@RVNS and @semiticgod Thanks for tagging me - it's been some time since I had a chance to read all your reports It's been quite a busy period...
The best advice (not to encounter those early ambushes) would be - not to travel after 7 PM (so that you don't get an ambush at night time). So, rest on the area till the morning and travel afterwards.
Hey, here comes a new challenger : me ! Since I've been reading old medieval novels about the Arthurian cycle recently, I decided to go for something I had in mind for a while, an Undead Hunter Paladin. With the awesome help of @Arunsun, I was able to boost the kit a bit, by having him be able to Turn Undead like a cleric of the same level and by giving him Remove Paralysis as an innate ability (once every 5 levels). However, to balance things a bit, I decided to play with restrictions based on the AD&D Paladin PHB. Here are the restrictions I chose :
Pally restrictions - do good and lawful things (duh… ), but with a preference on good over law when conflicts emerge
- god : Lathander - spare as much lives as I can - no mercy whatsoever with undeads (must be killed, no matter what)
- 10 magical items max - 4 weapons (including ammos) - 1 armor - 1 shield - 4 misc (include items like potion of Hill Giant strength and green scrolls, but not healing potions and antidotes)
- never lie (oath) - tithe : 10% to the Song of the Morning Temple when I come back from adventuring (and before buying stuff) - no neutral allies, only good ones - no stealing, minimum thieving (traps and locks, mostly) - only use and swap between allies items placed in quickslot
So, withtout further delay, here's Nordgaard of Candlekeep :
His companions for BG1 are :
- Sirine (a paladin, so 10 magical items max apply to her too) - Finch (changed into a cleric/illusionist, because she's a librarian like I am and I envision my profession more like an arcane magic user rather than a divine magic user) - Imoen (can't go without longtime childhood friend) - Rasaad (never really used him, so now is the time to give him a go) - Valerie (Lawful Good sorcerer, perfect for me)
I play with plenty of mods. The most important are : SCS, IR/SR, Rogue Rebalance, Tweak Anthology, Atweaks, plenty of NPC mods and Item Randomizer.
Nordgaard is at level 3 for now after having done some questing around Beregost. Leveling up is slow, because I gathered my team at level 1 for the added challenge. No problem yet, but I've been extra careful since IR remove the protection from critical hits from helmets. Even at level 3 with 30 hp, I can be one-shot by bigger creature like ogres and such. So, I'll have to be extra careful for a good time being, because I want to go into the Nashkel mines only at level 5.
@rvns by 'experienced' no-reloader @semiticgod really means I'm an experienced reloader, i.e. I've died many, many times. As he said just start again - one of the advantages of an early death is you shouldn't feel too much has been invested in the run yet.
While those ambushes can be nasty I really wouldn't expect them to be fatal for your clerical party. As @Corey_Russell said clerics can wear armor and use large shields - they can also wear helmets. Best of luck!
With the Faith and Powers mod, clerics cannot wear splint armour or use tower shields. That is the reason why I have opted out of using the mod. I'm currently doing a re-install using different mods and having tried some of them, have opted out of a number of those in The Big Picture because of issues like this.
The Myconids of Dorn's Deep can be troublesome for a no-reload run, as there aren't many ways of getting immunity to berserk effects. But when Chara fails a save, Frisk is ready to rescue them with Exaltation.
This immunity is especially important with the IWD Mega Mod installed. Why?
Basilisks. I don't know what they're doing in Dorn's Deep, but Chara ran right into their view, and I don't think they have enough time to run away before the basilisks force a save vs. petrification. But Chara's aura is clear and I have a Potion of Mirrored Eyes.
Judging by the visual effect when the basilisks' gaze attacks hit them, it seems Chara would have been petrified again if it weren't for that potion.
After that, I make a point of scouting out the area and bombing the basilisks from the fog of war. I blast some ogre mages with Fireball and when a group of drow surprise us, Carl's traps pin them down.
Then I see something really surprising.
This could get very ugly.
Chara gets blown away while summoning a Fire Elemental to distract the dragon, and the rest of the party gets blasted. Fortunately, a habit of throwing around Fireballs has meant that my party comes pre-buffed with near-immunity to fire.
The dragon has some spells that could be dangerous, but it wastes them on Chara's elemental.
