Reviewing our progress we realised there were still a few bits of work outstanding in Athkatla: - the Unseeing Eye didn't take long with the Shield of Balduran.- an illithid enclave managed the odd snack from Beark (taking his intelligence down to 1), but soon fell as well.- the Guarded Compound lost its guards (Lessa enjoying the excuse at the end of that to drop yet another skull trap on Beark to stop Ketta using more invisibility potions).- with reputation back up to the dizzy heights of 10, Sir Ryan Trawl deigned to talk to us and the Fallen Paladins suffered as a result. Lessa did resort there though to a rare use of wands after being polymorphed by a surge. Before leaving Athkatla Lessa learnt a lot of spells - up to that point she hadn't learnt any level 6, 7 or 8 spells and was missing quite a few that would normally be routine for mages (such as stoneskin). The XP boost from all those spells got her to level 18 and the ability to produce planetars .
There was only a short stay in Brynnlaw - just long enough to review and discard a book of burning hands. Spellhold also proved pretty straight-forward with the planetar getting the lich to hold still for some iMod treatment before seeing Jon on his way. It was notable during the progress through there how successful Beark was being with Celestial Fury - the sword regularly converting stunned opponents into dead ones!
There was more stunning treatment in Fish City before moving on to sterner tests in the Underdark. Those started with Vithal imprisoning Beark before being vorpalled - fortunately with a mage protagonist that wasn't a game ender this time. Next up there was a quick trip to the beholder hive. Beark had an early scare there when stunned by a flayer, but it was more interested in attacking beholders than Beark and he survived. Beark was wary of the elder orb's imprison ability and kept running it round while the other beholders killed themselves attacking Balduran's Shield (even after the elder orb imprisoned a charmed beholder as we weren't sure if it had multiple spells available). Some skeleton warriors eventually allowed Beark to slow down though. The illithid proved to be a sterner test for the duo. There was a near death there for Lessa when she forgot that the door to the next illithid room was already open. Fortunately she had seen them react and turned and started running away before being both stunned and confused - which meant only a couple of umber hulks chased after her. Unfortunately Beark was some distance away - but fortunately it doesn't take long to cover ground when a GWW is added to boots of speed. Beark was again hit a number of times by illithid, but once more survived - though on one occasion Lessa had to quickly apply invisibility after Beark was stunned. Lessa was dominated herself when using a final illithid to open a door, but Beark again quickly sorted things out and moments later the Master Brain was no more. After the illithid trials things were much cleaner in the Western Tunnels, with the Prince holding still to be hit after taking a dose of Celestial Fury.
Legacy of Bhaal Genocide Run: Carl the Llama in BG2 (first post here)
SIEGE OF UST NATHA: PART 6
Another bug has forced me to restart. I have to wage the Siege of Ust Natha all over again. Flowey, our Seducer, Charms the Lesser Demon Lord and we stomp on Phaere.
Carl, our sorcerer Charname, begins with an army of clones to make sure we start out strong, with Wish rests to restore our HLAs.
Edwin continues to use Prismatic Mantle, the 6-round Mantle+Fire Shield spell from SR that uses Prismatic Spray-style backlashes, to protect himself from the drow's +3 weapons.
As always, spell disruption is finicky. Sometimes spellcasters will keep casting spells despite taking damage, but Viconia can get disrupted even when she has 100% physical damage resistance thanks to Wish Hardiness.
Luckily for Viconia, the drow need a critical hit to get past her ludicrous AC...
...but in a fight this long, with this many enemies, with LoB mode giving all enemies an extra +1 APR, critical hits are sure to happen many times over the course of the fight.
As before, we use Dragon's Breath and Storm of Vengeance to bypass the drow's MR. Even the weaker drow have MR over 70, so normal spells are difficult to land.
You can use Wish Magic Resistance to lower it (SR currently doesn't change the Wish version of the cleric Magic Resistance spell), but I really want Viconia's MR to stay high since her HP is so low and there are mages with damage spells in this fight.
We still have the same weaknesses. This party is very resistant to physical attacks, but Flowey and Stan, our Totemic Druid, have no defense against Breach, rendering them vulnerable to spell damage.
I can always take down those pesky mages with Pierce Shield...
...but I need Carl to focus on Wish-resting and renewing his defenses. Otherwise, we leave our Charname vulnerable, and the party will be weaker later on. We only have so many rounds to dedicate to debuffing the enemy mages.
With the constant threat of Breach and spell damage, we need to make sure we renew our defenses against Melf's Acid Arrow. Whenever there's a lull in combat, we have to use every round to prepare for the next wave of enemies.
I've mentioned the Bigby's Crushing Hand trick in previous posts. It gives Carl some extra level 9 spell slots, but it's very time-consuming and leaves both Carl and Edwin vulnerable. We can only do it when enemy pressure is low.
There are so many enemies in this fight, and LoB foes are practically oozing XP. We actually gain 1 to 3 levels per character over the course of the fight.
Farsight is an important spell in this fight. SR makes the spell last 50 rounds, and it gives us a few seconds' notice of incoming enemy waves. This fight may last over an hour in real-time, but the first few seconds of each wave can have a huge impact in the long run.
Carl is once again hidden in our sanctuary area to the northwest. Sometimes drow spawn in that room, so it's not entirely safe, but I deem it safe enough for Carl to use Project Image. Although IR nerfs the Wand of Lightning trick, SR makes it work with Project Image (which normally can't be cast multiple times in EE).
Project Image is a dangerous option in this fight. SR True Seeing lets enemies target invisible characters even if they have Non-Detection (the SR equivalent of SI: Divination) active, and later on, there are plenty of demons who could slay Carl if they catch him under the effects of Project Image.
This means that I have to kill all of the clones once they're done casting Wish. That way, Carl regains his senses many rounds faster than he normally would.
With the next wave of enemies still to come, Carl spends some time fortifying his defenses and casting Wish. His Planetar stays nearby to guard him rather than help the other characters fight the drow.
I haul out as many summons as I can, most of which are celestials, and chain-cast Wish to restore our HLAs. Edwin keeps using Comet and Bigby's Crushing hand to give Carl more level 9 spell slots. But the summoning cap frustrates some of our attempts to Wish-rest.
So I just go to an Excel document, use a random number generator to get random wish options, and use custom spells to replicate the effects of normal Wish spells. It still screws up with my normal summoning, though.
Sometimes I use modding and the console to avoid bugs, but they're not always perfect fixes. It's a pity, because if anyone in my party actually had fighter levels, all this Wish-resting to restore our HLAs would be largely unnecessary. We wouldn't need summons to handle the drow.
Anyway, another drow wave spawns in Carl's sanctuary room, and the horde chunks Edwin's clone.
Since I can't select clones via hotkeys or check their status on the right side of the screen like I can with party members, it's easy to neglect their defenses and leave them vulnerable.
