding. I figured if he wasn't going to death spell me I would be OK (I still think that is right; anything that could one shot me would be saved against). Imoen snuck in a few paralyzing charges while charname tanked and the second or third one got the ghost.
Fortunately he gave enough XP for Imoen to hit level 6 and get her thief abilities back.
Time to get out of the tower before I get killed...
By the way, does anyone know whether there are any BG1 death spell casters in SCS? I've never really seen anyone have an issue with death spell, and I have myself completed BG1 twice without seeing it, but it strikes me that any mage that can cast level 6 spells could cast it and completely nuke the party.
Disintegration would also be a scary level 6 cast. Mostly I am seeing PfMW and chain lightning though.
In the first Cloakwood area the boys shot down Seniyad before he could complete a spell. On arrival at the second they tried to rest, only to find 4 phase spiders teleporting in (with a couple of extra huge ones attracted in from nearby). A bit of nifty footwork kept everyone safe though and the XP was just enough to get everyone to level 6. There was a potential problem when another phase spider turned up while the boys were clearing the web traps near the ettercaps and poisoned David - but he broke free in time to allow Robin to use slow poison on him.Dragging spiders out of Centeol's nest then allowed the boys to recover Spider's Bane. In the third area Takiyah managed to cast insect plague, but died almost immediately after that and the boys outran the spell to go into the cave. Amarande has often been a problem for my party of monks, but the greater damage potential from the archers finished him off reasonably quickly. At the mine the boys sneaked into position. Twice they won the battle and twice I found this was another area where screenshots during combat have a nasty habit of freezing my computer. The third attempt was again successful though and the boys marched on. Inside the mine they pulled Hareishan back to the previous level and shot her down before working down to Davaeorn's level. David (wearing boots of speed) stealthed up to activate Davaeorn before running away from his stinking cloud / web sequencer. After going back up through the mine to rest and heal trap damage they came back down and bounced up and down between levels until Davaeorn got too close to them and died in a hail of missiles. I forgot to rest before flooding the mine, but successfully dodged the slave to rest outside and get Bhaal horror for Robin (though on checking their reputation before resting was still only at 7 anyway, so it wouldn't have made any difference). A grand tour of the countryside picked off all the reputation quests previously omitted without any problems. Despite Melicamp's sad demise the boys were still able to just maximise reputation and they celebrated with a shopping spree.
Before going to the City they took a trip to Durlag's Tower, where they were able to successfully gang up on some battle horrors in melee. They cleared the upper levels and the roof - where Robin showed off by killing all 3 greater basilisks using a single mirroring potion. Robin (longbow) - L6, 61 HPs, 228 kills William (crossbow) - L6, 72 HPs, 121 kills, 2 deaths Legolas (longbow) - L6, 47 HPs, 212 kills, 0 deaths Cupid (shortbow) - L6, 68 HPs, 171 kills, 0 deaths Artemis (shortbow) - L6, 54 HPs, 152 kills, 1 death David (sling) - L6, 65 HPs, 76 kills, 1 death
I had several other archers standing by in stealth in case things got a bit too close, but in fact he had over 2 rounds spare - archers are pretty vicious anyway and with Hakt's bow and wearing bracers of weapon expertise Robin was super-powered even by archer standards .
Been enjoying your archer run Grond0. Ranged warriors are just so darn good in BG1.
Halfling Kensai (SCS) -- Update 3
In this episode the party moves through the rest of the mid-game and some of the late-game content.
Leaving Durlag's tower, we decided to loot the rest of the floor with the ghost. It turns out this floor is the one with the wisdom tome, so that was nice. Some weirdness with the trap; 100 Find Trap Imoen nevertheless triggered it on disarm.
With Imoen's thief levels unlocked, the party then got to work on the interior of the cloakwood mine.
Hareishan surprised me with a fast divination cast while invisible Imoen was exploring / disarming traps. Too many archers in the room for her to make it out alive.
Despite that hiccup, the rest of the mines wasn't too bad. The fight with Davaeorn himself went smoothly. He appears to blind fireball the hallway intersection, which almost killed an invisible Imoen, but other than that no real risky moments.
Fight started with D sequence casting web+stinking cloud, which got Imoen, but she was invisible so not a big deal (other than nearly dying to his follow-up fireball spam).
D then disappeared for a while, as the battle horrors charged the party. Jaheira stayed by the stairs to tank guard spawns, while charname, Coran and Khalid used strength potion buffs to quickly melee down the horrors.
D reappeared shortly thereafter, but had too much trouble with the archer combo of Khalid and Coran. Thac0 in the 6-7 range + 3 APR with no-save elemental damage is just tough stuff. D was saving vs. death at 0 so biting arrows were unfortunately ineffective, but he was still heavily interrupted. Viccy also contributed with a wand of heaven from Ulgoth's Beard.
Ultimately, D got off a few spells but nothing major and then fell.
Party then made a detour to ice island to get stoneskin. I try hard to avoid using any EE-only additions, but decided stoneskin is really a BGT addition so went to get the scroll. Anyhow, all the enemy mages have stone skin so it seems fair that the party should get it too.
The various mages went down pretty quickly. Stone-skin + mirror image + ghost armor is pretty hard countered by two bowmen with biting and no-save elemental arrows.
Jaheira got level 7 druid, and the corresponding level 4 slot. Shes uses it for call woodland being, which is almost OP for BG1. In one of the ice island battles, a dryad cast hold monster, which cut right through the mage's minor globe. But on the other hand, there are 20 scrolls of chaos in Sorcerous Sundries, so maybe the dryad summon isn't such a big deal.
Party then did a quick romp through the easier and more rewarding parts of Baldur's Gate. Only real scare was the green slimes in Ye Olde Inn, which followed the party outside (to my surprise). One got an attack in on Coran, but missed. A fireball sorted them out shortly thereafter.
I then did the fight at the top of the Iron Throne (chapter 5) for the first time ever. It was pretty tough and didn't go all that well. Fight started out OK with a bunch of fireball spam (mostly from potions) which took out at least the thief and did some damage to the others.
But then bad positioning got Imoen stuck between one of the enemy warriors, the stairs, and my other party members. She tried to run but didn't make it. Then the fighter mage cast confusion and got Khalid, Jaheira and Coran; the first two of whom fell shortly thereafter.
At this point I was in a fair bit of trouble, but most of the enemies were dead or seriously injured and charname was able to tank out a win.
Party then proceeded back to candlekeep, where we decided to also do the optional fight against the iron throne leaders. Between fireball potion spam, both archers focusing down the mage quickly, and Imoen scroll-casting chaos, the fight was over quite quickly.
We thereafter surrendered to the guard and entered the catacombs. I finally got through the catacombs without getting anyone killed like an idiot on traps (although I still managed to trigger two traps).
In the cave, Khalid and Coran bullied Prat with arrows of biting and the party finished the last significant encounter before returning to the surface. Imoen had protection from petrification so the basilisks were a non issue.
We then went to Firewine to get a second gauntlets of specialization (1 for each bowman). I decided to fight Kahrk, even though there is no real reward and he is always a huge jerk.
I got him pretty early in the fight with a scroll-cast malison + chaos, but I was slow about actually killing him and chaos wore off, causing the fight to continue.