Really, this dragon should know better than to dominate our elemental when it just disabled that elemental. This fight might take a while, so I have Chara begin casting Static Charge at a safe distance.
Then I notice something incredible.
I don't believe it.
The dragon is stuck behind its own charmed, paralyzed Fire Elemental! The dragon can't move! And since the elemental is charmed, it would never consider killing the elemental to break free.
This seems a bit unfair, so I kill the elemental so the dragon can fight me properly. The dragon repays me with another blast of its breath weapon.
And it seems I forgot to buff everyone with Protection from Fire.
The dragon advances on us, but Carl has prepared too well, and Snowy Tae's arrows are devastating even to a dragon.
Done! That was really nice; a dragon is much more interesting than the ettins who normally show up in that cave.
The next area is a mess. I always hated the Drow Sorcerers and Spellswords and Vanguards with their Mordenkainen's Force Missiles and Mirror Images and Bolts of Biting and sky-high magic resistance. I decide not to play nice.
We still lose our defenses to a Remove Magic spell, but the enemy is already crippled, and a very lucky Chromatic Orb took down the last sorcerer.
There are more drow to deal with, however. We bait out a Remove Magic using summons, nail the enemy with thrown traps, crush a clay golem with flails (Snowy Tae has the Fast Flail for +1 APR) and shut down the sorcerer with Presio's Dagger.
The next group suffers the same fate, but the third batch deals a lot of spell damage before going down.
We run into even more drow in the next area. The priestess is pretty tough, but we just so happen to have Lower Resistance on hand.
Next up is Terikan, the annoying lich who respawns every few rounds after you kill him... and comes with two Greater Mummies who cast Symbol of Hopelessness and its hideous 20 rounds of stun--which Remove Paralysis cannot fix.
I send some undead summons into a hostile Cloudkill (they're immune) to distract Terikan, but Terikan ignores them, opting to debuff Chara.
Breach is rare, but it's very dangerous when you only have a single tank--and that tank can't cast Spell Shield or SI: Abjuration or any of the normal mage defenses.
But Chara was in the middle of casting Entropy Shield when that Breach hit, so when Terikan and his Revenants rush them, Chara has the AC to stand firm while the rest of the party pitches in from afar. Despite Mirror Images and Fire Shields, Terikan isn't strong enough to survive long.
We need to move quickly, though, because Terikan will be back soon. We hurry north to take down the Greater Mummies. And, of course, Chara gets hit by Symbol of Hopelessness.
Unbelievably enough, the Greater Mummies are even weaker than in the original game, because they cast Chain Lightning right next to each other. One of them actually dies to its brother instead of the party.
For some reason, Exaltation doesn't cure Chara's hopelessness, as it is supposed to. But Remove Paralysis somehow does, even though I remember it failing to cure hopelessness back when I first played IWD. Maybe it's an EE difference; I don't know.
We're not out of the woods yet. Terikan appears in the next area as well, and I have a bad habit of forgetting where to find the phylactery and the portal you use to destroy it.
We start opening doors, with Carl rushing ahead in search of the phylactery (he's the only one who can disarm traps). Snowy Tae tries to ward off a Greater Mummy, but gets hit by another Symbol of Hopelessness.
Carl suffers heavy damage from Vampiric Touch (which the lich somehow casts from a distance) but manages to find the phylactery with the help of the mini-map.
Carl hurries over to the other side of the hall, dodging a Chain Lightning spell and destroying the phylactery.
Killing the remaining undead is a long slog, but it's not worth posting on.
There's only one more challenge before we get outside: the four Bronze Sentries guarding the exit. It seems this fight will be even harder than I expected: Carl's traps are little use.
Worse yet, the sentries are hasted, which means we cannot kite them. Chara tries a Static Charge, but the sentries are resistant to that, too.
Chara has strong AC and Ironskins, but the Bronze Sentries have excellent THAC0 and high APR put together. Chara can't handle all of them at once.
We are forced to divide the party, putting Snowy Tae in harm's way. The sentries quickly take advantage of the situation.
I need to heal Chara and get them back in gear, but I can't guarantee that one of the sentries won't wander over to them in the coming rounds. Asriel hides Chara so they can heal themself safely. But I can't save everyone.
One character is dead and another is out of commission for several rounds, but not a single sentry is dead. We are already at a huge disadvantage.
