@CrevsDaak re: what happened to Brage's Sword - in vanilla he will give you his sword AND a hill giant potion I think - problem is, you need two free inventory slots (or things get dropped)- AND I'm not sure if it goes to the leader, or who-ever he happens to be talking to. If the latter, that almost implies everyone should have two free slots, just in case.
@Corey_Russell I have the Potion, probably it rewarded me with it later and made my PC drop the sword. Or maybe the sword was sentient and flew away. Who knows...
@Corey_Russell I have the Potion, probably it rewarded me with it later and made my PC drop the sword. Or maybe the sword was sentient and flew away. Who knows...
then the sword would be on the ground back in the Doomsayer area - but the sword will eventually disappear (only items in inventory and containers last forever, items on ground will decay after a few days game time). You MAYBE could have recovered it if you went straight back to get it, but hard to say.
@Corey_Russell I have the Potion, probably it rewarded me with it later and made my PC drop the sword. Or maybe the sword was sentient and flew away. Who knows...
then the sword would be on the ground back in the Doomsayer area - but the sword will eventually disappear (only items in inventory and containers last forever, items on ground will decay after a few days game time). You MAYBE could have recovered it if you went straight back to get it, but hard to say.
I did but it wasn't there. Anyway it's not much I'm missing out.
Brief update about Corewild, his berserker tank, and his 4 wild mages:
We have cleared level 1 of Watcher's Keep except the statues (don't need the weapons they drop - not to mention seems scary to deal with them with this group). The initial entry was very scary, I think at least 2 vampiric wraiths and a poison wraith (forget the name) - Corewild getting hit hard, then Paja nearly died. Luckily a hold monster by Hanna held one of them or would have someone's certain death. We didn't want to leave because Joshua had used our only protection from undead, we wanted him to clear the rest of the undead with this (and later we found there were indeed more). But miraculously entire party lived. As much as possible, we had Joshua solo the rest of the area because the party was fatigued and Corewild and Paja were level drained (will fix once area clear). Fortunately Joshua did a good job and we leave the keep
Paja will use the Crimson Dart for a very long time. Ammo belt very helpful. And am sure the golem manual will come in handy. But wow what a pain to get this stuff. In any case the run continues....
Ah you are wanting untimely deaths - I'll see if I can play my wild mage party tonight. They are usually good for that!
Journal of Patty the Pacifist
A number of hobgoblins followed me right into the heart of the Friendly Arms Inn before the guards killed them. Sadly a number of guards also died, as did Tarnesh. I then proceeded to Beregost where I managed to calm Marl down before pickpocketing Algernon on second attempt.
I headed south to Nashkel without fighting. I picked up the Colquetle amulet, talked to a love-sick half orc, and received the gift of a ring from Lord Foreshadow on the way. Whilst there I talked to Noober and gained a certain amount of healing ability. Deciding that the mines were far too dangerous, I headed back to the ankheg area where I Sonner was wise enough to give me the bowl thus saving his life for a while. His life didn't last much longer as he was killed by a bandit. I returned the bowl to Tenya and as a result became more powerful. I charmed a zombie which was then killed by an ankheg whereupon Leila rewarded me for the death of the zombie. I then decided to solve people's problems around Beregost. I charmed a wolf which was then killed by Malkax.
I then charmed Permidion Stark in order to kill a skeleton whose skull I needed to help Melicamp.
Sadly, Permidion Stark was then killed by a spider. It then attacked me, so I ran into a nearby building and hid. I then tried to help Melicamp, but sadly he died too. Upon going to try and help Prism, I was attacked by Zargos Flintblade whom I charmed with the result that Greywolf killed him. Greywolf was then himself killed by the mine guards. In Nashkel i was attacked by a Baby wyvern which killed Oublek when I charmed him. He had 3000gp on his body and the wyvern was killed by the guards. Quite unjustly, Lord von Undenziheit blamed me for the death of his son's pet wyvern, so I wasn't at all upset when he got arrested.
I then reunited Rufie with his owner and when I tried to help a dryad was almost killed by Caldo. I therefore charmed Krumm who killed Caldo before he was killed himself by a dire wolf.
I then saved Drienne’s cat before returning to Beregost where I returned the Colquetle amulet.
When I refused to commit murder for Silke, she attacked me and to protect myself charmed Faltis. He was killed by Silke, as were the others that she wanted me to murder. I healed Karlat, whereupon he attacked Silke and was killed himself.
I helped get Eltolth back in shape, after which I tried to sleep in the street. The guards interrupted my beauty sleep, so I responded by charming them and getting them to fight Silke. Eventually Silke was killed.
As you can see. This character does not exhibit the qualities that might be expected from a child of Bhaal. Perhaps nurture is more important than nature.
Kazi, 1st BGEE update (From Candlekeep to Mulahey)
I am happy to report that Kazi has just arrived to Baldur’s Gate after a successful hunting trip in Cloakwood Forest (oh boy, the smell of those Douglas Firs) and is currently browsing the wares in Sorcerous Sundries. Apologies for the early spoiler. Now, here’s your field report:
Early skirmishes:
Kazi’s far from greedy. Nevertheless, our initial goal was to collect sufficient funds for purchasing the two crucial gear pieces - Aule’s Staff and Greenstone Amulet. This phase involved dealing with the usual suspects around Beregost and Nashkel, such as Shoal, Zargal and Sendai with their respective entourages and then the inseparable pairs of Zal & Vax, Caldo & Crumm and Gnarl & Hairtooth. Relying on the combination of stealth, her bows and Wand of Sleep (and occasionally charming a wolf or two) made our progress safe and smooth.
Melicamp has died. Is this a bad sign? It could be. But no-reloading rangers cannot afford to rely on “omens”. Especially if related to chicken.
Harder and faster:
Shopping in Ulgoth’s Beard went well and with 0 speed factor (add the extra staff range and you’re a serious trouble for anyone in BG1) and reliable protection from mental effects, we could already seek out more sophisticated encounters.