Eventually, we wore through all his invisibility + mirror image + stone skin + heal spam. Jaheira got in about 30 damage with a firebreath, and then a gnoll elite from the monster wand actually got the kill with a 20 damage crit. That was pretty funny. Stupid smug ogre.
We also swung by Ulcaster for the heck of it and killed the wolf. He did a dispel + malison in a row, which had me a little worried, but we killed him before he could fear and make things a bit more dicey.
Back in Baldur's Gate, we went to get the gauntlets of ogre power. The thief dropped an astonishing 78 damage critical backstab on Imoen. I frequently think about doing an SCS run without chunk-reduction, but moments like that make me think it might be too rough.
Note also that charname, who is a Kensai that can't wear a helmet, has 77 max HP. Yikes.
Then we took on Slythe, whom the bowmen made a chump out of. Khalid finished him in the second round with a 22 damage crit. Mage wasn't much tougher, although she did manage to confuse my dryad whom I then had to put down with magic missiles, fearing she might turn the brothel hostile.
Returning to the shadow thieves, the thieves stated that the Sarevok's corronation was "tonight". I am considering trying to squeeze the iron throne fight + ducal palace fight in within one rest to respect that time frame. My recollection is that the corronation will wait forever for you though...
In the City the boys started off by grabbing the tomes (picking up another pair of boots of speed on the way to the wisdom tome). They got a second Necklace of Missiles by helping Nadine and a third by helping themselves. Helping with a resurrection then got the last of them to level 7. With a full party meaning there's more to buy for and less XP the boys did most of the encounters in the City. Typically they were attacking without warning and had no difficult battles. One point of interest was that they made a rare use of called shot against Jardak - pausing their shots when he was at near death to confirm that he was now unable to hit a barn door. At the Iron Throne everyone stealthed up and made a first use of exploding arrows. Those killed both invisible Shennaras as well as several of the others and they reverted to standard arrows to finish off the remainder - though using stealth attacks none of them reacted anyway.
Arriving at Candlekeep the boys decided not to use any resources, though everyone had dispelling arrows to be able to dispel stuns if necessary. However, no-one was disabled other than by blindness and the ogre mages were comfortably defeated. Inside, the Iron Throne leaders were shot down without getting an attack in. 3 of the 4 phase spiders tried to ambush them as they arrived in the catacombs, but failed to get a hit in. A potion of fire giant strength, topped up by DUHM, allowed all the tombs to be looted. The ghasts were cleared, as were the dopplegangers in the next area. Moving on to the final area the boys stealthed past Prat to kill all the spiders before a sneak attack on Prat's group killed Sakul. Prat managed to buff up, but only succeeded with one charm (dispelled by arrow) before being shot down.
Before going back to Baldur's Gate they took a trip to find the Red Wizards of Thay - quickly dealing with them. Against a spread-out party of fighters SCS mages in BG1 are pretty helpless - they rarely use protection from missiles and stoneskins and mirrors don't last long enough to give them a chance.
In the City the boys deliberately allowed Slythe to talk in order to have Krystin as a target as well. Slythe got one backstab in while Krystin wasted her buffs by making her single spell malison. For this party I had no concerns about the palace fight, particularly as Belt is far less vulnerable in BGT than BGEE, so again didn't bother with any buffs. The shaman managed an unholy blight and the assassin got one backstab in, but overall it was another comfortable victory. I considered whether to do the TotSC areas to get some more XP, beut decided to just push on. After resting in the maze the boys fought through there before using another round of exploding arrows to kill all the Undercity party except Gorf. In the temple David used a potion of invisibility to strand Sarevok in a corner, along with the others except Angelo. Artemis used a potion of magic shielding to ensure he wasn't affected by chaos as the others finished Angelo off with the help of a dispelling arrow or two. Potion attacks followed by stealth shots with exploding arrows cut down Diarmid (his scroll would have stopped Necklace fireballs). Once everyone except Sarevok was dead he was led on a chase by David in his boots of speed. Sarevok was hit multiple times with called shots to take him to near death, but was still able to easily hit David (who only had AC 2) and the others decided to put the big man out of his misery. Robin (longbow) - L7, 74 HPs, 277 kills William (crossbow) - L7, 83 HPs, 158 kills, 2 deaths Legolas (longbow) - L7, 54 HPs, 256 kills, 0 deaths Cupid (shortbow) - L7, 75 HPs, 213 kills, 0 deaths Artemis (shortbow) - L7, 67 HPs, 213 kills, 1 death David (sling) - L7, 76 HPs, 98 kills, 1 death
Trio Update (Corey_Russell, Gate70, Grond0) Corsen the Human Berserker
Short update - we weren't able to do much, as the guys in England, the Internet wasn't working well for them, and thus had issues like dropping Skype and/or being dropped from the game. So was a very short session. However, the party had defeated Drassus, as well as going deep into the Cloakwood Mines and defeating Davaeorn. The party will do Chapter 5 quests/battles next session (tomorrow).
Comments
I'm glad to see Jan making use of Invisibility 10' Radius in your party! It's a very underappreciated spell that makes so many situations so much safer. I like to keep extra copies of the spell on multiple characters just in case one of them gets killed or disabled.
I found in my first no-reload run that although redundant spell slots make the party weaker, they also make the party much more resistant to setbacks. A party with extra copies of escape and rescue options is much better at bouncing back when things go wrong.
Even if they don't have Spellstrike, it's not like you can send a lone Mazzy up against the barrage of summoned Pit Fiends on her own. Guess I'll hang on to them until I find some use for them.
Yes, Invisibility 10' Radius is awesome. Like you say, in a no-reload being able to adapt on the go and, especially, avoid encounters/flee when things turn hairy is superior to offensive potential. It's a shame BG1EE doesn't have a static drop for the radius version, but I make liberal use of regular Invisibility too. It has so many applications! It's certainly turning into one! A boring, safe steamroll would of course be preferrable given that (as Thalantyr states) eventually luck runs out. But at least this is entertaining while it lasts.