Drow mages enter the fray, with deadly Prismatic Mantle backlashes that make melee engagement not cost-effective.
Carl can destroy all of their buffs with Pierce Shield, but he may need True Seeing to get past their Improved Invisibility, and rounds are short. Instead, Carl finishes summoning a Planetar--our only source of uninterruptible healing spells--and keeps casting Wish.
Viconia can block Breach with Shield of the Archons, but in SR, SotA only lasts for 10 rounds. She can't keep it active indefinitely. She loses her Wish Hardiness, rendering her vulnerable to physical attacks and dropping her MR from 110 to 70, even worse than the enemy's.
Re-cast Magic Resistance. Globe of Blades. Stoneskin. Flowey's Domination (area-effect Charm spell). Wish. Energy Blades. Dragon's Breath. True Seeing. Protection from Energy. Implosion. Summon Fallen Deva. Summon Fallen Planetar. Summon Planetar. Dispelling Screen. We only have so many rounds, but we need to both grind down the enemies and restore our lost defenses. All the while, the drow keep coming, with only the sanctuary room's narrow entrance to restrict the flow. Choke points keep the pressure at bay--it's a good thing these drow are so melee-oriented--but there are already many drow already inside the room, which Flowey is trying to control with Domination.
We keep up the pace. But I let Edwin drift too close to the enemy mages, and Dispelling Screen does not block Breach in my install.
For some reason, I never bother correcting these kinds of bugs. If a spell has the wrong parameter, I don't correct it even though it would be incredibly easy, but if there's some weird engine-related issue like talk-blocking genies, I use a complicated workaround that takes much longer. Ostensibly, I'd correct the bugs that were easier to fix.
Flowey can tank physical damage without Hardiness and Viconia can tank spells without Protection from Energy, but Edwin is profoundly vulnerable without his buffs. He chooses an escape option the enemy cannot interrupt.
But restoring his defenses will take multiple rounds even if he uses Improved Alacrity, and I need him casting Dragon's Breath if I'm going to keep pace with the drow.
Carl has fresh defenses, but our front line is growing weaker, and there are lots of drow just waiting to burst into the sanctuary to overwhelm us.
Björn and party were able to enter the lower levels of Durlag's Tower by killing Love. Traps and enemies killed Khalid, so they returned to the temple and raised him. The battle against Kiel the legion Killer started well, but once he was no longer held, he did serious damage. The Dwarven Doom Guards were less of a problem. The Ashirukuru wasn't a problem for once and neither was the chess board. They didn't actually need Dynaheir's Cloudkill Spell, but better safe than sorry. The battle against the mirrorkin was at one stage touch and go, but they were able to heal themselves and then prevail.
They came across some unexpected enemies upon leaving the room and immediately returned followed by two of them who were quickly dispatched. They slept before returning and killing the remaining enemies. The Tower had left Björn very tense so they had some rest and recuperation that included a "massage" for Björn. Upon returning to Baldur's Gate they rescued a duke using stealth and then killed Cythandra. Slythe and Kristin were the next enemies to fall, skellies proving to be very useful.
At the ducal palace the battle went well, but they had to repeat the battle as the game crashed the first time that they won. The second time through Minsc was badly hurt. .
On the way to catch up with Saravok, Aravaata caused serious problems before falling, but those problems in the guise of confusion lasted for some time after he died.
In the final battle some guards were killed first. Semaj fell next. Safana landed the coup de grace, but it was the skellies that paved the way. Some of those skellies were sent after Saravok. What happened next was out of sight, but Sarevok ended up killing Angelo. Tazok fell next, this time the skellies landing the final blow. Sarevok fell at last, again the skellies proving to be invaluable allies.
I'm in the middle of a BG1 run and the endgame is approaching. Since it's a minimal-reload game, does anyone here have any advice for the doppelganger fight in the palace?
I understand that the game is over if Belt dies, and I'm not sure how to prevent that. Based on my foggy memory of previous posts on the matter, I'm guessing I could have my cleric or druid drink a Potion of Freedom and have one of them cast Free Action on Belt while my mages cast Web spells. Would casting Invisibility on Belt be any help at all?
@semiticgod Only one of the dukes need to survive. What I usually do I summon My best melee oriented summons, then buff them with anything useful. Just target the dopplegangers who is attacking one of the dukes.(some of them may attack FFM). IIRC the dukes can take quite a lot of damage. Have your mages use disabling spells as Fear and Confusion. Also use spells such as slow.
On core rules the dukes can both die extremely quickly if the dopplegangers all target them (and I think it's a matter of luck how many do so). Ordinary invisibility on Belt is of limited benefit as he will immediately attack, but is potentially of some use to get enemies to break off from him and target other things (improved invisibility is a better option to provide a better defense). I agree that summons and disabling spells (with malison if you have multiple casters) provide probably the best option, though it's not a guaranteed victory. Web can be useful, but needs to be cast after the fight starts to avoid the risk of disrupting the script (the dopplegangers would anyway all start not being held as a result of their transformation).
@semiticgod I was unable to find a viable trick to protect the Dukes other than by quickly disposing of the doppelgangers. Arrows of Dispelling, Slow and Detect Illusions (or corresponding divination spells) can be quite helpful to deal with their buffs (when using the Improved Doppelgangers SCS element). I am yet to try Greater Malision + Emotion: Hopelessness.
I usually do not hesitate to use the strongest usables available (e.g. Violet Potion), as your buffs can be kept on through (arguably) the two most difficult BG1 fights - Slythe and the palace.
I'm in the middle of a BG1 run and the endgame is approaching. Since it's a minimal-reload game, does anyone here have any advice for the doppelganger fight in the palace?
I understand that the game is over if Belt dies, and I'm not sure how to prevent that. Based on my foggy memory of previous posts on the matter, I'm guessing I could have my cleric or druid drink a Potion of Freedom and have one of them cast Free Action on Belt while my mages cast Web spells. Would casting Invisibility on Belt be any help at all?
In general I use the same tactics as @Grond0 . Once you know that all the doppelgangers have transformed, the wand of sleep is VERY effective. Healing spells can also be used on the dukes. Killing the doppelgangers is easy. The only problem is getting them all before the dukes die, hence anything that slows the battle down such as web and sleep is of great help. In the game there are two rings that give protection from web, there is the sword from the spider area, and there is an ioun stone all of which give web protection. Your Clerics may or may not be able to protect more characters from web. Otherwise potions of freedom of action might be needed.
EDIT
In the vanilla game, I have defeated them with a solo fighter thief using only fists, so don't get the idea that they are overpowered.
Björn and party were able to finish the SoD Prologue with no problems whatsoever. He is still missing Khalid in the party. I don't know whether he can join up with Björn later. I hope so. Safana has been flirting with Björn.