There’s Sendai, for instance. Sendai’s got bodyguards. And there’s charm and hold person to worry about. But she’s also got something we need. Bummer…
What do we have next? Silke? Why yes, I like her. She can put up a fight. She can be clever. And I salute SCSv30 mage scripting for always making encounters such as these interesting.
Silke: Minor Sequencer -> Blindness, Ray of Enfeeblement
Now that’s serious. We had to counter with a Hill Giant Strength potion and flee to Lathander’s temple to get that blindness cured with hard cash. Unfortunately, it seems that (at least in my current install) Kelddath’s services do not include Cure Disease, whereas the purchased Dispel Magic did not work.
OK Silke, you’ve played it smart. But there’s one thing left that a blind beastmaster can do – punch you with a staff.
Two more melee duels awaited before the mines – Meilum and Greywolf. The former proved too slow and we stripped him of his gloves without much difficulty. Greywolf, however, had quaffed a strength potion and, with a succession of good rolls (hitting twenties with each regular hit), forced Kazi to drink couple of healing potions before her final stroke. It was a sobering reminder of the fact that, even with the Golden Girdle, we are not yet ready to make a buff-less stand against low THAC0 swordsmen.
Chapter 2 finale:
Kazi only gets 5 out of 10 points for the Mulahey fight. It’s not that she executed it poorly. She just wanted to go cheap - to save that Stone and Frost Giant Strength potions for later. As a result, she wasn’t as effective-per-round as she’s expected to be. When you’re a warrior with limited debuff options, you don’t want the enemy casters to hold on for too long. And that’s exactly what’s happened here. Another lesson taken.
Anyway, in preparation for the fight Kazi used ProUndead scroll (which would later be utilized against the Revenant), Potion of Defense and Greenstone Amulet. She charged Mulahey with her staff and then threw Necklace of Missiles and Oil of Fiery Burning to fry him with his allies. The kobolds died fast but Kazi had to revert to hide-and-seek strategy to be finally able to finish Mulahey for good.
Enjoy the weekend and stay tuned for more to come.
With a bit of time to spare this evening I thought I'd give Caesar another chance. I've clarified in the rules on pausing below that pausing using the mouse on the clockwork button is not allowed - so I need to be careful where I'm clicking when trying to send Caesar to sleep!
Rules on pausing: 1) Autopause of any sort not allowed. 2) Pausing using the space bar / clockwork button is not allowed at any time (game ending offence). 3) Pausing to look at inventory / record screen / options is allowed outside combat, but not if any enemies are active (including outside visual range). 4) Pausing for dialogue is allowed, but only for normal conversation. 5) Pausing for map screen is allowed outside combat, but not if any enemies are active (exception: travel can be initiated when running away from enemies, but once map screen is open then travel is required rather than going back to the same area).
As with Caesar's first attempt I've found it easier than I expected to keep my grubby mitts off the pause key. There was one near thing early on when I went to take on Meilum at only level 4 without particularly good AC and with only 1 mundane long sword (2 others having broken on the way to him). That meant the fight was a pretty even one and I put Caesar at the edge of the map to be able to run away if necessary. However, at the end of the fight with Caesar able to survive only 1 more hit before running I caught myself with hand poised above the space key - fortunately Caesar got the final hit required on Meilum first, so I didn't have to find out if I would have restrained myself from hitting it!
Everything Caesar intends to do prior to the main quest has been done and he's now sitting outside the Nashkel Mine. HPs are excellent - he's got 111 at level 8 - so he should have a decent chance of making further progress tomorrow.
As per my post in Unpopular Opinions, I thought I should try one of the "backwards" dual classes, in this case going from Mage(Enchanter) -> Cleric.
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
The theory behind a low level Mage to Cleric dual is that it allows the use of wands, a familiar, and the +2 saving throw penalty to a certain school, 3 level 1 spells and 2 level 2s, in exchange for giving up a Cleric kit, possible Shorty bonuses, and early game health (by BG2, the familiar gives more health than lost from the 3 mage levels.)
Turac, the Enchanter -> Cleric: A roll of 91 still leaves him with 7 strength and 15 CON
First attempt ends with both Tarnesh and I Sleeping each other, and the Guards not attacking him for some reason.
Second one I retire after I discover that Shoal insta-gibs Familiars upon touching them. Losing the CON point is too much, and I restart from Candlekeep.
Third and current attempt: Turac needs 5k experience for the dual, and I figured that going to Beregost and the F.A.I. would be the best and safest way to get it. We calm down Marl, trade books with Firebead, Sleep the spiders in Landrin's house, and give an answer to a math problem (mod, not sure which one. Something like 300 or 400 experience?) This is enough for level 2.
Ogre is slept and his belt collected, and after collecting a ring from a rock head to the F.A.I. and go on a Hobgoblin killing spree. I start casting as soon as Tarnesh is in sight, and he fails the save without casting his own:
And after turning in the belt and Landrin's belongings and spider trophy:
Note the health: I rolled maximum for every roll so far, so I'm actually ahead of a typical cleric by 1 HP, while the average is that I should be down by 2. I checked several times to make sure that I wasn't on Normal or had set all HP rolls to maximum.
Shoal is killed after a long while, and a skeleton and wolf are killed for the hopes of an additional 2k experience, and there's going to be no chicken dinner.
We head to Nashkel, resting multiple times to replace the Sleeps we used on the Hobgoblins that kept assaulting Turac.
In Nashkel, Strength of Stone (Divine Remix spell granting strength between 16 and 18 for 3 + level rounds) lasts three seconds or so long enough to get the Ankheg plate from the field to the store: gold's going to be a slight issue for Turac simply because he won't be able to carry much loot to sell. He can only carry 30 pounds.
A couple assassins and bounty hunters are dealt with, Neira being Silenced and Held, Greywolf Blinded, and Karlat simply being Held.