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~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~FREEACT/SETUP-FREEACT.TP2~ #0 #10 // PnP Free Action: v2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #225 // Revised Stalker: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archer: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #270 // Revised Blade & Skald: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #460 // Add the Loremaster (bard kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // Add the Meistersinger (bard kit): 2.8.2
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 2.8.2
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1130 // Reputation Resets in BG2 (BGT Only): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO - Light/Heavy Weapon Distinctions: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #121 // WPO - Weapon Category Collapse: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #207 // HDO - Hit Dice Overhaul -> Hardcore (closer to average) hit points: v5.4.3
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.4.3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30
~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
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2130 // Cosmetic change: stop Stoneskins from changing the caster's colour: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4200 // Retrieve Dropped Items from Hell: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4210 // Randomise the maze in Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v30
~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
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6021 // Add high-level abilities (HLAs) to spellcasters -> Only selected spellcasters in Throne of Bhaal and Shadows of Amn get HLAs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.4.3
~PAINTBG/PAINTBG.TP2~ #0 #0 // PaintBG: make portraits available via 'portraits' directory
~PAINTBG/PAINTBG.TP2~ #0 #2 // Portraits for PC (BG2/BGT) -> PaintBG: Override old PC portraits with new the selection (suggested)
~PAINTBG/PAINTBG.TP2~ #0 #8 // PaintBG: Aerie -> Aerie has slightly bigger blue eyes
~PAINTBG/PAINTBG.TP2~ #0 #9 // PaintBG: Ajantis
~PAINTBG/PAINTBG.TP2~ #0 #10 // PaintBG: Alora
~PAINTBG/PAINTBG.TP2~ #0 #11 // PaintBG: Anomen
~PAINTBG/PAINTBG.TP2~ #0 #12 // PaintBG: Branwen
~PAINTBG/PAINTBG.TP2~ #0 #13 // PaintBG: Cernd
~PAINTBG/PAINTBG.TP2~ #0 #14 // PaintBG: Coran
~PAINTBG/PAINTBG.TP2~ #0 #15 // PaintBG: Dynaheir -> Slimer and more confident Dynaheir
~PAINTBG/PAINTBG.TP2~ #0 #19 // PaintBG: Edwin -> Install Edwin portrait #3 (with hair)
~PAINTBG/PAINTBG.TP2~ #0 #20 // PaintBG: Edwina (female Edwin)
~PAINTBG/PAINTBG.TP2~ #0 #21 // PaintBG: Eldoth
~PAINTBG/PAINTBG.TP2~ #0 #22 // PaintBG: Faldorn
~PAINTBG/PAINTBG.TP2~ #0 #23 // PaintBG: Garrick
~PAINTBG/PAINTBG.TP2~ #0 #24 // PaintBG: Haer'Dalis -> Haer'Dalis has dark hair and light fiendish features
~PAINTBG/PAINTBG.TP2~ #0 #26 // PaintBG: Imoen -> Slightly more painted Imoen
~PAINTBG/PAINTBG.TP2~ #0 #30 // PaintBG: Jaheira -> More noble Jaheira
~PAINTBG/PAINTBG.TP2~ #0 #31 // PaintBG: Jan
~PAINTBG/PAINTBG.TP2~ #0 #32 // PaintBG: Kagain
~PAINTBG/PAINTBG.TP2~ #0 #33 // PaintBG: Keldorn
~PAINTBG/PAINTBG.TP2~ #0 #35 // PaintBG: Khalid -> Khalid with ginger hair
~PAINTBG/PAINTBG.TP2~ #0 #36 // PaintBG: Kivan
~PAINTBG/PAINTBG.TP2~ #0 #37 // PaintBG: Korgan
~PAINTBG/PAINTBG.TP2~ #0 #39 // PaintBG: Montaron -> PaintBG: Montaron; more manly and evil look
~PAINTBG/PAINTBG.TP2~ #0 #40 // PaintBG: Mazzy
~PAINTBG/PAINTBG.TP2~ #0 #42 // PaintBG: Minsc -> Minsc (with tattoo)
~PAINTBG/PAINTBG.TP2~ #0 #44 // PaintBG: Nalia
~PAINTBG/PAINTBG.TP2~ #0 #45 // PaintBG: Quayle
~PAINTBG/PAINTBG.TP2~ #0 #47 // PaintBG: Safana
~PAINTBG/PAINTBG.TP2~ #0 #49 // PaintBG: Sarevok -> Sarevok with glowing eyes
~PAINTBG/PAINTBG.TP2~ #0 #50 // PaintBG: Shar-Teel
~PAINTBG/PAINTBG.TP2~ #0 #51 // PaintBG: Skie
~PAINTBG/PAINTBG.TP2~ #0 #53 // PaintBG: Tiax
~PAINTBG/PAINTBG.TP2~ #0 #54 // PaintBG: Valygar
~PAINTBG/PAINTBG.TP2~ #0 #55 // PaintBG: Viconia -> Original Viconia; with a hood
~PAINTBG/PAINTBG.TP2~ #0 #57 // PaintBG: Xan
~PAINTBG/PAINTBG.TP2~ #0 #59 // PaintBG: Xzar
~PAINTBG/PAINTBG.TP2~ #0 #60 // PaintBG: Yeslick
~PAINTBG/PAINTBG.TP2~ #0 #62 // PaintBG: Yoshimo -> Yoshimo with more usual hairstyle
~PAINTBG/PAINTBG.TP2~ #0 #63 // PaintBG: Extra portraits (Bodhi, Jon, Ellesime and ToB characters) - affects LR Jon, TS Bodhi and Ascension Balthazar
~PAINTBG/PAINTBG.TP2~ #0 #64 // PaintBG: Additional portrait for Gorion (BG1 character)
~PAINTBG/PAINTBG.TP2~ #0 #65 // PaintBG: Additional portrait for Tamoko (BG1 character)
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v16
~SETUP-CREFIXER.TP2~ #0 #0 // Creature Slot Fixer: v2
~SETUP-LOLFIXER.TP2~ #0 #0 // Area Stuff - MAJESTIC Area Fixer: 29122013
~SETUP-LOLFIXER.TP2~ #0 #1 // Creature Stuff - Creature Resource Fixer (res_fixer for ALL CREATURES): 29122013
~SETUP-LOLFIXER.TP2~ #0 #5 // Creature Stuff - MAJESTIC Creature Fixer: 29122013
~SETUP-LOLFIXER.TP2~ #0 #7 // Item Stuff - Item Resource Fixer (res_fixer for ALL ITEMS): 29122013
~SETUP-LOLFIXER.TP2~ #0 #8 // Item Stuff - MAJESTIC Item Fixer: 29122013
~SETUP-LOLFIXER.TP2~ #0 #12 // Item Stuff - MAJESTIC Item Checker: 29122013
~SETUP-LOLFIXER.TP2~ #0 #13 // Spell Stuff - Spell Resource Fixer (res_fixer for ALL THE SPELLS): 29122013
~SETUP-LOLFIXER.TP2~ #0 #14 // Spell Stuff - MAJESTIC Spell Fixer: 29122013
~SETUP-LOLFIXER.TP2~ #0 #15 // Store Stuff - MAJESTIC Store Fixer: 29122013
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
Of note: Might and Guile, Scales of Balance, Divine Remix, SCS.
Created a character, but he's missing his 18 Charisma bonus of +1 luck (Scales of Balance tweak.) I've tried to use Shadowkeeper to add the effect back in, but I'm not 100% positive that it worked. Using 0x22, first parameter of 1, but I have no idea what to do with the target or other fields. Anyone know what the other fields do, because I can't figure this out.
I'm happy to announce that I'm back on the "no-reload" track once again.
Enter Oranfal, lawful good halfling fighter (unkitted).
Weapon proficiencies: ** short swords, * sling, * short bow
Oranfal is mostly the result of a series of unsuccessful attempts with various spellcasters during my previous plays. I've also never fully explored the potential of warrior classes in a no-reload play and would like to remedy that in the upcoming season. Lastly, there isn't a single reason not to be a halfling (isn't that a double negative? ).
The game is BG:EE with SCS (v30) and the playthough is intended as a solo attempt (this might change in BG2:EE in the case we succeed in defeating Sarevok).
Having made the introductions, let's head to Candlekeep!
Clearing various areas and completing few side quests en route to Nashkel Mines has yielded some useful equipment (Whistling Sword, Necklace of Missiles, Shield Amulet, Wand of Sleep, Bracers of Archery).