EDIT
I have come to realise that my party composition was not optimal. It would have been better to have had a pure cleric in the party, firstly because although Khalid is a Cleric/Ranger in my set-up, he isn't with the party yet and might not be available anyway. Also a pure cleric would have those all-important spells like resurrection and true sight. Gavin or Viconia would have been better choices. In my possession are 3 amulets that change a character to true neutral, so having Viconia in the party would have been OK from a role playing viewpoint, and also as someone with the dialogue to make life interesting whilst Gavin would have been the more natural choice.
While casting Invisibility on Belt doesn't help, casting on Liia if you can get in range of her helps; she doesn't attack, at least with the A.I. my game doesn't. If you're running SCS improved Doppel's (and I assume you are) it's good to have a second cast of Invisibility handy, since the Mage has a Dispel sometimes.
While casting Invisibility on Belt doesn't help, casting on Liia if you can get in range of her helps; she doesn't attack, at least with the A.I. my game doesn't.
In current BGEE Liia does attack, so invisibility on her is a waste.
First one to organize the many methods of saving the dukes of Baldur's Gate in the form of the related Paul Simon song, gets a limited edition Ring of Prismatic Sphere:
The problem is all inside your head she said to me The answer is easy if you take it logically I'd like to help you in your struggle to be free There must be fifty ways to save the dukes
She said it's really not my habit to intrude Furthermore, I hope my meaning won't be lost or misconstrued But I'll repeat myself at the risk of being crude There must be fifty ways to save the dukes Fifty ways to save the dukes
Just summon a mate, Pate Shoot to dispel, Kel Use malison, Alison While web can make you free Try out a sphere, Greer Or make them run in fear They can't hit what they can't see, Lee And that can make you free
She said it grieves me so to see you in such pain I wish there was something I could do to make you smile again I said I appreciate that and would you please explain About the fifty ways
She said why don't we both just sleep on it tonight And in the morning your no-reload will see the light And then she kissed me and I realized she probably was right There must be fifty ways to save the dukes Fifty ways to save the dukes
Just summon a mate, Pate Shoot to dispel, Kel Use malison, Alison While web can make you free Try out a sphere, Greer Or make them run in fear They can't hit what they can't see, Lee And that can make you free
(Newb question: I always thought web makes neutral NPCs hostile and never tried it in the middle of a crowd. Can you safely use it in the Palace fight?)
Meanwhile, here is the promised reward (more to come for other contributors):
*** Ring of Limited Prismatic Sphere *** Every round in combat. a random enemy within 20' of the wearer must save vs spells or be randomly subjected to the effect of the Prismatic Sphere spell (i.e., teleported, poisoned, etc.).
(Rumors talk of a more powerful version of this ring, if it is combined with a Gem of Seeing corrupted with a tanar'ri heart.)
(Newb question: I always thought web makes neutral NPCs hostile and never tried it in the middle of a crowd. Can you safely use it in the Palace fight?)
Web doesn't turn neutral stacks hostile - that makes it a nice option to use on potential enemies (only attacking them once they're held). It's safe to use in the palace, although it may cause a glitch if you cast it before the dopplegangers transform.
(Newb question: I always thought web makes neutral NPCs hostile and never tried it in the middle of a crowd. Can you safely use it in the Palace fight?)
Web doesn't turn neutral stacks hostile - that makes it a nice option to use on potential enemies (only attacking them once they're held). It's safe to use in the palace, although it may cause a glitch if you cast it before the dopplegangers transform.
Sleep can also cause a glitch if it is cast too soon.
Well, first we got Aran back. He didn't look as if the spell had affected him but just to be sure we had him do a striptease.
After that we were asked by Afaaq to investigate a drow raiding party. We did so, and after they pointed out that Aran was clearly not a drow and that we would have to assassinate a matron mother in order to get ourselves off the hook, we said yes of course.... Then after buffing and summoning we returned to make an aggressive counter-offer. With Aran we cleared the Kuo-Toa, and over half of the beholder lair, and also completed a few Ust Natha quests before deciding to exit the city a little early to avoid an egg related troubles. Xulaye was getting tetchy anyway.... The only hitch here was a Demon Knight using Power Word Kill on Whitworth, but his saves are now 1s or less so this probably wasn't as blood freezing a moment as it seemed.
Then we bribed some guards, and fought our way clear to the open air. Since this is only my second go at doing a no-reload of BG2 I'm uncertain how many more side adventures we will try before going on to the final confrontation...
The only hitch here was a Demon Knight using Power Word Kill on Whitworth, but his saves are now 1s or less so this probably wasn't as blood freezing a moment as it seemed.
Do you have a mod affecting that spell? If not, then there is no save to it - if the target has less than 60 current HPs they die, otherwise there's no effect.
In Ust Natha Lessa reviewed the spell selection available and took another hefty dose of potions to allow her to learn another batch. Then it was time to give her death spell a workout to save Phaere. The remaining tasks were quickly accomplished before the duo were invited to a farewell barbecue. After sneaking out of the Underdark and returning to Athkatla Cromwell worked his magic on Crom Faeyr, the Wave and Gesen. The vampires got a few hits in on Beark thanks to his poor AC, but nothing too dangerous. Beark did take a more serious wound when getting too close to the planetar's globe of blades when facing Bodhi, but the planetar redeemed himself with a heal before finishing off Bodhi. Progress through Suldanesselar was pretty smooth. Crom Faeyr turned most of the golems into piles of sand while the planetar was available to help out if necessary. Beark was targeted by Nizi's insect spell, but still had a bit of health remaining when the dragon expired. On the Tree Jon as usual wasted multiple spells on a single skeleton warrior and 2 more of those helped finish him off. Downstairs, Beark decided that a fallen stalker really should be armed with Blackrazor and that swiftly level-drained wraith Sarevok to complete the hell trials. The Slayer managed to stun Beark at one point, but a quick blow from Lessa's staff got him going again in time to watch Jon concede defeat. Moving on to ToB, Illasera proved slightly more of a problem than usual - or rather a Black Reaver hiding in her fire shield did so. However, his arrows failed to finish Beark off before Illasera's death exposed him. The first challenge proved to be no real challenge, but there was trouble ahead in Saradush. In the prison Lessa tried to produce a planetar to negate thief backstabs, but an area effect surge resulted in a whole load of those turning up (what is the collective noun for a group of planetars anyway ) - and all of them were hostile. Lessa managed to run one way in time to get away before being targeted, but Beark couldn't quite make it the other - a single planetar tracking him down. Lessa was then forced to watch remotely as Beark was finished off, as it would almost certainly have been fatal for her to try and intervene. During SoA Lessa had not used any sequencers or contingencies, but now she loaded up both a sequencer and a trigger with skull traps. While casting a single skull trap on top of Beark's head comes under the heading of playfulness, multiple ones would be pushing it, so she put protection from magic energy on him before laying waste to Gromnir's gang. At the Temple of Mir the duo played fair with the Master Wraith and used no PfUs. However, that didn't prevent a comfortable victory. With the route to the Fire Temple open Lessa restocked her sequencers to blast away the greeting party at the entrance. Upstairs it was back to more traditional tactics with fire giants largely being brought back to be killed through a hole in the wall.