Another Static Charge wounds one of the sentries, but keeping everyone safe is a huge ordeal with our primary tank missing and Snowy Tae dead. Mollyboo's Mirror Images and Stoneskins aren't enough; the sentries' APR is too high.
The sentries make all of their saving throws against Chromatic Orb; we can't take down a single one despite using up many castings of Minute Meteors. Carl succumbs to a critical hit, and the party shrinks even further.
Finally, we get a failed save. We're still doing horribly, but at least one of the sentries is down.
I desperately need breathing room. I bring everyone close to Frisk so they can turn the party invisible. Invisibility 10' Radius is a fantastic rescue option--if you remember to keep the caster safe.
Asriel renews his defenses. But he, too, is having trouble holding off the sentries.
We are running low on spells; we can't keep this up much longer. I keep shuffling Asriel and Mollyboo around, and it buys Chara enough time to heal up and cast Entropy Shield.
After much struggle, we push over another sentry with a Minute Meteor.
Mass Cure Light Wounds from Frisk and mage defenses on Mollyboo and Asriel buy us a little more time. A third sentry collapses.
We polish off the last sentry, bloody but unbowed.
Victory! We rest up and march outside. The fresh smell of snow fills us with determination.
As usual, another day meant trying to remember what we'd planned. To recap, we were stood next to Flaming Fist mercenaries while Imoen was nearby and complaining of another mouldy old tomb. Must be Siege of Dragonspear prologue then.
The initial level had two main groups of enemies, the first of which were meleed into defeat and the second treated to a few spells as well. On to the second level.
The tactic of the day was a minor variation on recent runs. Namely casting invisibility on Sapper to give us a sighting, and then fall back on familiar ground with arrows of detonation, wand of fire(ball) or a necklace of missiles.
Korlasz was given no quarter and cremated before we left. A brief shop at Baldur's Gate followed before we headed off towards Dragonspear. We were well on the way to fireballing the first group of enemies when one of their mages came up with the same idea and destroyed the only nearby bridge.
A large detour was then necessary, and we took the opportunity to explore caves in the forest of wyrms. The locals were none too keen but we persisted.
A moment of deja-vu followed when Sapper became invisible and unable to move (we rested and skipped a part of the second dream so it was nothing to do with actual gameplay). There's nothing like negotiating an area for the second time but we avoided pitfalls such as complacency and were able to head into a temple.
Kolla carefully checked Sapper was out of fireball range for one sanctuaried enemy and then targeted with her wand. If only she'd had a clear line of sight rather than aiming slightly beyond a door jamb. Her boots of speed raced her up close and the fireball struck before she could retreat. The enemy survived but Sapper followed up with a necklace fireball and the badly burned Kolla was spared any further mishap.
A neothelid caught Kolla out (hmm my record against this enemy is less than inspiring) with a domination but Sapper and a few summons were able to finish the combat without any further assistance.
A shadow aspect made heavy inroads into Sapper's vitality but eventually proved unable to resist after a wand was used to summon up distractions.
What would normally be the final combat in this temple was started with a cloudkill cover before opening the door and then fireballing inside. The enemies inside came out one after the other and their lack of co-ordination gave us an easy victory.
Having not bothered talking to any crusaders we weren't to know that we were searching for a wardstone. Our options were to trudge back and talk to them before trudging back to Akanna or do something a bit more immediate. Sapper has short legs and little patience so we killed Akanna and her two hard hitting aerial servants.
Our passage through the temple and back had provided us with something to present to the slumbering dragon nearby.
Then we headed to Bridgefort and used Glitterdust -> Cloudkill on some pesky goblins.
At this point Grond0's game crashed. On rejoining we entered the fort and forged some armour and my game crashed so we called it a day. I reloaded the last quicksave (had made one moments before) to give it a formal name and a wraith was attacking inside the fort so killed that off too so one probably won't turn up when it should next time...
Just completed my new installation with the help of The Big Worls Set-up.
Starting with an Inquisitor called Osiwu. I got his name from a Saxon King.
In Candlekeep, I have supplied the assassins Shank, Carbos and Mendas with slightly better weaponry. This actually makes them dangerous. To take on Mendas, I ensured that there were a lot of rats between him and Osiwu. The crossbow then took him out. More tomorrow.