Effective slinging, good AC and speed factor 0 in melee was enough to make the progress very smooth so far. Oranfal is currently level 5 (with ** in slings already) and feels confident enough to seek out Mulahey in the mines. I hope to follow-up soon with a bit more "substantive" update.
Regards,
B.
Malakai, CN, Half-Elf, Cleric/Mage
Part 2
After conquering the gnoll fortress the group return to Beregost and High Hedge to restock ammo, sell stuff and id items then again to west, new adventures are waiting Malakai and his friends. At Thalantyr's tower Malakai decides to learn his bonus spell from Arcane Disciple feat. Not a simple choice, but the always useful Magic Missile is the pick. Next bonus spell will be at 8th level.
Animals in the woods are starving and need to eat some steel to be put where they belong
but animals are not the only danger here:
Sometimes happens that when you travel so much you may encounter a VIP from the Realms...and it happened! Drizzt do'Urden himself shows to Malakai while killing an orde of gnolls...a Necromancer cannot avoid to join the party. A small group of adventurers or bounty hunters, who knows, find a quick death too.
One of the hardest part of this run was when a quite big group of ogres ambush the party. With a couple of berserkers Malakai need to be cautious. Kagain, who now wears the Gauntlets of Dex, approach the enemies followed by Dorn. From distance Malakai cast a couple of Doom on the biggest enemies while Viconia tries an Hold Person with not luck. Neera instead send to sleep half of the enemies. An Aura of Despair completes the fight leaving ogres harmless.
In the same area there's a group of 3 sirines, they are very dangerous with their Dire Charm and poison arrows. Luckily they can be killed one by one from distance. Again Dorn's Poison Weapon is the key ability.
Malakai Lvl 3/3, kills 34 (Ogre Berserker), 8%, Fav. Spell (Doom)
Kagain, Lvl 4, kills 91 (Shoal the Nereid), 24%
Dorn, Lvl 4, kills 173 (Sirine), 45%
Viconia, Lvl 4, kills 20 (Sirine), 5% Fav. Spell (Command)
Imoen, Lvl 5, kills 46 (Ghast), 12%
Neera, Lvl 4, kills 14 (Teyngan), 3%
Until now the Dread Necromancer is now showing his's potential, most of the time is spent using his sling throwing bullets from distance. Sometimes he uses Doom and Blindness to soften or incapacitate enemies. The lack of an armor or bracers make him too much weak to go melee and use touch spells. But I feel confident that soon, probably when i'll be able to cast 3rd level spells things will change and Malakai will be braver than now.
Installed on top of BG1EE and Dragonspear.
// 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]
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v12
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v12
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v12
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v12
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v12
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v12
~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05
~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v13
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v1.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v1.3
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: v9
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v9
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v9
~GAVIN/GAVIN.TP2~ #0 #12 // Gavin: Alternate Portraits -> Dragon Age style portrait by berelinde: v9
~GAVIN/GAVIN.TP2~ #0 #13 // Gavin: Player Initiated Dialogue: v9
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Sarevok's Diary Adjustments -> Sarevok's Diary Date Changes only: v22_20150614
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22_20150614
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 1.9
~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.5
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multiclass Restrictions -> Allow humans to multiclass: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2372 // Alter Dual-class Restrictions -> Install both of the above options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): Beta 5
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #50 // Remove Cleric Kits -> Remove Only Mod Kits: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #52 // Remove Druid Kits -> Remove Only Mod Kits: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #56 // Remove Ranger Kits -> Remove Only Mod Kits: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v8
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #600 // Install Battleguard of Tempus Kit for Branwen: v8
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6
~NPCKIT/NPCKIT.TP2~ #0 #30 // Improved Specialist Mage Descriptions: v4
~NPCKIT/NPCKIT.TP2~ #0 #900 // Add Red Wizard to Edwin's Kit Description: v4
~NPCKIT/NPCKIT.TP2~ #0 #1400 // Give Imoen Adventurer Kit: v4
~NPCKIT/NPCKIT.TP2~ #0 #2300 // Change Minsc's Title to Rashemaar Ranger: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: Beta 5
The improved assassins in my set-up were no match for Ósvaldr in part because of the good roll, but also due to being quite lucky. Usually the improved Mendas hurts my character, but not this time.
I then took on three Flaming Fist Mercenaries and killed them, thus acquiring three sets of plate armour.
I have just had an amazing experience. I fought a wolf, not realising that I was rescuing a chicken which was actually a transformed man called Mellicamp.
I was actually able to get him back into his own body which was quite an experience and it improved my reputation as well. I then headed north to the Friendly Arms Inn where another assassin attacked me. This time it was a mage who didn't put up much of a fight at all.
As a result I reached level 4. At last I do not quite feel the novice that I was when I set out, though like Mellicamp I still have a lot to learn.
Farmer Brun has asked for help finding his son. Nearby I found an ankheg nest and I strongly suspect that either he or his body is down there. I killed two ankheg but was badly injured with the result that I spent a day resting at the Frienly Arms Inn. I fully intend to search until I have found his son, but due to the ferocity of the beasts, it could take some time.
I continued to fight the beasts and learned that so long as I rested after using my rage, I could cope with them. I could kill two each time I used rage, and after a full day of fighting and resting I came across the body of Nathan, Farmer Brun's son. By that time I had reached level 5. That came at the cost of considerable pain as the ankheg use acid. I took Nathan's body to his father and gave him 100 gold pieces with which to try and rebuild his life. I then cleared as many ankheg as I could from his land as there was no possibility of him being able to fight them. Things then became even tougher as I was attacked by two simultaneously. Nevertheless I survived.
I think that the farmer should be safe now as I couldn't find any more. I am now level 6.
South of Beregost, I was attacked by two more assassins called Tristan and Isolde. I didn't realise how powerful they were, otherwise I would have fled immediately. However I managed to kill Isolde before fleeing and went to an inn in Beregost to recuperate. I only had 22 health points left by that time.
It took me a full day. I then returned and put an end to Tristan's evil ways permanently. This time it only took 16 hours to recover.
A quick explanation of some relevant Scales of Balance changes: DEX is functionally the same, HP are being calculated with 3d3 + 1 rather than 1d10, with a CON of 12 guaranteeing a roll of 2 for each d3. INT allows critical hits: you must have an INT of 15 to even have a chance to critical hit, with 19s being critical hits at 17 INT and 18s at 19 INT. Wisdom is changed to give more bonus spells, but nothing major. CHA is changed to give save bonuses to Wand and Spell, -1 at CHA 16, -2 at CHA 17, and at CHA 18 SUPPOSED to give Luck, though this seems non-functional at the moment.
I'm going to be using the Bioware NPCs for companions this run, attempting to mildly roleplay it out as well. So Fletch joins with Imoen, and the duo makes their way to the Friendly Arm Inn per Gorion's instructions. This means direct conflict with Tarnesh... A Guard saves our lives.
With Jaheira and Khalid, we head towards Beregost, fighting an Ogre and some Caravan bandits. We clear Landrin's house, but I forgot the Spider Body the first time and I'm going to say the carcass is pretty much gone by this point. Back in Beregost after the F.A.I., we kited Karlat for a couple minutes before the dwarf realized he really ought to have brought a ranged weapon:
And unlike Grond0's funny occurrence, our Innkeeper decided to flee outdoors next to Silke. Might not be the safest place ever...