Back at the Temple of Mir Nyalee survived longer than Lessa expected and was able to complete a call lightning spell that hurt Beark - that resulted in Lessa calling for a planetar to come and finish things off. That meant Yaga-Shura was now vulnerable to spell damage - in fact, very vulnerable.
I just finished BG1 and Tales of the Sword Coast with Viconia, Faldorn, a Fighter/Illusionist Charname, and three of my own custom kits: the Seducer (thief), War Hulk (fighter), and Alchemist (mage). I suffered two or three reloads early in the game when we were level 1 or 2, but after we got a few levels, we never had to reload again.
I was unfamiliar with a lot of stuff, but I've played through most BG1 content, including the werewolf island and Durlag's Tower, once before with SCS a few years ago, which at least gave me an idea of when big fights were coming up.
The Alchemist kit was quite fun and rather powerful, but I spent tens of thousands of gold on creating its potions and wands and such, balancing it out. The War Hulk was also very fun and strong, but he drank maybe half the party's potions over the course of the run, and his rage spirals got him killed incessantly. They were roughly on par with my Fighter/Illusionist and her arrows.
The Seducer, however, was rather underpowered. Given the weaknesses of the kit (which is very different from Flowey's kit in my Legacy of Bhaal genocide run), I found that the Seducer was usually just better off using ranged weapons and wands instead of using its psionics. So the Seducer kit needs to be strengthened, at least for BG1, before I release it. The other two are already posted in the General Modding thread, here and here.
I'm not sure if I'll revisit BG1 often, but I may do a trilogy run at some point.
@semiticgod The mods that are available certainly bring new life to the game. I would never play it without the BG1 Npc project installed as it brings the NPCs to life. If you want a challenge, the Drizzt Saga is excellent though a bit linear, but it is definitely worth doing from time to time. Dark Horizons is also tough the first time through, but once you know where the extra assassins are and the best way to defeat them, it actually makes the game easier due to the equipment they are carrying.
I had been thinking to do one or two more updates prior to a final one covering our triumphant victory against Melissan. Sadly I won't be doing that .
So to summarise: - the second challenge was quickly won when Lessa's clone fell to Beark's GWWs. - we paused in the Oasis just long enough to pick up the Answerer. - the only thing worth buying in Amkethran was the Gargoyle Boots before going to pick up Foebane in WK. - Beark died at the entrance to Sendai's enclave when smitten by a drow and Lessa's attempt to make him invisible failed to cast. The enclave itself proved easier with the only nasty moment Sendai's Harm on Beark being Healed by the planetar. - stoneskins made the 3rd challenge trivial. - Draconis went very smoothly. A lower resistance trigger set him up for a PW:blind and Beark reduced him by about 20 levels with Blackrazor before he keeled over. The tunnels though claimed a death when lagged fire shield damage caught up with Beark against the ice salamanders.- Abazigal was also difficult as his spell turning reflected a PW:blind back on Lessa. She eventually persuaded a planetar to heal her, but meanwhile Beark died twice to lightning breath before donning the Cloak of Reflection. Beark died a third time in melee before he and the planetar managed to kill Abazigal just before Lessa completed a lower resistance / skull trap sequencer combination.- back at Watcher's Keep we picked up the last flail head and upgraded that. - the 4th challenge was only complicated by Rejiek Hidesman putting in another unwanted guest appearance (requiring some reset variables to continue). - at Amkethran Lessa was headed for the smugglers when sounds of fighting were followed by Beark's cry that he'd got the key. Inside, Balthazar suffered a PW:blind, but Beark couldn't land many blows on the fast-moving monk due to the free action effect of his flail. Fortunately a first use of Improved Alacrity allowed Lessa to deposit enough spell damage to kill him.- mordy swords and planetars provided Beark with the opportunity to attack the Ravager, but he ran out of GWWs before the Ravager ran out of HPs and died attacking the blade barrier. Lessa wasn't doing much damage herself, but the Ravager didn't have much life left and she finally managed to finish it off. Lack of preparation and planning proved costly at the Throne. Lessa was almost immediately affected by anti-magic from a death tyrant and failed to make much contribution to the fight (a MP glitch had resulted in the gold pantaloons being lost some time earlier, so she didn't have the option of using the Big Metal Rod to disrupt spell casting), while Beark was losing HPs faster than he could damage Melissan. Once he had to run the game was pretty much up as Mel was able to set up a series of spells. Those were not visible on my screen (apart from some shaking from earthquakes) and much of the damage caused was not reported on text. However, HPs were going down rapidly and Gate70's screenshots showing Lessa's death confirmed that poison damage was being inflicted (I presume from Storms of Vengeance). Next time we'll be looking for a spot of Vengeance of our own .
Unwilling to end our session on the previous low note at the Throne we immediately generated a new random pairing - though once again there's quite a similar mix of might and magic.
Once more Shoal provided a quick initial level and a further one was obtained with a bit of work in Beregost and on the way to Nashkel. Just north of there Gnoria went looking for a magic 2-handed sword before going after Meilum to get his bracers. By that time Sodof had already set Gnoria's hair on fire twice as he struggled to deal with the targeting of his firebreath attack and it proved to be 3rd time lucky as he narrowly missed doing the same against Meilum. The basilisks didn't last long and Kirian's party also suffered when her companions were all blinded before she came face to face with Korax. Some more quick and easy XP seemed to be on offer against the sirines until we got a reminder that barbarian rage does not protect against feeblemind. The appropriate tactics for Sodof would have been to quickly kill the hobgoblins attacking and wait until the sirines improved invisibility had worn off and he could target them with magic missiles and acid arrows (as the sirines don't do much damage in melee). However, that would have been no fun at all, so instead he threw in 2 fireball potions and topped that off with a breath aimed at the sirines - surprisingly Gnoria survived that lot and Sodof was able to eventually save him. He suggested a repeat performance against Sil & co, but Gnoria for some reason decided to make use of the potion of clarity while smacking them down. Gnoria then quickly shot down the golems before unfortunately the game crashed on coming out of the cave. That means the whole area will need to be done again - yay (another opportunity to try out barbecued barbarian ).
To give this post a little continuity, I'd first refer to my last no-reload attempt with Oranfal (unkitted halfling fighter) here. Unfortunately, I didn't manage to post the remainder of his run and - long story short - although he had eventually defeated Sarevok, the story then ended abruptly in the Planar Prison of BG2.