From selling Varscona, Turac purchased an array of scrolls, and successfully memorized Strength and Invisibility and Pro. Petrification. 30 rounds of 18 Strength for one level 2 spell sounds great, thanks. It also allows the Basilisks to be taken safely, and Mutamin is clipped by Korax on the way past. Level 6, with 15k experience or so more before level 4 spells
Invisibly went through the mines, and Silenced Mulahey to break his script to call for help. Using Sanctuary to raid the Wand of Monster Summoning, Turac then heads back to Nashkel. A Skeleton Warrior absorbs Nimbul's attacks, and a Hold Person ruins Nimbul's assassination as well.
Turac will be heading to the Ankhegs next, and hopefully will have enough gold for the Greenstone amulet and then head to the Sirenes.
First attempt ends with both Tarnesh and I Sleeping each other, and the Guards not attacking him for some reason.
That's probably a consequence of SCS - enemies that are already disabled have a much lower priority.
Second one I retire after I discover that Shoal insta-gibs Familiars upon touching them. Losing the CON point is too much, and I restart from Candlekeep.
The availability of a familiar means it is possible for a solo character to get Droth's helm, so it wouldn't have been unreasonable in principle for Turac to sacrifice the familiar even at the cost of a constitution point. If I'd been creating the character I would probably have set charisma at 13 (tome + friends then allows maximum shopping discount) in order to provide a bit more room for manoeuvre with other stats.
Posting a quick coverage of Kazi's progress after the Nashkel Mines.
Nimbul: Nimbul is a peculiar fella. He's got the potential but keeps throwing it away most of the times. I mean it. Literally. Really, why use a throwing axe for backstabbing? Does he know there's a magical short swort at his belt? He does, he's just too flamboyant to think about tactics. And that's his woe.
Bassilus: Just imagine the horror on his face everytime he sees you drink that Potion of Absorbtion. This and a charge of Greenstone Amulet was all that we needed.
Tranzig: And the price for being the most annyoing collection of pixels on the Sword Coast goes to...Yes, the encounter with Tranzig really annoys me. He's hasted and he just loves to run around the narrow corriodors (thus generating the most ''enemy sighted'' autopauses per second) with loads of mirror images. This one's for my patience!
Ambush! Good to see you ladies. Let's see what your double backstab and Darts of Wounding can do this time.
First, we need to make sure we're safe from those Hold spells. Kazi went on a budget in terms of potions and therefore couldn't possibly hope to avoid getting bruised here and there. Ouch.
But with Kazi's level 7 HPs, 2 attacks per round and Necklace of Missiles, the advantage was on our side.
Bandit Camp: The plan: Wear Cloak of Displacement, Girdle of Piercing and Boots of Grounding. Buff with Stone Giant Strength, Potion of Absorbtion, Potion of Defense, Oil of Speed, Shield Amulet and Greenstone Amulet. Have Potion of Regeneration at the ready. Enter the tent and be done with it.
The action:
It's reasonable to open with a Dart of Stunning on Venkt. With Kazi's awful half-elven saving throws, his Blindness was a potential party pooper. Still, I wanted to make it a melee fight and therefore decided to take the risk. Maybe a little fireball to warm the things up a bit? Hakt can crit hard and so he becomes the first-round victim. Britik was next. And finally, Reamon and Venkt. With our buffs intact, it would have been a shame not to explore the camp a bit more. Nice to meet you Taurgosz. Kazi waits for the bandits to pile up and then uses the Wand of Sleep.
Disabling the majority of ranged attackers in a crit-only fight gives us a head advantage.
Kazi is a beast master. And beast masters do have poor AC. Taurgosz wears full plate and a magical shield. The math is clear. Taurgosz vs Kazi - 0:1.
@Nererused. You said: "First attempt ends with both Tarnesh and I Sleeping each other, and the Guards not attacking him for some reason." The guards stop attacking if he is asleep or affected by a command spell. They may even walk away from him which can be a problem when he awakens if they are not in sight. Using command and sleep can therefore be unhelpful spells if you need their help.
@Grond0 It isn't SCS that does it, as it happens to me in my non-SCS set-up. It could be a change in EE or some other mod perhaps.
As with his first incarnation Caesar made short work of the Nashkel Mine. After killing an innocent and stealing to reduce reputation he went to take on the Bandit Camp. He took very little damage while clearing the outside before raging his way through the enemies in the main tent unscathed (despite forgetting to put Taurgosz's armour on first). With little left to buy he didn't bother looting much at the Camp.
After skipping through the Cloakwood Rezdan surprisingly survived 2 fireballs from distance, so had to be chopped down after the fighters had followed Caesar to their doom. Inside the mine Hareishan reacted to some noise this time, forcing Caesar to retreat for a healing rest after finishing her off. Downstairs a single rage lasted long enough to kill both battle horrors before a potion of magic blocking allowed Caesar to safely chase down Davaeorn.
After resting to get a second horror Caesar flooded the mine and dodged the slave outside (returning after having made some donations at the temple).
With XP having been at maximum for a long time Caesar took a minimalist approach in the City, with the only equipment being sought the tomes, Ramazith's ring and the Helm and Cloak of Balduran. The only difficult fight in that lot was when Caesar took on Larze (should really have switched belts before doing that) - and he had to run away to heal up a bit before coming back to finish off. Cleansing the Seven Suns put reputation back to 20 and he bought a few more potions and scrolls (that he almost certainly won't use) before using a scroll of PfM in attacking the Iron Throne.
In Candlekeep a potion of fire giant strength was topped up by DUHM to get the strength tome. No magical protection was used against Prat's gang, but they didn't have enough time to do any damage anyway.