And talking with Marl gets everyone to level 2.
Marksmen get several abilities, Called Shots, at pretty regular intervals. The first one went towards Pin: target has to make save vs breath or be immobilized for 1 round. Called Shots are at-will, give +2 damage and accuracy for the round, BUT immobilizes the Marksman that uses it.
We made our way to Beregost and fought off Neira, and Jaheira and Khalid are counseling Fletch to head into the wilderness awhile to shake off the assassins.
The Journal of Ósvaldr Wyrmslayer Continued.
At the temple, I delivered a letter to Sapientia and was asked to deal with Bassilus. After using Rage, that wasn't too difficult. He didn't even wound me. Zargal and his cronies were more of a problem. After recovering I went on a treasure hunt and ended up killing sirenes, and flesh golems. When resting to recover, more sirenes attacked. All this was very useful experience. At the lighthouse I was attacked by pirates who wanted my possessions. They didn't survive and I ended up with their possessions.I returned to Beregost to rest up and ended up fighting Silke who didn't show much wisdom!! She killed one of those that she wanted killing first and injured herself as the lightning bolt hit her as well. One would have thought she would have learned from that, but no, she used the same spell against me and killed herself. Afterwards I delivered Perdue's sword and helped Alanna's neighbour get back into shape. I then returned to the coast where I killed more sirenes and a variety of ogres before returing a ring to Arnand. I am now level 7.
(first post here)
Into the Planar Prison. This place is always tense: it's impossible to escape until the Warden is dead, there's very little room to maneuver, it has gobs of Yuan-ti Mages, and the Warden is an epic-level Fighter/Mage with both fighter and mage HLAs.
The first fight is a cakewalk. The enemy doesn't have the right defenses to block our powerful attacks.
Asriel gets Breached by a mage to the east, but somehow, Asriel retains his buffs.
I didn't learn this until much later, but Asriel's Divine Shell spell blocks the Breach projectile, SPARKLGR.pro. I adapted this IWD2 spell by copying Entropy Shield from IWD:EE and giving it a new name and icon. It turns out that Entropy Shield blocks Breach in IWD:EE for whatever reason, which means Asriel is immune to Breach as long as he keeps Divine Shell active.
But it was a long time before I realized this, and actually started buffing Asriel with Divine Shell in anticipation of hostile Breach spells.
Asriel stuns the enemy mage with Holy Word, and we're about to close out on the fight, but then the Coiled Cabal slithers in from the east.
I'm not ready to fight these guys, but running away to rest is not an option; I'm sure they'll chase me. One oddity of SCS-style pre-buffing is that the enemy will be able to instantly activate all of their buffs even if they run into you a single round after you rest. The player can't do that.
I need time to think. Frisk begins casting Invisibility 10' Radius and Asriel and Chara hurry over just as Frisk finishes the spell. Chara's Static Charge goes off a second later and fries one of the snakes.
IWD2's Non-Detection spell gives us party-wide immunity to divination, so we don't need to worry about the enemy's Oracle spells. Chara loiters around, using Static Charge to take down the enemies without Mirror Image to protect them.
Frisk and Asriel break invisibility out west to neutralize a Thrall, but an Efreeti from one of the Yuan-ti Mages appears from nowhere. Poor Tagget gets roasted.
Frisk's immunity to fire ran out a long time ago; we didn't think we'd be fighting these guys until after we rested and restored our defenses. Meanwhile, back in the eastern theater, Chara pesters the Yuan-ti Mages with tiny zaps.
Asriel tries to slay the Efreeti, but it turns to mist before we can land the final blow. Since it can't interrupt our spells while it's in mist form, I take the opportunity to turn Frisk and Asriel invisible once more. Chara handles the rest.
I was worried about the Master of Thralls, since he can cast Remove Magic and Death Gaze and can see through invisibility, but it turns out Mountain Bears can take him down on their own.
I gave Chara an extra level 5 and 6 spell to replicate the effects of the Staff of Arundel, but since unequipping the staff would remove the spell slots, I can only use those slots for pre-buffs--in this case, summoning Mountain Bears.
I send in summons to grind down the Warden. They don't last long, as I expected.
Asriel is standing watch, still invisible and non-detectable, to make sure the fight doesn't stall just because it's out of our field of vision.
Rounds pass, and then I start to regret going with an attrition strategy.
Efreet are vicious critters with instant-cast damage spells, lots of invisibility spells, and the ability to turn to mist, regenerate, and bounce back from Near Death. And the duration is rather long; we'd lose a lot of our buff durations if we waited out the Efreet.
The dialog box says the Warden's Improved Mantle has worn off! Now Asriel can rush in for the kill. But the Warden is still at high power.
The Spell Trigger fails--Asriel resists the PW: Silence spell (magic resistance? Vocalize? Divine Shell?), the Remove Magic spell removes none of his defenses, and we have no summons the Warden can kill with Death Spell--but that PFMW buff will hold Asriel off for the next 4 rounds.
Asriel answers with Holy Word to stun the Warden, but stuns Chara as well, preventing us from making our escape.
The moment the Warden and Chara recover, we bolt. But the Warden pins Chara down.
Chara was not in Will o' Wisp; that would have blocked the spell outright. Mercifully, the Warden targets Asriel instead of Chara, and Asriel's AC holds strong.
The Efreet from the Yuan-ti Mages appear to the west and launch fire spells at us. Frisk responds with a Chromatic Orb and paralyzes one of them, but Chara is in bad shape; I never buff them with Protection from Fire because normally they can just switch to Will o' Wisp form.
Then, bad news.
Asriel finally has the correct amount of HP for his class (d8 instead of d4), but it's nowhere near enough to save him. The Warden has Improved Haste active and hits hard.
Chara's situation is no better, and the result is just the same.
Time Stop ends, Frisk grabs some important pieces of equipment, and we manage to slip away from the Warden. Frisk brings back Chara with the Rod of Resurrection. Since its healing and resurrection powers are separate, Chara arrives with 1 HP, but that's quickly rectified.
The Warden is away, but the Yuan-ti seem to have tracked us down. We have a visitor.
Two Yuan-ti Mages teleport in. But they chose a bad time to enter the fray. Chara switches to Will o' Wisp, rendering their spells useless. One of them manages to Breach Frisk, but the Robe of Vecna ensures a quick escape.
Chara zaps the mages to death. It's a slow and painful process.
Time to take on the Warden. Asriel is back, courtesy of the Rod of Resurrection.
Chara marches over to the Warden and casts Vipergout. We send the snakes out to the east and they find their target.
The vipers have poor THAC0, but they keep coming, and the Warden can't kill them--Chara just creates a new one every round. The Warden loses his Stoneskins.
In the end, we didn't need to fight him at all.
Chara finishes the last of the enemies in Will o' Wisp and Treant form.
Treant form hasn't seen much use, but it has a ludicrous 90% resistance to physical damage--which would have been over 100% if I had stuck with my normal conversion rate from IWD2. It has no other resistances and its attack is nonmagical, which means it will only be situationally useful, as very few enemies in BG2 are dangerous because of their weapon damage alone.