I have little experience with most of these mods, so I have no idea how well balanced the set-up is. However, I have largely followed the set-up's advice. I'll have to wait and see how good it is. Certainly character creation is better than I've had previously.
Back in the frozen wastes of Icewind Dale, I discover the only creatures you would logically expect to find out in the snow: ludicrously overpowered reptiles from a completely different game.
It's a very, very good thing we arrived while invisible. We go back inside and return when we're immune to petrification.
This whole area is seeded with Giant Ice Trolls, some even more ludicrously overpowered critters from the IWD Mega Mod. With a massive HP pool and absurd regeneration, it's nearly impossible to kill them. We only found two ways to bring down a Giant Ice Troll: 1. A combination of Slow (to slow down regeneration), backstabs, party-wide pressure and lots of damage spells in order to very, very, very, VERY slowly kill a single one. 2. Use Greater Malison and Recitation to lower its saves enough to eventually land a level 11 Chromatic Orb after maybe a dozen castings.
It's especially awful because the trolls hit hard and often. Chara has crazy AC and the trolls don't even need to roll high to land a hit.
I don't even know how much the trolls regenerate. Instead of having a normal "While Equipped" regeneration, it has a regeneration effect on-hit, which is still flagged as "While Equipped" with no time listed.
So how much do these guys really regenerate? Because it seemed almost as high as a Greater Wolfwere's.
The salamander area is never much fun. The auras disrupt spells and the fight lasts for several turns, but there's nothing particularly interesting or even dangerous about the fight.
There is one thing that's different. When I peek into a normally unoccupied building, I discover a pair of ogre mages from the IWD Mega Mod. And they are...
...really, really nasty.
Chara has been chunked. My normal rules treat chunking as a normal death if it's not due to petrification, but I don't know about Disintegrate. Since I'd have no interest in continuing the run without Chara--and since it's always possible to import them back by moving the save folder temporarily to the multiplayer save folder--I decide to treat this as a normal death. If I win this fight, I reload and kill the ogre magi again without letting Chara get chunked.
Until then, I need to take down two well-buffed mages who have some really dangerous, high-level spells. Asriel and Snowy Tae fail saves against Chaos and Frisk loses a spell to Cone of Cold.
This is going horribly. I need to change the trajectory of this fight. After the ogres create a Teleport Field, I bring Carl, Molly, and Frisk away from the fray, leaving Snowy Tae, Asriel, and Frisk's skeletons to distract the ogres. Once they have some breathing room, Frisk prepares to tank the enemy in mustard jelly form.
Frisk's magic resistance diffuses the enemy's offensive output for two or three rounds. But these aren't just mages; they're ogre mages, and so magic resistance alone will not keep Frisk safe.
Thankfully, Teleport Field adds a little chaos to the fight and keeps Frisk away from the ogres' swords. Teleport Field does almost nothing to inhibit ranged attacks, so Snowy Tae is free to fill Frisk with arrows, but in jelly form, Frisk is nearly immune to missile damage.
Down south, the rest of the party breaks down a wandering ogre mage's defenses and slays him.
Once the last ogre mage is dead, I reload and kill them all over again, this time using traps and summons to keep Chara from getting chunked.
On to the giants! This area normally isn't too tough for the simple reason that the giants have no defenses except for a lot of HP. But not quite enough to compensate for the lack of any other defenses.
Still, not everyone in this area is a boring pushover. We've got a bugbear priest who uses the orog priest animation from IWD2. He has better defenses, including what looks like a spell reflection ring under his feet--and more importantly, a Physical Mirror that renders Snowy Tae's arrows practically useless.
He casts Heal instantly, like several critters in the mega mod, but he's not tough enough for it to make a difference.
Kontik is another story. She has some defenses that only exist in the Enhanced Edition (many come from BG2). Carl's Detect Illusions can take down the best one, but the others are a little harder to deal with.
Chara rushes in to distract Kontik, but they can't do much on their own, and the rest of the party needs to deal with the Black Ice Knights before they finish off our summons.
Chara's Ironskins have just run out. Their portrait goes red in seconds.
Notice Asriel trying to soften up the enemy for some Chromatic Orbs. Greater Malison only imposes a -2 save penalty in IWD, however, and even if I remembered to use Snowy Tae's Called Shot ability, Chromatic Orbs in the IWD Mega Mod use a save vs. polymorph at high levels, not a save vs. spell.