The good people of this forum have answered my plea and voted on a new protagonist.
As a result of the poll, I'd like to enter Kazi, a half-elven beast master. There has been little progress so far due to SoD installation (let's give it a try!) and setting up SCS. Nevertheless, Candlekeep was a fun start...
Looking forward to see how this evolves over the weekend.
Sorry to hear about your loss, @Grond0 ! Best of luck with the new duo, and to Borco as well. Are you going to be running solo, or as part of a team?
Reroll-itis finally reared its head, so back to the pacifist Skald party. I WILL make this work.
Allegro and co., in no particular order:
Imoen and Yoshimo will be the 6th and final party member. Party is designed around Quill, Frob, and Imoen/Yoshi raining death from the back line while Miz and Thandor distract/stay alive.
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 // 20161130 - Updated by agb1 (installation started Sun 02/19/2017) ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9 ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v14 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v14 ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v14 ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14 ~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.0 ~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119 BWP Fix ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.6 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.6 ~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.6 ~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.6 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.6 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.6 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.6 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1 ~NEERA/NEERA.TP2~ #0 #3 // How much time would you like between talks (approximately)? -> 1 hour: v1.1 ~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0 ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1093 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids, With Halved Specialization: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9 ~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 #107 // Install Holy Strategist of the Red Knight 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 #115 // Install Firewalker of Kossuth 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 ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8 BWP Fix ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.90b1 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5 BWP Fix ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5 BWP Fix ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.90b1 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.90b1
As of now, we have killed Shoal, failed to save Melicamp, killed Basillus at the expense of Miz and Thandor's lives (instantaneous death by Unholy Blight...) Basillus also tried to cast at least 6 different Hold Person spells during the course of the fight, which is kind of illegal. Whatever. Imoen expended 8 charges of the Wand of Magic Missiles to kill him that fight.
Miz died again to a critical arrow from full health: I really want regular helmets back sometimes. Beyond that, we've cleared Beregost and are now headed towards Nashkel. We won't be tackling the mines for a few levels yet, though.
Comments
Lessa, elf wild mage (Grond0) & Beark, human stalker (Gate70)
Previous updates at:
https://forums.beamdog.com/discussion/comment/845200/#Comment_845200
https://forums.beamdog.com/discussion/comment/850430/#Comment_850430
https://forums.beamdog.com/discussion/comment/850799/#Comment_850799
Reviewing our progress we realised there were still a few bits of work outstanding in Athkatla:
- the Unseeing Eye didn't take long with the Shield of Balduran.- an illithid enclave managed the odd snack from Beark (taking his intelligence down to 1), but soon fell as well.- the Guarded Compound lost its guards (Lessa enjoying the excuse at the end of that to drop yet another skull trap on Beark to stop Ketta using more invisibility potions).- with reputation back up to the dizzy heights of 10, Sir Ryan Trawl deigned to talk to us and the Fallen Paladins suffered as a result. Lessa did resort there though to a rare use of wands after being polymorphed by a surge.
Before leaving Athkatla Lessa learnt a lot of spells - up to that point she hadn't learnt any level 6, 7 or 8 spells and was missing quite a few that would normally be routine for mages (such as stoneskin). The XP boost from all those spells got her to level 18 and the ability to produce planetars .
There was only a short stay in Brynnlaw - just long enough to review and discard a book of burning hands. Spellhold also proved pretty straight-forward with the planetar getting the lich to hold still for some iMod treatment before seeing Jon on his way. It was notable during the progress through there how successful Beark was being with Celestial Fury - the sword regularly converting stunned opponents into dead ones!
There was more stunning treatment in Fish City before moving on to sterner tests in the Underdark. Those started with Vithal imprisoning Beark before being vorpalled - fortunately with a mage protagonist that wasn't a game ender this time.
Next up there was a quick trip to the beholder hive. Beark had an early scare there when stunned by a flayer, but it was more interested in attacking beholders than Beark and he survived. Beark was wary of the elder orb's imprison ability and kept running it round while the other beholders killed themselves attacking Balduran's Shield (even after the elder orb imprisoned a charmed beholder as we weren't sure if it had multiple spells available). Some skeleton warriors eventually allowed Beark to slow down though.
The illithid proved to be a sterner test for the duo. There was a near death there for Lessa when she forgot that the door to the next illithid room was already open. Fortunately she had seen them react and turned and started running away before being both stunned and confused - which meant only a couple of umber hulks chased after her. Unfortunately Beark was some distance away - but fortunately it doesn't take long to cover ground when a GWW is added to boots of speed. Beark was again hit a number of times by illithid, but once more survived - though on one occasion Lessa had to quickly apply invisibility after Beark was stunned. Lessa was dominated herself when using a final illithid to open a door, but Beark again quickly sorted things out and moments later the Master Brain was no more.
After the illithid trials things were much cleaner in the Western Tunnels, with the Prince holding still to be hit after taking a dose of Celestial Fury.
(first post here)
SIEGE OF UST NATHA: PART 6
Another bug has forced me to restart. I have to wage the Siege of Ust Natha all over again. Flowey, our Seducer, Charms the Lesser Demon Lord and we stomp on Phaere.
Carl, our sorcerer Charname, begins with an army of clones to make sure we start out strong, with Wish rests to restore our HLAs.
Edwin continues to use Prismatic Mantle, the 6-round Mantle+Fire Shield spell from SR that uses Prismatic Spray-style backlashes, to protect himself from the drow's +3 weapons.
As always, spell disruption is finicky. Sometimes spellcasters will keep casting spells despite taking damage, but Viconia can get disrupted even when she has 100% physical damage resistance thanks to Wish Hardiness.
Luckily for Viconia, the drow need a critical hit to get past her ludicrous AC...
...but in a fight this long, with this many enemies, with LoB mode giving all enemies an extra +1 APR, critical hits are sure to happen many times over the course of the fight.
As before, we use Dragon's Breath and Storm of Vengeance to bypass the drow's MR. Even the weaker drow have MR over 70, so normal spells are difficult to land.
You can use Wish Magic Resistance to lower it (SR currently doesn't change the Wish version of the cleric Magic Resistance spell), but I really want Viconia's MR to stay high since her HP is so low and there are mages with damage spells in this fight.
We still have the same weaknesses. This party is very resistant to physical attacks, but Flowey and Stan, our Totemic Druid, have no defense against Breach, rendering them vulnerable to spell damage.
I can always take down those pesky mages with Pierce Shield...
...but I need Carl to focus on Wish-resting and renewing his defenses. Otherwise, we leave our Charname vulnerable, and the party will be weaker later on. We only have so many rounds to dedicate to debuffing the enemy mages.
With the constant threat of Breach and spell damage, we need to make sure we renew our defenses against Melf's Acid Arrow. Whenever there's a lull in combat, we have to use every round to prepare for the next wave of enemies.