Back in Baldur's Gate I was worried about the Palace fight, but first had to deal with Slythe. Typically with a fighter I would use a dispelling arrow on him from distance before retreating. I prepared to try that with Caesar by inching into sight, but Slythe moved far too fast to have the remotest chance of targeting him with an arrow. Instead, Caesar quickly retreated back to the inn to avoid any possibility of Krystin getting involved and raged. Slythe was duly cut down pretty quickly, but then disaster struck . When playing MP I normally take screenshots by hovering my finger over the PrtScrn key as the fight nears its end and that's the technique I've been using in this no-pause run. However, in normal SP I tend to pause as the killing blow is landed and then move the text to show the appropriate action - and still distracted by the challenge of the palace to come that old habit re-emerged ...
I don't think you really need to end the run there though if it doesn't give you an advantage...? Is there some way to disable the pause function for the space bar I wonder?
Oh I agree there's no need to end the run there - if I didn't use the same rules . I did originally think about whether it was possible to use some sort of no advantage type rule, but I think it would introduce too many grey areas - and having found this type of game is actually easier than I expected I don't see the need for that sort of rule now anyway.
I decided that the time was now right for facing up to those demons in the Nashkel mines. The question was whether to indirectly kill the assassins on the way down or not. I charmed one of the Duerger Fighters and he was killed by his erstwhile colleagues. I tried the same tactic with them only to find that they invariably saved against charm. Even using the cloak they were only charmed for about 3 seconds. Both I and the one controlling me decided that it was time to sleep which both of us did. My controller suddenly realised what the problem was whilst he was in bed. It was the 50% magical resistance of the duerger plus the effect of other equipment they may have been wearing! I therefore lured them away from the loot and cast invisibility so that I could pick it up. The rest of the mine was relatively easy. I charmed Mulahey who was able to thin the ranks of the kobolds before he died. I picked up the loot and was able to get past the remaining enemies before casting invisibility. I went outside, charmed Lamalha who cast glyph of warding twice thus hurting her former allies badly. However shortly afterwards she started conversation and went hostile. Fortunately Maneira had already poisoned her and she fell before she was able to do too much harm. I slept and charmed the ones who I deemed strongest, but they weren't. Maneira though at near death was able to survive the attacks of the others. I then charmed her and set her against a gnoll whom she also slew. However she became hostile so rather than risk sleeping again, I made my way to tthe carnival to recover.
@Grond0 Enchanters require 16 in Charisma, otherwise I definitely would've gone that route. 4 Strength seemed a bit low, though, and rolling the 91 itself took me something like half an hour. Also, Shoal doesn't TALK to the familiar, simply killed it in one hit: Feeblemind kills familiars, maybe? I dunno about that one. Regardless, I don't think I could've gotten Droth's helm.
@Wise_Grimwald Huh! Apparently throughout my entire no-reload career I've never put Tarnesh to sleep, then. Today I learned.
Edit: Anddd Turac has fallen to a Charm Person by Tranzig. Should've protected myself against that. I think I'll try another idea in the meantime...
@Grond0 Enchanters require 16 in Charisma, otherwise I definitely would've gone that route. 4 Strength seemed a bit low, though, and rolling the 91 itself took me something like half an hour. Also, Shoal doesn't TALK to the familiar, simply killed it in one hit: Feeblemind kills familiars, maybe? I dunno about that one. Regardless, I don't think I could've gotten Droth's helm
Apologies - I forgot about the class restriction for Enchanters. Familiars can talk to Shoal though - I've just double-checked that in an SCS BGEE installation. If Shoal is already hostile then she may not be willing to talk, but there's no problem with a familiar opening a conversation with her while neutral.
Today's Trio made some good progress, but fell as a result of trying to cram one more encounter in before the end of the session.
They had killed Davaeorn at the end of the previous session and quickly finished off the mustard jelly and looted the area before heading for Baldur's Gate.
With 2 of the Trio being arcane casters they were unwilling to tolerate any opposition and the first action was to clear out the mages above Sorcerous Sundries. Next up was the poison quest, which started off well with summoned monsters trapping Lothander to get another pair of boots of speed. There was a bit of a hiccup though when Ijut fell victim to a case of 'Larze Lag' as a big club swooped out of nowhere to take him down. Ramazith was an easy target and his jellies were also killed with the help of Hannater's new improved invisibility spell on Ijut. The remainder of the tower were left in peace though.
Hannater had been casting jealous eyes on Friendly's ring of wizardry for some time, but now he got the opportunity to get his own. The plan was for Ijut to land a poison backstab and finish the job with magic missiles - but a critical backstab meant any other attacks were superfluous. Realising we were short of a constitution tome we returned to the Lighthouse area. Ijut was once more given improved invisibility to attack the sirines, but that proved to be a double-edged sword as the sirines just disappeared into invisibility and refused to respond to his attack (their script apparently prioritising use of charm over melee attack). One result of that was that a speculative skull trap from Friendly was left hanging in mid-air as the invisible sirines dispersed. When their invisibility eventually wore off Ijut killed 2 of them before running in search of the third - but just a fraction too close to that skull trap.After returning from the temple the remaining sirines were killed along with the golems - Ijut using an oil of speed to shoot them down quickly and Friendly helping out with an invisible block on the last one. Back at Baldur's Gate we headed for the Iron Throne and decided to take them on rather than just sneak in and out. After using invisibility to get the drop on the enemies an initial web was cast, but the attack then commenced a bit early before follow-up webs were placed to better prevent movement. The enemies still struggled to respond to skull traps and fireballs though, but Alai did manage to send a single spell back in retaliation - resulting in Ijut getting confused. He was firing arrows of biting, which would have eaten through Friendly's HPs in no time - so he quickly went invisible and tried to move to the other side of the few remaining enemies to get a safer firing position to finish them off - but got stuck in the web. Without being warned that Friendly was now subject to 'friendly fire' it was no surprise that Hannater's next fireball burnt Friendly. However, that didn't seem to be too much of a problem after Hannater realised that Friendly had been webbed. Unfortunately, while Friendly thought that meant Hannater now knew where he was, in fact it just meant he was aware of the web status effect, but not the positioning - and another fireball was on the way ...