It's about time we headed off to Spellhold.
Reading @JuliusBorisov thread on an archer and paladin run tempted me into having another go with this party - using an SCS + Ascension version of BGT. Last time they managed to get into BG2, but one of them was chunked fairly early on there by a vampire. Let's see if they can do better this time.
They started with a challenge by taking on Ogre Droth. That was complicated by Shoal rather oddly summoning him, but remaining hostile herself - and I didn't want to kill her immediately in case she came to her senses later. Droth had numerous sleep and charm spells and at a couple of stages Legolas was the only active member of the party, but eventually they triumphed with the only damage being due to Shoal's original kiss. Still in that area they also had fun running round the ogre clan - killing that lot and then helping out Mad Arcand got everyone to level 2.
In Beregost they shot down Algernon to get the charisma upgrade from his cloak. That reduced their reputation to 7, which is a bit too close for comfort to fallen status. As a result, once the boys made their way to Nashkel they invested 500 gold for a couple of points of reputation at the temple. Talking to Oublek then ensure Robin would get CLW as his first Bhaal power.
In the Cloud Peaks I got my movement slightly wrong while trying to spread damage out from Sendai's friends and David paid the price. A trip to Nashkel temple got him fighting fit again and it wasn't long before he became the last of the boys to reach level 3. Proceeding further into the mountains they were ambushed by an ogre mage. With the main danger from sleep there they immediately scattered and won the combat easily enough.
They didn't complete any of the reputation tasks in the Cloud Peaks and continued in that vein as they explored other areas. Shooting down Meilum at Firewine Bridge got the last of them to level 4 and access to their first called shots.
Robin (longbow) - L4, 38 HPs, 53 kills
William (crossbow) - L4, 50 HPs, 41 kills, 1 death
Legolas (longbow) - L4, 38 HPs, 56 kills, 0 deaths
Cupid (shortbow) - L4, 43 HPs, 46 kills, 0 deaths
Artemis (shortbow) - L4, 43 HPs, 40 kills, 0 deaths
David (sling) - L4, 44 HPs, 11 kills, 1 death
The Journal of Ósvaldr Wyrmslayer Continued.
After killing the Sirenes I ventured to the area south of Nashkel where I was attacked by another assassin who died quite quickly. After killing them, Greywolf attacked me and also died.ss="Spoiler">
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Continuing their programme of exploration the boys found their way to the basilisk area. As the SCS basilisks would target anyone unprotected, Robin soloed them using the green scroll. The group rejoined to shoot down Mutamin before I absent-mindedly revived a statue (forgetting I was supposed to be saving reputation increases for later). It probably wasn't necessary, but Korax joined them to sort out Kirian's mob.
Bassilus failed to withstand a barrage of missiles on the way to the Lighthouse area. Neither group of sirines managed to charm anyone and the last of them got everyone to level 5.
By now everyone had had plenty of opportunity to pick up a magical melee weapon and they were put to use at the Valley of the Tombs - first on the Revenant and then on Narcillicus' mustard jellies. The second of those though poisoned Artemis and though it died just in time to attempt a rest, that failed and she expired.
After reviving Artemis the boys finally made their way north to the FAI to shoot up Tarnesh and then pressed on to the ankheg area. Few of the monsters there even got an attack in before being shot down.
Back in Beregost a second suit of ankheg plate armour was forged before the boys headed for the Nashkel Mine. The kobold hordes provided little obstacle and they rested once they arrived in Mulahey's cave to be fresh and ready to shoot down the cleric.
Nimbul's boots didn't offer him enough protection from missiles and Tranzig fared no better. The boys then got a lift to the Bandit Camp with Teven and tried shooting Tazok down to get his bracers. However, they didn't have much luck there and he got away. I didn't do any buffing for the fight with the bandits and also didn't want to run off the map. That made for a hard-fought contest and Robin had to use both his CLW Bhaal abilities to keep Artemis alive under the effects of Hakt's poison. However, in the end Taugosz fell with all the archers still standing.
They looted all the bodies before resting, but hadn't quite finished healing when Molkar turned up. That led to quite a few more bandits hearing and coming out to play as well and this time I couldn't save William though the rest of them triumphed. After resting the boys went to get William raised then came back to loot the rest of the Camp. Resting then gave Robin a slow poison ability before he led the way back to Firewine Bridge to shoot down Bentan - reducing reputation in order to get horror next.
After selling surplus equipment and buying a bit more ammunition the boys have arrived in the Cloakwood.
Robin (longbow) - L5, 48 HPs, 138 kills
William (crossbow) - L5, 58 HPs, 80 kills, 2 deaths
Legolas (longbow) - L5, 43 HPs, 136 kills, 0 deaths
Cupid (shortbow) - L5, 57 HPs, 116 kills, 0 deaths
Artemis (shortbow) - L5, 48 HPs, 96 kills, 1 death
David (sling) - L5, 57 HPs, 44 kills, 1 death
In order to avoid the fate of my late druid whom got caught but Mulahey's Rigid Thinking (Potion of Freedom was just not enough of a protection), Oranfal decided to undertake the perilous journey through the entire Sword Coast to Ulgoth's Beard to obtain the Greenstone Amulet (together with the Cloak of Displacement) prior to the engagement in Nashkel Mines.
It's been some time since I last faced the kobold hordes in the mines without stealth/sanctuary/invisibility and so the journey was...refreshing.
Oranfal's action-packed crawl through the tunnels culminated with a battle with their shaman. Although not overly dangerous, that little fella did have an insane amount HPs (for a kobold)..
I failed to document the detailed events of the fight with Mulahey, but the outcome was nonetheless favorable for Oranfal (mostly thanks his Greenstone Amulet and Necklace of Missiles).
Protection from Undead scroll was thereafter used to help Oranfal clear the crypts on the surface. The following report of our success back in Nashkel was not without some bad blood, as these assassins seem to pop-up from every corner.
And I guess that is just too bad for them.
Alright, let us seek some bandits now.
Regards,
B.
Late game party still languishing in ToB, but decided to restart with a wild mage charname.
That didn't work (killed by hobgoblin archers when charname was offscreen), so I tried again.
I was again killed by hobgoblin archers (this time, a bandit ambush). 3 AC + 19 hp = still dead in about 1 second even though I drank an invisbility potion at half health.
Anyhow, I'm still dying to get a wildmage with the robe of vecna in a no-reload run (see you at the bottom of watchers keep!), so I'll have to try again eventually. Low hp and high AC is tough though.
For now trying a pure-class Kensai.
First try failed at the mine, after the mages outside were a little rougher than I remembered.
Clumsy fight opening got charname and jaheira chaos'd; then a bad save on a chromatic orb got jaheira petrified. Confused charname meant I couldn't stay away from Jaheira's statue and a fireball from one of the mages shattered her. Game over.
That said, charname did manage to crush the bandits easily. I think I've got that fight down pat:
Fill a chokepoint with web and stinking cloud
Fireball wand bandit archers, who should be fairly disabled
Command / hold the full plate warrior
Silence / nuke / snipe the mages
Also a bit of a silly encounter with Ender Sai, where triggering the chest trap lightning bolted him to death.
On Kensai version II now; just killed Mulahey. I've changed weapon specialization on charname from 2-H to bastard swords / 2-W. Two handed weapons are really terrible (as I was reminded on the earlier run).