I've mentioned the Bigby's Crushing Hand trick in previous posts. It gives Carl some extra level 9 spell slots, but it's very time-consuming and leaves both Carl and Edwin vulnerable. We can only do it when enemy pressure is low.
There are so many enemies in this fight, and LoB foes are practically oozing XP. We actually gain 1 to 3 levels per character over the course of the fight.
Farsight is an important spell in this fight. SR makes the spell last 50 rounds, and it gives us a few seconds' notice of incoming enemy waves. This fight may last over an hour in real-time, but the first few seconds of each wave can have a huge impact in the long run.
Carl is once again hidden in our sanctuary area to the northwest. Sometimes drow spawn in that room, so it's not entirely safe, but I deem it safe enough for Carl to use Project Image. Although IR nerfs the Wand of Lightning trick, SR makes it work with Project Image (which normally can't be cast multiple times in EE).
Project Image is a dangerous option in this fight. SR True Seeing lets enemies target invisible characters even if they have Non-Detection (the SR equivalent of SI: Divination) active, and later on, there are plenty of demons who could slay Carl if they catch him under the effects of Project Image.
This means that I have to kill all of the clones once they're done casting Wish. That way, Carl regains his senses many rounds faster than he normally would.
With the next wave of enemies still to come, Carl spends some time fortifying his defenses and casting Wish. His Planetar stays nearby to guard him rather than help the other characters fight the drow.
I haul out as many summons as I can, most of which are celestials, and chain-cast Wish to restore our HLAs. Edwin keeps using Comet and Bigby's Crushing hand to give Carl more level 9 spell slots. But the summoning cap frustrates some of our attempts to Wish-rest.
So I just go to an Excel document, use a random number generator to get random wish options, and use custom spells to replicate the effects of normal Wish spells. It still screws up with my normal summoning, though.
Sometimes I use modding and the console to avoid bugs, but they're not always perfect fixes. It's a pity, because if anyone in my party actually had fighter levels, all this Wish-resting to restore our HLAs would be largely unnecessary. We wouldn't need summons to handle the drow.
Anyway, another drow wave spawns in Carl's sanctuary room, and the horde chunks Edwin's clone.
Since I can't select clones via hotkeys or check their status on the right side of the screen like I can with party members, it's easy to neglect their defenses and leave them vulnerable.
Drow mages enter the fray, with deadly Prismatic Mantle backlashes that make melee engagement not cost-effective.
Carl can destroy all of their buffs with Pierce Shield, but he may need True Seeing to get past their Improved Invisibility, and rounds are short. Instead, Carl finishes summoning a Planetar--our only source of uninterruptible healing spells--and keeps casting Wish.
Viconia can block Breach with Shield of the Archons, but in SR, SotA only lasts for 10 rounds. She can't keep it active indefinitely. She loses her Wish Hardiness, rendering her vulnerable to physical attacks and dropping her MR from 110 to 70, even worse than the enemy's.
Re-cast Magic Resistance. Globe of Blades. Stoneskin. Flowey's Domination (area-effect Charm spell). Wish. Energy Blades. Dragon's Breath. True Seeing. Protection from Energy. Implosion. Summon Fallen Deva. Summon Fallen Planetar. Summon Planetar. Dispelling Screen. We only have so many rounds, but we need to both grind down the enemies and restore our lost defenses. All the while, the drow keep coming, with only the sanctuary room's narrow entrance to restrict the flow. Choke points keep the pressure at bay--it's a good thing these drow are so melee-oriented--but there are already many drow already inside the room, which Flowey is trying to control with Domination.
We keep up the pace. But I let Edwin drift too close to the enemy mages, and Dispelling Screen does not block Breach in my install.
For some reason, I never bother correcting these kinds of bugs. If a spell has the wrong parameter, I don't correct it even though it would be incredibly easy, but if there's some weird engine-related issue like talk-blocking genies, I use a complicated workaround that takes much longer. Ostensibly, I'd correct the bugs that were easier to fix.
Flowey can tank physical damage without Hardiness and Viconia can tank spells without Protection from Energy, but Edwin is profoundly vulnerable without his buffs. He chooses an escape option the enemy cannot interrupt.
But restoring his defenses will take multiple rounds even if he uses Improved Alacrity, and I need him casting Dragon's Breath if I'm going to keep pace with the drow.
Carl has fresh defenses, but our front line is growing weaker, and there are lots of drow just waiting to burst into the sanctuary to overwhelm us.
Traps and enemies killed Khalid, so they returned to the temple and raised him. The battle against Kiel the legion Killer started well, but once he was no longer held, he did serious damage. The Dwarven Doom Guards were less of a problem. The Ashirukuru wasn't a problem for once and neither was the chess board. They didn't actually need Dynaheir's Cloudkill Spell, but better safe than sorry. The battle against the mirrorkin was at one stage touch and go, but they were able to heal themselves and then prevail.
I understand that the game is over if Belt dies, and I'm not sure how to prevent that. Based on my foggy memory of previous posts on the matter, I'm guessing I could have my cleric or druid drink a Potion of Freedom and have one of them cast Free Action on Belt while my mages cast Web spells. Would casting Invisibility on Belt be any help at all?
I usually do not hesitate to use the strongest usables available (e.g. Violet Potion), as your buffs can be kept on through (arguably) the two most difficult BG1 fights - Slythe and the palace.
Best of luck!
B.
EDIT
In the vanilla game, I have defeated them with a solo fighter thief using only fists, so don't get the idea that they are overpowered.EDIT
I have come to realise that my party composition was not optimal. It would have been better to have had a pure cleric in the party, firstly because although Khalid is a Cleric/Ranger in my set-up, he isn't with the party yet and might not be available anyway. Also a pure cleric would have those all-important spells like resurrection and true sight. Gavin or Viconia would have been better choices. In my possession are 3 amulets that change a character to true neutral, so having Viconia in the party would have been OK from a role playing viewpoint, and also as someone with the dialogue to make life interesting whilst Gavin would have been the more natural choice.https://www.youtube.com/watch?v=ABXtWqmArUU
The answer is easy if you take it logically
I'd like to help you in your struggle to be free
There must be fifty ways to save the dukes
She said it's really not my habit to intrude
Furthermore, I hope my meaning won't be lost or misconstrued
But I'll repeat myself at the risk of being crude
There must be fifty ways to save the dukes
Fifty ways to save the dukes
Just summon a mate, Pate
Shoot to dispel, Kel
Use malison, Alison
While web can make you free
Try out a sphere, Greer
Or make them run in fear
They can't hit what they can't see, Lee
And that can make you free
She said it grieves me so to see you in such pain
I wish there was something I could do to make you smile again
I said I appreciate that and would you please explain
About the fifty ways
She said why don't we both just sleep on it tonight
And in the morning your no-reload will see the light
And then she kissed me and I realized she probably was right
There must be fifty ways to save the dukes
Fifty ways to save the dukes
Just summon a mate, Pate
Shoot to dispel, Kel
Use malison, Alison
While web can make you free
Try out a sphere, Greer
Or make them run in fear
They can't hit what they can't see, Lee
And that can make you free
Just summon a mate, Pate
Shoot to dispel, Kel
Use malison, Alison
While web can make you free ...."