I have been trying to charm Brotus Bloodthirsty in order to fight Tazok at the bandit camp. I have tried several times using Algernon's Cloak but fail to charm him every time. Can anyone explain why? Am playing EE. Here is a screenshot of his resistances. He is not wearing any equipment that gives magical resistance.
I have been trying to charm Brotus Bloodthirsty in order to fight Tazok at the bandit camp. I have tried several times using Algernon's Cloak but fail to charm him every time. Can anyone explain why? Am playing EE. Here is a screenshot of his resistances. He is not wearing any equipment that gives magical resistance.
Check in the Effects tag. Maybe he's just immune to Charm or something.
I have been trying to charm Brotus Bloodthirsty in order to fight Tazok at the bandit camp. I have tried several times using Algernon's Cloak but fail to charm him every time. Can anyone explain why?
How many times did you try? With those saving throws you've only got a 5% chance of success, so would need to make a lot of attempts before concluding that he's immune.
An ogre should be immune to both Charm Person and Dire Charm.
Even if you used a different spell, or if ogres weren't immune, those saving throws are also definitely a huge obstacle. With a save vs. spell of 1, the only way for him to fail a save vs. spell is for there to be a penalty of at least -1.
To charm him, you would have to use Doom (-2 penalty), Greater Malison (-4 penalty), Chant (-1), an Archer's Called Shot (-1 per hit), a Mental Domination spell (-2), a Dominate spell (-2), and/or cast a charm spell as an Enchanter (Enchanters get -2 to saves against their Enchantment spells).
1. Note that Charm Person offers a save at +3, so an Enchanter like Xan would still need extra help to make it happen. 2. Note that Algernon's Cloak uses a save vs. breath, not a save vs. spell, so an Archer's Called Shot wouldn't help. But a slow effect from Spell Revisions would penalize saves vs. breath by -2 (though Item Revisions removes the charm power from Algernon's Cloak). 3. Note that a wizard would need to be level 9, and a sorcerer would need to be level 10, to cast Dominate. Not possible in BG1 without modding.
You'd need to be level 7 or 8 to successfully charm him, as otherwise you could not cast Greater Malison (to strengthen Algernon's Cloak) or Mental Domination (the only charm spell in BG1 that would affect an ogre).
I was assuming that Wise was using Algernon's Cloak - that has a -1 save vs breath, so should have had a 5% chance of a successful result even without any further adjustments.
Thanks everyone for the input. I was hoping that I could take out the camp using him as a tank. I eventually gave up, charmed Taughoz and got him to fight Tazok. He won, but at the cost of his own life. At least I got his equipment which I can sell in order to buy potions and scrolls. I think that I will use stealth in the tent and return at a later date. Patty the Pacifist is currently Level 4 Illusionist, Level 5 thief. Due to not killing anyone, her experience is quite low compared with the average run.
Comments
We have cleared level 1 of Watcher's Keep except the statues (don't need the weapons they drop - not to mention seems scary to deal with them with this group). The initial entry was very scary, I think at least 2 vampiric wraiths and a poison wraith (forget the name) - Corewild getting hit hard, then Paja nearly died. Luckily a hold monster by Hanna held one of them or would have someone's certain death. We didn't want to leave because Joshua had used our only protection from undead, we wanted him to clear the rest of the undead with this (and later we found there were indeed more). But miraculously entire party lived. As much as possible, we had Joshua solo the rest of the area because the party was fatigued and Corewild and Paja were level drained (will fix once area clear). Fortunately Joshua did a good job and we leave the keep
Paja will use the Crimson Dart for a very long time. Ammo belt very helpful. And am sure the golem manual will come in handy. But wow what a pain to get this stuff. In any case the run continues....
Journal of Patty the Pacifist
A number of hobgoblins followed me right into the heart of the Friendly Arms Inn before the guards killed them. Sadly a number of guards also died, as did Tarnesh. I then proceeded to Beregost where I managed to calm Marl down before pickpocketing Algernon on second attempt.In Nashkel i was attacked by a Baby wyvern which killed Oublek when I charmed him. He had 3000gp on his body and the wyvern was killed by the guards. Quite unjustly, Lord von Undenziheit blamed me for the death of his son's pet wyvern, so I wasn't at all upset when he got arrested.
When I refused to commit murder for Silke, she attacked me and to protect myself charmed Faltis. He was killed by Silke, as were the others that she wanted me to murder. I healed Karlat, whereupon he attacked Silke and was killed himself.
As you can see. This character does not exhibit the qualities that might be expected from a child of Bhaal. Perhaps nurture is more important than nature.
I am happy to report that Kazi has just arrived to Baldur’s Gate after a successful hunting trip in Cloakwood Forest (oh boy, the smell of those Douglas Firs) and is currently browsing the wares in Sorcerous Sundries. Apologies for the early spoiler. Now, here’s your field report:
Early skirmishes:
Kazi’s far from greedy. Nevertheless, our initial goal was to collect sufficient funds for purchasing the two crucial gear pieces - Aule’s Staff and Greenstone Amulet. This phase involved dealing with the usual suspects around Beregost and Nashkel, such as Shoal, Zargal and Sendai with their respective entourages and then the inseparable pairs of Zal & Vax, Caldo & Crumm and Gnarl & Hairtooth. Relying on the combination of stealth, her bows and Wand of Sleep (and occasionally charming a wolf or two) made our progress safe and smooth.
Melicamp has died. Is this a bad sign? It could be. But no-reloading rangers cannot afford to rely on “omens”. Especially if related to chicken.
Harder and faster:
Shopping in Ulgoth’s Beard went well and with 0 speed factor (add the extra staff range and you’re a serious trouble for anyone in BG1) and reliable protection from mental effects, we could already seek out more sophisticated encounters.