Frisk tries to heal a disease effect on Chara, but the Black Ice Knights deal electrical damage on hit.
Instead of, you know, cold damage. Because they're ice knights.
We bring down some of the enemies, but not Kontik, and with our only tank close to death, we're forced to retreat. Kontik launches Chain Lightning at Frisk, but I minimize the damage by pulling Frisk away from the party.
Chara cannot escape the enemy's pressure and is forced to drink a Potion of Invisibility in order to survive.
I'm reasonably certain the spell that Frisk just lost was a Heal spell. I don't know why one of the enemies is a cloud of pink smoke.
Kontik has failed to pursue the party--again, a debilitating weakness in the AI--which gives Chara time to heal themself while the rest of the party finishes off the Black Ice Knights.
We march down south to assail Kontik, but she has a kind of Spell Sequencer on hand, which triggers just as the party's haste wears off. Only Snowy Tae remains free from fatigue due to her Helm of the Trusted Defender.
We do away with Kontik's Mirror Images, exposing her to a fatal Static Charge from Chara, cast many rounds before.
In addition to a couple of excellent standard items dropped by Kontik...
...we also get a very special sword that is a random drop in unmodded IWD, but is guaranteed in the IWD Mega Mod.
No one in the party can use it due to alignment and class restrictions (our only neutral-aligned character is Carl, who is a thief), but because its disease effect offers no save, bypasses magic resistance, and is permanent, it is a death sentence for anyone not immune to disease or poison damage. If I had known this was a guaranteed drop, I might have used a different party composition.
We also rescue some people. We didn't even come there to save them; they just happened to be around when we were out hunting evil monsters.
Doing heroic deeds by complete accident fills us with determination.
I have discovered one of the first changes in the set-up. Tenya becomes really dangerous.
She cast two spells: Command and unholy blight. End of Osiwu!! Nothing that he could do. Perhaps in this set-up I need a party. Maybe others don't but I do.
Ironstar Rockfist entering the fray again. He was quite a good roll.
Diary of Ironstar Rockfist
When fighting Shank and Carbos, both of them saved versus an initial command spell, but succumbed to a second one. Thereafter they were easy prey. They both had quite good armour and daggers, however the daggers are both unusable by myself and my splint armour is more protective than their good leather armour.
When fighting Mendas he appeared to vanish so I cast true seeing.
By that time he had come in close, but fortunately he could no longer back-stab me. He saved against all three of my command spells so I just cast seeking sword and hoped that would be sufficient. It was, but I was sorely wounded by the end of the fight.
I rested rather than use my precious potions and it took 16 hours to recover. However, recover I did.
Sadly after leaving Gorion was killed in an ambush. I have picked up his possessions, the most useful of which was a bag of holding.
Heading eastward I found a ring of protection after which I headed northwards to the Friendly Arms Inn where I was repeatedly attacked by hobgoblins all of whom were dispatched with no difficulty.
I headed northwards again where I dispatched a widows undead husband after which I agreed to help Sonner who was having problems with a cleric of Umberlee.
She attacked and hurt me badly using command twice and unholy blight once. However, I had been expecting trouble and was therefore buffed and that was sufficient to survive.
She then strangely enough pleaded for help. Why she didn't do that at the start I have no idea! The end result was that I killed Sonner, gave her the bowl that she needed and kept Sonner's enchanted flail for myself.
I then headed south to Beregost where Marl seemed to be trying to pick a fight with me. However I kept my temper in check and managed to calm him down. I took a tome to Firebead, killed a houseful of giant spiders and killed Karlat, an assassin who ambushed me.
Finch however helped by healing me half way through the battle and she also occasionally wounded him slightly. It was me who delivered the final blow however.
I then helped Alanna's neighbour to get back into shape and as well as experience and a little gold, I refilled a bottle that I had with healing potion. That was helpful as I was running low on them.
Nearby I was asked to get an enchanted axe from some sirens to the west. This I agreed to do.
EDIT
I then headed south towards Nashkel, knowing that there were problems there. I killed two ogrillons before meeting up with kessy who had lost her rabbit. When I looked for it I found it with an ogre in a cave. The ogre let me take the rabbit back to Kessy but asked me to find him another one which I did eventually.