Heh heh. Love it, @Grond0
Thank you!
(Newb question: I always thought web makes neutral NPCs hostile and never tried it in the middle of a crowd. Can you safely use it in the Palace fight?)
Meanwhile, here is the promised reward (more to come for other contributors):
*** Ring of Limited Prismatic Sphere ***
Every round in combat. a random enemy within 20' of the wearer must save vs spells or be randomly subjected to the effect of the Prismatic Sphere spell (i.e., teleported, poisoned, etc.).
(Rumors talk of a more powerful version of this ring, if it is combined with a Gem of Seeing corrupted with a tanar'ri heart.)
After that we were asked by Afaaq to investigate a drow raiding party. We did so, and after they pointed out that Aran was clearly not a drow and that we would have to assassinate a matron mother in order to get ourselves off the hook, we said yes of course.... Then after buffing and summoning we returned to make an aggressive counter-offer. With Aran we cleared the Kuo-Toa, and over half of the beholder lair, and also completed a few Ust Natha quests before deciding to exit the city a little early to avoid an egg related troubles. Xulaye was getting tetchy anyway.... The only hitch here was a Demon Knight using Power Word Kill on Whitworth, but his saves are now 1s or less so this probably wasn't as blood freezing a moment as it seemed.
Then we bribed some guards, and fought our way clear to the open air. Since this is only my second go at doing a no-reload of BG2 I'm uncertain how many more side adventures we will try before going on to the final confrontation...
Lessa, elf wild mage (Grond0) & Beark, human stalker (Gate70)
Previous updates at:
https://forums.beamdog.com/discussion/comment/845200/#Comment_845200
https://forums.beamdog.com/discussion/comment/850430/#Comment_850430
https://forums.beamdog.com/discussion/comment/850799/#Comment_850799
https://forums.beamdog.com/discussion/comment/850978/#Comment_850978
In Ust Natha Lessa reviewed the spell selection available and took another hefty dose of potions to allow her to learn another batch. Then it was time to give her death spell a workout to save Phaere. The remaining tasks were quickly accomplished before the duo were invited to a farewell barbecue.
After sneaking out of the Underdark and returning to Athkatla Cromwell worked his magic on Crom Faeyr, the Wave and Gesen. The vampires got a few hits in on Beark thanks to his poor AC, but nothing too dangerous. Beark did take a more serious wound when getting too close to the planetar's globe of blades when facing Bodhi, but the planetar redeemed himself with a heal before finishing off Bodhi.
Progress through Suldanesselar was pretty smooth. Crom Faeyr turned most of the golems into piles of sand while the planetar was available to help out if necessary. Beark was targeted by Nizi's insect spell, but still had a bit of health remaining when the dragon expired.
On the Tree Jon as usual wasted multiple spells on a single skeleton warrior and 2 more of those helped finish him off. Downstairs, Beark decided that a fallen stalker really should be armed with Blackrazor and that swiftly level-drained wraith Sarevok to complete the hell trials. The Slayer managed to stun Beark at one point, but a quick blow from Lessa's staff got him going again in time to watch Jon concede defeat.
Moving on to ToB, Illasera proved slightly more of a problem than usual - or rather a Black Reaver hiding in her fire shield did so. However, his arrows failed to finish Beark off before Illasera's death exposed him.
The first challenge proved to be no real challenge, but there was trouble ahead in Saradush. In the prison Lessa tried to produce a planetar to negate thief backstabs, but an area effect surge resulted in a whole load of those turning up (what is the collective noun for a group of planetars anyway ) - and all of them were hostile. Lessa managed to run one way in time to get away before being targeted, but Beark couldn't quite make it the other - a single planetar tracking him down. Lessa was then forced to watch remotely as Beark was finished off, as it would almost certainly have been fatal for her to try and intervene.
During SoA Lessa had not used any sequencers or contingencies, but now she loaded up both a sequencer and a trigger with skull traps. While casting a single skull trap on top of Beark's head comes under the heading of playfulness, multiple ones would be pushing it, so she put protection from magic energy on him before laying waste to Gromnir's gang.
At the Temple of Mir the duo played fair with the Master Wraith and used no PfUs. However, that didn't prevent a comfortable victory. With the route to the Fire Temple open Lessa restocked her sequencers to blast away the greeting party at the entrance. Upstairs it was back to more traditional tactics with fire giants largely being brought back to be killed through a hole in the wall.
Back at the Temple of Mir Nyalee survived longer than Lessa expected and was able to complete a call lightning spell that hurt Beark - that resulted in Lessa calling for a planetar to come and finish things off. That meant Yaga-Shura was now vulnerable to spell damage - in fact, very vulnerable.
I was unfamiliar with a lot of stuff, but I've played through most BG1 content, including the werewolf island and Durlag's Tower, once before with SCS a few years ago, which at least gave me an idea of when big fights were coming up.
The Alchemist kit was quite fun and rather powerful, but I spent tens of thousands of gold on creating its potions and wands and such, balancing it out. The War Hulk was also very fun and strong, but he drank maybe half the party's potions over the course of the run, and his rage spirals got him killed incessantly. They were roughly on par with my Fighter/Illusionist and her arrows.
The Seducer, however, was rather underpowered. Given the weaknesses of the kit (which is very different from Flowey's kit in my Legacy of Bhaal genocide run), I found that the Seducer was usually just better off using ranged weapons and wands instead of using its psionics. So the Seducer kit needs to be strengthened, at least for BG1, before I release it. The other two are already posted in the General Modding thread, here and here.
I'm not sure if I'll revisit BG1 often, but I may do a trilogy run at some point.
I would never play it without the BG1 Npc project installed as it brings the NPCs to life.
If you want a challenge, the Drizzt Saga is excellent though a bit linear, but it is definitely worth doing from time to time.
Dark Horizons is also tough the first time through, but once you know where the extra assassins are and the best way to defeat them, it actually makes the game easier due to the equipment they are carrying.
Lessa, elf wild mage (Grond0) & Beark, human stalker (Gate70)
Previous updates at:
https://forums.beamdog.com/discussion/comment/845200/#Comment_845200
https://forums.beamdog.com/discussion/comment/850430/#Comment_850430
https://forums.beamdog.com/discussion/comment/850799/#Comment_850799
https://forums.beamdog.com/discussion/comment/850978/#Comment_850978
https://forums.beamdog.com/discussion/comment/851694/#Comment_851694
I had been thinking to do one or two more updates prior to a final one covering our triumphant victory against Melissan. Sadly I won't be doing that .