There’s Sendai, for instance. Sendai’s got bodyguards. And there’s charm and hold person to worry about. But she’s also got something we need. Bummer…
What do we have next? Silke? Why yes, I like her. She can put up a fight. She can be clever. And I salute SCSv30 mage scripting for always making encounters such as these interesting.
Silke: Minor Sequencer -> Blindness, Ray of Enfeeblement
Now that’s serious. We had to counter with a Hill Giant Strength potion and flee to Lathander’s temple to get that blindness cured with hard cash. Unfortunately, it seems that (at least in my current install) Kelddath’s services do not include Cure Disease, whereas the purchased Dispel Magic did not work.
OK Silke, you’ve played it smart. But there’s one thing left that a blind beastmaster can do – punch you with a staff.
Two more melee duels awaited before the mines – Meilum and Greywolf. The former proved too slow and we stripped him of his gloves without much difficulty. Greywolf, however, had quaffed a strength potion and, with a succession of good rolls (hitting twenties with each regular hit), forced Kazi to drink couple of healing potions before her final stroke. It was a sobering reminder of the fact that, even with the Golden Girdle, we are not yet ready to make a buff-less stand against low THAC0 swordsmen.
Chapter 2 finale:
Kazi only gets 5 out of 10 points for the Mulahey fight. It’s not that she executed it poorly. She just wanted to go cheap - to save that Stone and Frost Giant Strength potions for later. As a result, she wasn’t as effective-per-round as she’s expected to be. When you’re a warrior with limited debuff options, you don’t want the enemy casters to hold on for too long. And that’s exactly what’s happened here. Another lesson taken.
Anyway, in preparation for the fight Kazi used ProUndead scroll (which would later be utilized against the Revenant), Potion of Defense and Greenstone Amulet. She charged Mulahey with her staff and then threw Necklace of Missiles and Oil of Fiery Burning to fry him with his allies. The kobolds died fast but Kazi had to revert to hide-and-seek strategy to be finally able to finish Mulahey for good.
Enjoy the weekend and stay tuned for more to come.
Regards,
B.
Caesar, dwarf berserker {2} (update 1)
Previous run ended at:
With a bit of time to spare this evening I thought I'd give Caesar another chance. I've clarified in the rules on pausing below that pausing using the mouse on the clockwork button is not allowed - so I need to be careful where I'm clicking when trying to send Caesar to sleep!
Rules on pausing:
1) Autopause of any sort not allowed.
2) Pausing using the space bar / clockwork button is not allowed at any time (game ending offence).
3) Pausing to look at inventory / record screen / options is allowed outside combat, but not if any enemies are active (including outside visual range).
4) Pausing for dialogue is allowed, but only for normal conversation.
5) Pausing for map screen is allowed outside combat, but not if any enemies are active (exception: travel can be initiated when running away from enemies, but once map screen is open then travel is required rather than going back to the same area).
As with Caesar's first attempt I've found it easier than I expected to keep my grubby mitts off the pause key. There was one near thing early on when I went to take on Meilum at only level 4 without particularly good AC and with only 1 mundane long sword (2 others having broken on the way to him). That meant the fight was a pretty even one and I put Caesar at the edge of the map to be able to run away if necessary. However, at the end of the fight with Caesar able to survive only 1 more hit before running I caught myself with hand poised above the space key - fortunately Caesar got the final hit required on Meilum first, so I didn't have to find out if I would have restrained myself from hitting it!
Everything Caesar intends to do prior to the main quest has been done and he's now sitting outside the Nashkel Mine. HPs are excellent - he's got 111 at level 8 - so he should have a decent chance of making further progress tomorrow.
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
The theory behind a low level Mage to Cleric dual is that it allows the use of wands, a familiar, and the +2 saving throw penalty to a certain school, 3 level 1 spells and 2 level 2s, in exchange for giving up a Cleric kit, possible Shorty bonuses, and early game health (by BG2, the familiar gives more health than lost from the 3 mage levels.)
Turac, the Enchanter -> Cleric: A roll of 91 still leaves him with 7 strength and 15 CON
First attempt ends with both Tarnesh and I Sleeping each other, and the Guards not attacking him for some reason.
Second one I retire after I discover that Shoal insta-gibs Familiars upon touching them. Losing the CON point is too much, and I restart from Candlekeep.
Third and current attempt:
Turac needs 5k experience for the dual, and I figured that going to Beregost and the F.A.I. would be the best and safest way to get it. We calm down Marl, trade books with Firebead, Sleep the spiders in Landrin's house, and give an answer to a math problem (mod, not sure which one. Something like 300 or 400 experience?) This is enough for level 2.
Ogre is slept and his belt collected, and after collecting a ring from a rock head to the F.A.I. and go on a Hobgoblin killing spree. I start casting as soon as Tarnesh is in sight, and he fails the save without casting his own:
And after turning in the belt and Landrin's belongings and spider trophy:
Note the health: I rolled maximum for every roll so far, so I'm actually ahead of a typical cleric by 1 HP, while the average is that I should be down by 2. I checked several times to make sure that I wasn't on Normal or had set all HP rolls to maximum.
Shoal is killed after a long while, and a skeleton and wolf are killed for the hopes of an additional 2k experience, and there's going to be no chicken dinner.
We head to Nashkel, resting multiple times to replace the Sleeps we used on the Hobgoblins that kept assaulting Turac.
In Nashkel, Strength of Stone (Divine Remix spell granting strength between 16 and 18 for 3 + level rounds) lasts three seconds or so long enough to get the Ankheg plate from the field to the store: gold's going to be a slight issue for Turac simply because he won't be able to carry much loot to sell. He can only carry 30 pounds.
A couple assassins and bounty hunters are dealt with, Neira being Silenced and Held, Greywolf Blinded, and Karlat simply being Held.