No other changes to party of charname / Jaheira / Khalid / Imoen / Viccy; other than not having Xan around early game until we can get to Coran.
Anyhow, Kensai party update:
Early game was straightforward; gather XP from M's garden then go kill Mulahey.
After that, there was a dangerous moment on one of the unique bandit ambushes. Hold cast at charname, who sipped a potion of invisibilty to be on the safe side. This was a good idea as he failed his save and sat the rest of the fight out.
Some weirdness fighting Narcillicus. Purge invisibility (level 3) seemed to pierce his minor globe. Not sure what the rule is there, as in other cases it has seemed like PI doesn't pierce the globe.
Narcillicus basically whipped my party, mostly due to his webs plus the fight drawing a pack of skeletons from the tomb entrance, but eventually he ran dry and charname took him out. Burned all my healing potions fighting the jellies, who crit charname a lot unfortunately.
Bandit camp fight was a little clumsy; too many archers targeted Jaheira neer the end of the fight after web/stinking cloud wore off. Other than that not too bad. Skipped all the containers except the quest container until Imoen (mage dualed at thief 5) gets her thief abilities back.
Finished the fight outside the mine correctly this time. Used a magic blocking potion on charname, which is good because apparently one of the wizards has a totally cheesy quantity of evocations, including multiple lightning bolts and a sunfire.
Got the other wizard with a paralyzation wand charge (as well as the fighter who didn't magic block). What a great wand that is. Seems like it pierces shields, and maybe II, the latter of which feels a little aggressive.
Went into Durlag's tower to get some more XP and unlock Imoen's thief skills before going into the mine. In particular I don't have another source of find trap. I am blind in Durlag's tower, as I have always skipped it, reasoning that it is scary and doesn't really help with the final fight.
Anyhow, ran into a ghost that could cast level 6 spells. He killed coran (level 5) with a cloud kill and then Khalid with a sequenced chromatic orb (which is a pretty mean sequencer for level 10 mages with petrifying orbs, but apparently the ghost is even higher level as khalid just flat out died on failed save).
I decided to tank some spells with Viccy + magic protection for 100 MR. But Melf meteors caused her to panic (!). She was wearing cheetah boots so proceeded to run around like a nut. I had a scroll of resist fear on Imoen, which Imoen was fortunate enough to hit Viccy with.
But then remove magic caused her to panic again. Paniced, and now with only 50 MR, she was slain by evocations.
I debated reading my scroll of magic protection, but decided instead to have charname use my potion of magic shielding. I figured if he wasn't going to death spell me I would be OK (I still think that is right; anything that could one shot me would be saved against). Imoen snuck in a few paralyzing charges while charname tanked and the second or third one got the ghost.
Fortunately he gave enough XP for Imoen to hit level 6 and get her thief abilities back.
Time to get out of the tower before I get killed...
By the way, does anyone know whether there are any BG1 death spell casters in SCS? I've never really seen anyone have an issue with death spell, and I have myself completed BG1 twice without seeing it, but it strikes me that any mage that can cast level 6 spells could cast it and completely nuke the party.
Disintegration would also be a scary level 6 cast. Mostly I am seeing PfMW and chain lightning though.
Previous updates at:
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In the first Cloakwood area the boys shot down Seniyad before he could complete a spell. On arrival at the second they tried to rest, only to find 4 phase spiders teleporting in (with a couple of extra huge ones attracted in from nearby). A bit of nifty footwork kept everyone safe though and the XP was just enough to get everyone to level 6. There was a potential problem when another phase spider turned up while the boys were clearing the web traps near the ettercaps and poisoned David - but he broke free in time to allow Robin to use slow poison on him.Dragging spiders out of Centeol's nest then allowed the boys to recover Spider's Bane.
In the third area Takiyah managed to cast insect plague, but died almost immediately after that and the boys outran the spell to go into the cave. Amarande has often been a problem for my party of monks, but the greater damage potential from the archers finished him off reasonably quickly.
At the mine the boys sneaked into position. Twice they won the battle and twice I found this was another area where screenshots during combat have a nasty habit of freezing my computer. The third attempt was again successful though and the boys marched on. Inside the mine they pulled Hareishan back to the previous level and shot her down before working down to Davaeorn's level. David (wearing boots of speed) stealthed up to activate Davaeorn before running away from his stinking cloud / web sequencer. After going back up through the mine to rest and heal trap damage they came back down and bounced up and down between levels until Davaeorn got too close to them and died in a hail of missiles.
I forgot to rest before flooding the mine, but successfully dodged the slave to rest outside and get Bhaal horror for Robin (though on checking their reputation before resting was still only at 7 anyway, so it wouldn't have made any difference). A grand tour of the countryside picked off all the reputation quests previously omitted without any problems. Despite Melicamp's sad demise the boys were still able to just maximise reputation and they celebrated with a shopping spree.
Before going to the City they took a trip to Durlag's Tower, where they were able to successfully gang up on some battle horrors in melee. They cleared the upper levels and the roof - where Robin showed off by killing all 3 greater basilisks using a single mirroring potion.
Robin (longbow) - L6, 61 HPs, 228 kills
William (crossbow) - L6, 72 HPs, 121 kills, 2 deaths
Legolas (longbow) - L6, 47 HPs, 212 kills, 0 deaths
Cupid (shortbow) - L6, 68 HPs, 171 kills, 0 deaths
Artemis (shortbow) - L6, 54 HPs, 152 kills, 1 death
David (sling) - L6, 65 HPs, 76 kills, 1 death
Halfling Kensai (SCS) -- Update 3
In this episode the party moves through the rest of the mid-game and some of the late-game content.
Leaving Durlag's tower, we decided to loot the rest of the floor with the ghost. It turns out this floor is the one with the wisdom tome, so that was nice. Some weirdness with the trap; 100 Find Trap Imoen nevertheless triggered it on disarm.
With Imoen's thief levels unlocked, the party then got to work on the interior of the cloakwood mine.
Hareishan surprised me with a fast divination cast while invisible Imoen was exploring / disarming traps. Too many archers in the room for her to make it out alive.
Despite that hiccup, the rest of the mines wasn't too bad. The fight with Davaeorn himself went smoothly. He appears to blind fireball the hallway intersection, which almost killed an invisible Imoen, but other than that no real risky moments.
Fight started with D sequence casting web+stinking cloud, which got Imoen, but she was invisible so not a big deal (other than nearly dying to his follow-up fireball spam).
D then disappeared for a while, as the battle horrors charged the party. Jaheira stayed by the stairs to tank guard spawns, while charname, Coran and Khalid used strength potion buffs to quickly melee down the horrors.
D reappeared shortly thereafter, but had too much trouble with the archer combo of Khalid and Coran. Thac0 in the 6-7 range + 3 APR with no-save elemental damage is just tough stuff. D was saving vs. death at 0 so biting arrows were unfortunately ineffective, but he was still heavily interrupted. Viccy also contributed with a wand of heaven from Ulgoth's Beard.
Ultimately, D got off a few spells but nothing major and then fell.
Party then made a detour to ice island to get stoneskin. I try hard to avoid using any EE-only additions, but decided stoneskin is really a BGT addition so went to get the scroll. Anyhow, all the enemy mages have stone skin so it seems fair that the party should get it too.