So to summarise:
- the second challenge was quickly won when Lessa's clone fell to Beark's GWWs.
- we paused in the Oasis just long enough to pick up the Answerer.
- the only thing worth buying in Amkethran was the Gargoyle Boots before going to pick up Foebane in WK.
- Beark died at the entrance to Sendai's enclave when smitten by a drow and Lessa's attempt to make him invisible failed to cast. The enclave itself proved easier with the only nasty moment Sendai's Harm on Beark being Healed by the planetar.
- stoneskins made the 3rd challenge trivial.
- Draconis went very smoothly. A lower resistance trigger set him up for a PW:blind and Beark reduced him by about 20 levels with Blackrazor before he keeled over. The tunnels though claimed a death when lagged fire shield damage caught up with Beark against the ice salamanders.- Abazigal was also difficult as his spell turning reflected a PW:blind back on Lessa. She eventually persuaded a planetar to heal her, but meanwhile Beark died twice to lightning breath before donning the Cloak of Reflection. Beark died a third time in melee before he and the planetar managed to kill Abazigal just before Lessa completed a lower resistance / skull trap sequencer combination.- back at Watcher's Keep we picked up the last flail head and upgraded that.
- the 4th challenge was only complicated by Rejiek Hidesman putting in another unwanted guest appearance (requiring some reset variables to continue).
- at Amkethran Lessa was headed for the smugglers when sounds of fighting were followed by Beark's cry that he'd got the key. Inside, Balthazar suffered a PW:blind, but Beark couldn't land many blows on the fast-moving monk due to the free action effect of his flail. Fortunately a first use of Improved Alacrity allowed Lessa to deposit enough spell damage to kill him.- mordy swords and planetars provided Beark with the opportunity to attack the Ravager, but he ran out of GWWs before the Ravager ran out of HPs and died attacking the blade barrier. Lessa wasn't doing much damage herself, but the Ravager didn't have much life left and she finally managed to finish it off.
Lack of preparation and planning proved costly at the Throne. Lessa was almost immediately affected by anti-magic from a death tyrant and failed to make much contribution to the fight (a MP glitch had resulted in the gold pantaloons being lost some time earlier, so she didn't have the option of using the Big Metal Rod to disrupt spell casting), while Beark was losing HPs faster than he could damage Melissan. Once he had to run the game was pretty much up as Mel was able to set up a series of spells. Those were not visible on my screen (apart from some shaking from earthquakes) and much of the damage caused was not reported on text. However, HPs were going down rapidly and Gate70's screenshots showing Lessa's death confirmed that poison damage was being inflicted (I presume from Storms of Vengeance). Next time we'll be looking for a spot of Vengeance of our own .
Sodof, elf dragon disciple (Grond0) & Gnoria, half-orc barbarian (Gate70)
Unwilling to end our session on the previous low note at the Throne we immediately generated a new random pairing - though once again there's quite a similar mix of might and magic.
Once more Shoal provided a quick initial level and a further one was obtained with a bit of work in Beregost and on the way to Nashkel. Just north of there Gnoria went looking for a magic 2-handed sword before going after Meilum to get his bracers. By that time Sodof had already set Gnoria's hair on fire twice as he struggled to deal with the targeting of his firebreath attack and it proved to be 3rd time lucky as he narrowly missed doing the same against Meilum.
The basilisks didn't last long and Kirian's party also suffered when her companions were all blinded before she came face to face with Korax.
Some more quick and easy XP seemed to be on offer against the sirines until we got a reminder that barbarian rage does not protect against feeblemind. The appropriate tactics for Sodof would have been to quickly kill the hobgoblins attacking and wait until the sirines improved invisibility had worn off and he could target them with magic missiles and acid arrows (as the sirines don't do much damage in melee). However, that would have been no fun at all, so instead he threw in 2 fireball potions and topped that off with a breath aimed at the sirines - surprisingly Gnoria survived that lot and Sodof was able to eventually save him.
He suggested a repeat performance against Sil & co, but Gnoria for some reason decided to make use of the potion of clarity while smacking them down. Gnoria then quickly shot down the golems before unfortunately the game crashed on coming out of the cave. That means the whole area will need to be done again - yay (another opportunity to try out barbecued barbarian ).
Sodof, dragon disciple 5, 37 HPs, 23 kills
Gnoria, barbarian 5, 61 HPs, 45 kills, 0 deaths
To give this post a little continuity, I'd first refer to my last no-reload attempt with Oranfal (unkitted halfling fighter) here. Unfortunately, I didn't manage to post the remainder of his run and - long story short - although he had eventually defeated Sarevok, the story then ended abruptly in the Planar Prison of BG2.
The good people of this forum have answered my plea and voted on a new protagonist.
As a result of the poll, I'd like to enter Kazi, a half-elven beast master.
There has been little progress so far due to SoD installation (let's give it a try!) and setting up SCS. Nevertheless, Candlekeep was a fun start...
Looking forward to see how this evolves over the weekend.
Regards,
B.
Reroll-itis finally reared its head, so back to the pacifist Skald party. I WILL make this work.
Allegro and co., in no particular order:
Imoen and Yoshimo will be the 6th and final party member. Party is designed around Quill, Frob, and Imoen/Yoshi raining death from the back line while Miz and Thandor distract/stay alive.
Weidu:
// 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 // 20161130 - Updated by agb1 (installation started Sun 02/19/2017)
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v14
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v14
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v14
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v14
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v14
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v14
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14
~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.0
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119 BWP Fix
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.6
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.6
~BG1NPC/BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v22.6
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.6
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.6
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.6
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.6
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #3 // How much time would you like between talks (approximately)? -> 1 hour: v1.1
~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #19 // Revised Backstabbing -> More Weapons Usable for Backstabbing: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1093 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids, With Halved Specialization: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9
~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 #107 // Install Holy Strategist of the Red Knight 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 #115 // Install Firewalker of Kossuth 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
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8 BWP Fix
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.90b1
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.90b1
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.90b1
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.90b1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5 BWP Fix
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: Beta 5 BWP Fix
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.90b1
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.90b1
As of now, we have killed Shoal, failed to save Melicamp, killed Basillus at the expense of Miz and Thandor's lives (instantaneous death by Unholy Blight...) Basillus also tried to cast at least 6 different Hold Person spells during the course of the fight, which is kind of illegal. Whatever. Imoen expended 8 charges of the Wand of Magic Missiles to kill him that fight.
Miz died again to a critical arrow from full health: I really want regular helmets back sometimes. Beyond that, we've cleared Beregost and are now headed towards Nashkel. We won't be tackling the mines for a few levels yet, though.