From selling Varscona, Turac purchased an array of scrolls, and successfully memorized Strength and Invisibility and Pro. Petrification. 30 rounds of 18 Strength for one level 2 spell sounds great, thanks. It also allows the Basilisks to be taken safely, and Mutamin is clipped by Korax on the way past. Level 6, with 15k experience or so more before level 4 spells
Invisibly went through the mines, and Silenced Mulahey to break his script to call for help. Using Sanctuary to raid the Wand of Monster Summoning, Turac then heads back to Nashkel. A Skeleton Warrior absorbs Nimbul's attacks, and a Hold Person ruins Nimbul's assassination as well.
Turac will be heading to the Ankhegs next, and hopefully will have enough gold for the Greenstone amulet and then head to the Sirenes.
The availability of a familiar means it is possible for a solo character to get Droth's helm, so it wouldn't have been unreasonable in principle for Turac to sacrifice the familiar even at the cost of a constitution point. If I'd been creating the character I would probably have set charisma at 13 (tome + friends then allows maximum shopping discount) in order to provide a bit more room for manoeuvre with other stats.
Posting a quick coverage of Kazi's progress after the Nashkel Mines.
Nimbul:
Nimbul is a peculiar fella. He's got the potential but keeps throwing it away most of the times. I mean it. Literally. Really, why use a throwing axe for backstabbing? Does he know there's a magical short swort at his belt? He does, he's just too flamboyant to think about tactics. And that's his woe.
Bassilus:
Just imagine the horror on his face everytime he sees you drink that Potion of Absorbtion. This and a charge of Greenstone Amulet was all that we needed.
Tranzig:
And the price for being the most annyoing collection of pixels on the Sword Coast goes to...Yes, the encounter with Tranzig really annoys me. He's hasted and he just loves to run around the narrow corriodors (thus generating the most ''enemy sighted'' autopauses per second) with loads of mirror images. This one's for my patience!
Ambush!
Good to see you ladies. Let's see what your double backstab and Darts of Wounding can do this time.
Kazi went on a budget in terms of potions and therefore couldn't possibly hope to avoid getting bruised here and there. Ouch.
But with Kazi's level 7 HPs, 2 attacks per round and Necklace of Missiles, the advantage was on our side.
Bandit Camp:
The plan: Wear Cloak of Displacement, Girdle of Piercing and Boots of Grounding. Buff with Stone Giant Strength, Potion of Absorbtion, Potion of Defense, Oil of Speed, Shield Amulet and Greenstone Amulet. Have Potion of Regeneration at the ready. Enter the tent and be done with it.
The action:
It's reasonable to open with a Dart of Stunning on Venkt. With Kazi's awful half-elven saving throws, his Blindness was a potential party pooper. Still, I wanted to make it a melee fight and therefore decided to take the risk. Maybe a little fireball to warm the things up a bit?
Hakt can crit hard and so he becomes the first-round victim.
Britik was next.
And finally, Reamon and Venkt.
With our buffs intact, it would have been a shame not to explore the camp a bit more. Nice to meet you Taurgosz.
Kazi waits for the bandits to pile up and then uses the Wand of Sleep.
Disabling the majority of ranged attackers in a crit-only fight gives us a head advantage.
Kazi is a beast master. And beast masters do have poor AC. Taurgosz wears full plate and a magical shield. The math is clear. Taurgosz vs Kazi - 0:1.
All clear, let us head to Cloakwood.
Regards,
B.
You said: "First attempt ends with both Tarnesh and I Sleeping each other, and the Guards not attacking him for some reason." The guards stop attacking if he is asleep or affected by a command spell. They may even walk away from him which can be a problem when he awakens if they are not in sight. Using command and sleep can therefore be unhelpful spells if you need their help.
@Grond0 It isn't SCS that does it, as it happens to me in my non-SCS set-up. It could be a change in EE or some other mod perhaps.
Caesar, dwarf berserker {2} (2nd and final update)
Previous update at:
As with his first incarnation Caesar made short work of the Nashkel Mine. After killing an innocent and stealing to reduce reputation he went to take on the Bandit Camp. He took very little damage while clearing the outside before raging his way through the enemies in the main tent unscathed (despite forgetting to put Taurgosz's armour on first). With little left to buy he didn't bother looting much at the Camp.
After skipping through the Cloakwood Rezdan surprisingly survived 2 fireballs from distance, so had to be chopped down after the fighters had followed Caesar to their doom. Inside the mine Hareishan reacted to some noise this time, forcing Caesar to retreat for a healing rest after finishing her off. Downstairs a single rage lasted long enough to kill both battle horrors before a potion of magic blocking allowed Caesar to safely chase down Davaeorn.
After resting to get a second horror Caesar flooded the mine and dodged the slave outside (returning after having made some donations at the temple).
With XP having been at maximum for a long time Caesar took a minimalist approach in the City, with the only equipment being sought the tomes, Ramazith's ring and the Helm and Cloak of Balduran. The only difficult fight in that lot was when Caesar took on Larze (should really have switched belts before doing that) - and he had to run away to heal up a bit before coming back to finish off. Cleansing the Seven Suns put reputation back to 20 and he bought a few more potions and scrolls (that he almost certainly won't use) before using a scroll of PfM in attacking the Iron Throne.
In Candlekeep a potion of fire giant strength was topped up by DUHM to get the strength tome. No magical protection was used against Prat's gang, but they didn't have enough time to do any damage anyway.
Back in Baldur's Gate I was worried about the Palace fight, but first had to deal with Slythe. Typically with a fighter I would use a dispelling arrow on him from distance before retreating. I prepared to try that with Caesar by inching into sight, but Slythe moved far too fast to have the remotest chance of targeting him with an arrow. Instead, Caesar quickly retreated back to the inn to avoid any possibility of Krystin getting involved and raged. Slythe was duly cut down pretty quickly, but then disaster struck . When playing MP I normally take screenshots by hovering my finger over the PrtScrn key as the fight nears its end and that's the technique I've been using in this no-pause run. However, in normal SP I tend to pause as the killing blow is landed and then move the text to show the appropriate action - and still distracted by the challenge of the palace to come that old habit re-emerged ...