The various mages went down pretty quickly. Stone-skin + mirror image + ghost armor is pretty hard countered by two bowmen with biting and no-save elemental arrows.
Jaheira got level 7 druid, and the corresponding level 4 slot. Shes uses it for call woodland being, which is almost OP for BG1. In one of the ice island battles, a dryad cast hold monster, which cut right through the mage's minor globe. But on the other hand, there are 20 scrolls of chaos in Sorcerous Sundries, so maybe the dryad summon isn't such a big deal.
Party then did a quick romp through the easier and more rewarding parts of Baldur's Gate. Only real scare was the green slimes in Ye Olde Inn, which followed the party outside (to my surprise). One got an attack in on Coran, but missed. A fireball sorted them out shortly thereafter.
I then did the fight at the top of the Iron Throne (chapter 5) for the first time ever. It was pretty tough and didn't go all that well. Fight started out OK with a bunch of fireball spam (mostly from potions) which took out at least the thief and did some damage to the others.
But then bad positioning got Imoen stuck between one of the enemy warriors, the stairs, and my other party members. She tried to run but didn't make it. Then the fighter mage cast confusion and got Khalid, Jaheira and Coran; the first two of whom fell shortly thereafter.
At this point I was in a fair bit of trouble, but most of the enemies were dead or seriously injured and charname was able to tank out a win.
Party then proceeded back to candlekeep, where we decided to also do the optional fight against the iron throne leaders. Between fireball potion spam, both archers focusing down the mage quickly, and Imoen scroll-casting chaos, the fight was over quite quickly.
We thereafter surrendered to the guard and entered the catacombs. I finally got through the catacombs without getting anyone killed like an idiot on traps (although I still managed to trigger two traps).
In the cave, Khalid and Coran bullied Prat with arrows of biting and the party finished the last significant encounter before returning to the surface. Imoen had protection from petrification so the basilisks were a non issue.
We then went to Firewine to get a second gauntlets of specialization (1 for each bowman). I decided to fight Kahrk, even though there is no real reward and he is always a huge jerk.
I got him pretty early in the fight with a scroll-cast malison + chaos, but I was slow about actually killing him and chaos wore off, causing the fight to continue.
Eventually, we wore through all his invisibility + mirror image + stone skin + heal spam. Jaheira got in about 30 damage with a firebreath, and then a gnoll elite from the monster wand actually got the kill with a 20 damage crit. That was pretty funny. Stupid smug ogre.
We also swung by Ulcaster for the heck of it and killed the wolf. He did a dispel + malison in a row, which had me a little worried, but we killed him before he could fear and make things a bit more dicey.
Back in Baldur's Gate, we went to get the gauntlets of ogre power. The thief dropped an astonishing 78 damage critical backstab on Imoen. I frequently think about doing an SCS run without chunk-reduction, but moments like that make me think it might be too rough.
Note also that charname, who is a Kensai that can't wear a helmet, has 77 max HP. Yikes.
Then we took on Slythe, whom the bowmen made a chump out of. Khalid finished him in the second round with a 22 damage crit. Mage wasn't much tougher, although she did manage to confuse my dryad whom I then had to put down with magic missiles, fearing she might turn the brothel hostile.
Returning to the shadow thieves, the thieves stated that the Sarevok's corronation was "tonight". I am considering trying to squeeze the iron throne fight + ducal palace fight in within one rest to respect that time frame. My recollection is that the corronation will wait forever for you though...
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https://forums.beamdog.com/discussion/comment/829612/#Comment_829612
In the City the boys started off by grabbing the tomes (picking up another pair of boots of speed on the way to the wisdom tome). They got a second Necklace of Missiles by helping Nadine and a third by helping themselves. Helping with a resurrection then got the last of them to level 7.
With a full party meaning there's more to buy for and less XP the boys did most of the encounters in the City. Typically they were attacking without warning and had no difficult battles. One point of interest was that they made a rare use of called shot against Jardak - pausing their shots when he was at near death to confirm that he was now unable to hit a barn door.
At the Iron Throne everyone stealthed up and made a first use of exploding arrows. Those killed both invisible Shennaras as well as several of the others and they reverted to standard arrows to finish off the remainder - though using stealth attacks none of them reacted anyway.
Arriving at Candlekeep the boys decided not to use any resources, though everyone had dispelling arrows to be able to dispel stuns if necessary. However, no-one was disabled other than by blindness and the ogre mages were comfortably defeated. Inside, the Iron Throne leaders were shot down without getting an attack in. 3 of the 4 phase spiders tried to ambush them as they arrived in the catacombs, but failed to get a hit in. A potion of fire giant strength, topped up by DUHM, allowed all the tombs to be looted. The ghasts were cleared, as were the dopplegangers in the next area. Moving on to the final area the boys stealthed past Prat to kill all the spiders before a sneak attack on Prat's group killed Sakul. Prat managed to buff up, but only succeeded with one charm (dispelled by arrow) before being shot down.
Before going back to Baldur's Gate they took a trip to find the Red Wizards of Thay - quickly dealing with them. Against a spread-out party of fighters SCS mages in BG1 are pretty helpless - they rarely use protection from missiles and stoneskins and mirrors don't last long enough to give them a chance.
In the City the boys deliberately allowed Slythe to talk in order to have Krystin as a target as well. Slythe got one backstab in while Krystin wasted her buffs by making her single spell malison. For this party I had no concerns about the palace fight, particularly as Belt is far less vulnerable in BGT than BGEE, so again didn't bother with any buffs. The shaman managed an unholy blight and the assassin got one backstab in, but overall it was another comfortable victory.
I considered whether to do the TotSC areas to get some more XP, beut decided to just push on. After resting in the maze the boys fought through there before using another round of exploding arrows to kill all the Undercity party except Gorf.
In the temple David used a potion of invisibility to strand Sarevok in a corner, along with the others except Angelo. Artemis used a potion of magic shielding to ensure he wasn't affected by chaos as the others finished Angelo off with the help of a dispelling arrow or two. Potion attacks followed by stealth shots with exploding arrows cut down Diarmid (his scroll would have stopped Necklace fireballs). Once everyone except Sarevok was dead he was led on a chase by David in his boots of speed. Sarevok was hit multiple times with called shots to take him to near death, but was still able to easily hit David (who only had AC 2) and the others decided to put the big man out of his misery.
Robin (longbow) - L7, 74 HPs, 277 kills
William (crossbow) - L7, 83 HPs, 158 kills, 2 deaths
Legolas (longbow) - L7, 54 HPs, 256 kills, 0 deaths
Cupid (shortbow) - L7, 75 HPs, 213 kills, 0 deaths
Artemis (shortbow) - L7, 67 HPs, 213 kills, 1 death
David (sling) - L7, 76 HPs, 98 kills, 1 death
Corsen the Human Berserker
Short update - we weren't able to do much, as the guys in England, the Internet wasn't working well for them, and thus had issues like dropping Skype and/or being dropped from the game. So was a very short session. However, the party had defeated Drassus, as well as going deep into the Cloakwood Mines and defeating Davaeorn. The party will do Chapter 5 quests/battles next session (tomorrow).