Journal of Patty the Pacifist Gnome
I decided that the time was now right for facing up to those demons in the Nashkel mines.The question was whether to indirectly kill the assassins on the way down or not. I charmed one of the Duerger Fighters and he was killed by his erstwhile colleagues. I tried the same tactic with them only to find that they invariably saved against charm. Even using the cloak they were only charmed for about 3 seconds. Both I and the one controlling me decided that it was time to sleep which both of us did. My controller suddenly realised what the problem was whilst he was in bed. It was the 50% magical resistance of the duerger plus the effect of other equipment they may have been wearing!
I therefore lured them away from the loot and cast invisibility so that I could pick it up.
The rest of the mine was relatively easy. I charmed Mulahey who was able to thin the ranks of the kobolds before he died. I picked up the loot and was able to get past the remaining enemies before casting invisibility.
I went outside, charmed Lamalha who cast glyph of warding twice thus hurting her former allies badly. However shortly afterwards she started conversation and went hostile. Fortunately Maneira had already poisoned her and she fell before she was able to do too much harm.
I slept and charmed the ones who I deemed strongest, but they weren't. Maneira though at near death was able to survive the attacks of the others. I then charmed her and set her against a gnoll whom she also slew.
However she became hostile so rather than risk sleeping again, I made my way to tthe carnival to recover.
@Wise_Grimwald Huh! Apparently throughout my entire no-reload career I've never put Tarnesh to sleep, then. Today I learned.
Edit: Anddd Turac has fallen to a Charm Person by Tranzig. Should've protected myself against that. I think I'll try another idea in the meantime...
Friendly, elf sorcerer (Grond0); Ijut, halfling assassin (Gate70) & Hannater, gnome illusionist (Corey_Russell)
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Today's Trio made some good progress, but fell as a result of trying to cram one more encounter in before the end of the session.
They had killed Davaeorn at the end of the previous session and quickly finished off the mustard jelly and looted the area before heading for Baldur's Gate.
With 2 of the Trio being arcane casters they were unwilling to tolerate any opposition and the first action was to clear out the mages above Sorcerous Sundries. Next up was the poison quest, which started off well with summoned monsters trapping Lothander to get another pair of boots of speed. There was a bit of a hiccup though when Ijut fell victim to a case of 'Larze Lag' as a big club swooped out of nowhere to take him down.
Ramazith was an easy target and his jellies were also killed with the help of Hannater's new improved invisibility spell on Ijut. The remainder of the tower were left in peace though.
Hannater had been casting jealous eyes on Friendly's ring of wizardry for some time, but now he got the opportunity to get his own. The plan was for Ijut to land a poison backstab and finish the job with magic missiles - but a critical backstab meant any other attacks were superfluous.
Realising we were short of a constitution tome we returned to the Lighthouse area. Ijut was once more given improved invisibility to attack the sirines, but that proved to be a double-edged sword as the sirines just disappeared into invisibility and refused to respond to his attack (their script apparently prioritising use of charm over melee attack). One result of that was that a speculative skull trap from Friendly was left hanging in mid-air as the invisible sirines dispersed. When their invisibility eventually wore off Ijut killed 2 of them before running in search of the third - but just a fraction too close to that skull trap.After returning from the temple the remaining sirines were killed along with the golems - Ijut using an oil of speed to shoot them down quickly and Friendly helping out with an invisible block on the last one.
Back at Baldur's Gate we headed for the Iron Throne and decided to take them on rather than just sneak in and out. After using invisibility to get the drop on the enemies an initial web was cast, but the attack then commenced a bit early before follow-up webs were placed to better prevent movement. The enemies still struggled to respond to skull traps and fireballs though, but Alai did manage to send a single spell back in retaliation - resulting in Ijut getting confused. He was firing arrows of biting, which would have eaten through Friendly's HPs in no time - so he quickly went invisible and tried to move to the other side of the few remaining enemies to get a safer firing position to finish them off - but got stuck in the web. Without being warned that Friendly was now subject to 'friendly fire' it was no surprise that Hannater's next fireball burnt Friendly. However, that didn't seem to be too much of a problem after Hannater realised that Friendly had been webbed. Unfortunately, while Friendly thought that meant Hannater now knew where he was, in fact it just meant he was aware of the web status effect, but not the positioning - and another fireball was on the way ...
Here is a screenshot of his resistances. He is not wearing any equipment that gives magical resistance.
I'm not sure what this legacy sheet is all about in Misc either.
Even if you used a different spell, or if ogres weren't immune, those saving throws are also definitely a huge obstacle. With a save vs. spell of 1, the only way for him to fail a save vs. spell is for there to be a penalty of at least -1.
To charm him, you would have to use Doom (-2 penalty), Greater Malison (-4 penalty), Chant (-1), an Archer's Called Shot (-1 per hit), a Mental Domination spell (-2), a Dominate spell (-2), and/or cast a charm spell as an Enchanter (Enchanters get -2 to saves against their Enchantment spells).
1. Note that Charm Person offers a save at +3, so an Enchanter like Xan would still need extra help to make it happen.
2. Note that Algernon's Cloak uses a save vs. breath, not a save vs. spell, so an Archer's Called Shot wouldn't help. But a slow effect from Spell Revisions would penalize saves vs. breath by -2 (though Item Revisions removes the charm power from Algernon's Cloak).
3. Note that a wizard would need to be level 9, and a sorcerer would need to be level 10, to cast Dominate. Not possible in BG1 without modding.
You'd need to be level 7 or 8 to successfully charm him, as otherwise you could not cast Greater Malison (to strengthen Algernon's Cloak) or Mental Domination (the only charm spell in BG1 that would affect an ogre).
Patty the Pacifist is currently Level 4 Illusionist, Level 5 thief. Due to not killing anyone, her experience is quite low compared with the average run.