Shortly after finding the rabbit, Aerie accosted me and asked me to help the petrified Branwen and the captured Bentha. I did both after which Branwen seemed eager to join up with me.
That was a mistake on her part, for after killing Zargos Flintblade the assassin we were attacked by none other than Greywolf. Whilst we did manage to kill him, Branwen died first and I didn't have the gold to raise her. Hopefully that situation will not last too long. At that point Isra just about forced her company on me, so together we went to Beregost to return the necklace belonging to the Colquetle family. We headed west and killed some gnolls one of whom was carrying the sword of Perdue who had LOSt it. We then rwescued Mellicamp, but upon trying to transform him back into a human, Thalantyr accidentally killed him . Just outside High Hedge we were asked to help a man who had been infected with lycanthropy. This I achieved much to his beloved's delight.
Blaggerd's cautious(ish) run. Siege of Dragonspear: Here be spoilers. Update 12345 6
A short session.
Blaggerd has had a good long lie-in (since May 25th). Anyone looking to get the better of him will have had to get up pretty darned early. How early? Well, the Shadowy Figure must have got up at an ungodly hour.
Blaggerd noted some attackers were able to buff so he tried a Draw Upon Holy Might ability, only to see it fizzle out. Hohoho sang Voghiln, his mighty voice and bardic verse able to shrug off the damping effect of the area. M'Khiin was also able to perform her Shamanic Dance. Edwin was shoved to the back of the party, Blaggerd checking he was uninjured before stepping forward. Corwin was told to use her halberd rather than risk being backstabbed while wielding her bow. Safana switched to her katana to line up with Blaggerd and Corwin, and then the Shadowy figure performed a not unexpected act by targeting the most vulnerable party member. Down goes Eddy. No great loss, thinks Blaggerd, although foolish to leave Edwin using throwing weapons with a backstabber around. The mage only had daggers and a staff to fight with and was as much use as a chocolate fireguard on this combat field. A quick check confirmed the remaining party members were of sterner stuff, although Safana looked the next weak link particularly when poisoned twice.
Corwin shoots and hits the figure as Blaggerd tries melee but the shadowy figure has vanished again by the time he arrives so he returns to the remaining attackers and Corwin switches back to melee. Safana is gamely using elixirs of health as she is repeatedly poisoned, expecting to be the next target. She moves back to try and get out of range of the enemy arrows.
Instead, the Shadowy figure frontstabs M'Khiin. There is little for the goblin(ette) to do other than feel the pain and continue to dance. Corwin gets a ranged shot in again while Blaggerd has to return again without getting into range. Voghiln is by this time also being targeted by poisoned arrows and helping himself to the odd elixir. A second frontstab sees M'khiin badly wounded and bleeding. Blaggerd throws her an extra healing potion, meaning the spirit summons disappear. Not a great concern thinks Blaggerd. Mi'Khiin takes a third backstab, reducing to -9hp so not only dead but very close to being Glinted (chunked). Corwin gets another hit in, as do both Blaggerd and Safana. Before the shadowy figure can hide once more Corwin gets a second hit and a killshot. The remaining enemies are mopped up, then the gear of friend and foe alike is bagged. There is no way back to camp, so Blaggerd pushes on to the original destination and is then able to return to camp and get Edwin + M'Khiin raised.
Well Shadowy figure, maybe you shouldn't have gone to bed at all if you wanted the uncanny aptitude to work out today.
As usual, another day meant trying to remember what we'd planned. To recap, we were stood in Bridgefort expecting a wraith to not turn up in a moment or two.
We spoke to Jegg and the other one (Hess), and sure enough no wraith turned up after we handed over a scroll. After telling Khalid to prepare for battle we returned to the coalition forces and led the attack. The Barghest saved against Blind, meaning he got to feel like a Chromatic Orb instead Sapper was looting after the battle, and asked if Kolla had dropped some good gear. No, said Kolla. But Khalid had a helmet a bit like that one...
After throwing a discarded staff down a well to upgrade it to a magical sword we were ambushed by a horde of goblins who bunched together for a Cloudkill moment. Sapper then headed down a hole to pick on some myconids.
Post-ambush we headed to the main coalition camp and quickly picked up a few tasks to ignore. Instead we headed east and played with insects. Sapper switches to bow and arrow at the wrong time and without Spiders Bane active, is held by beetles. Kolla rummages around and hits him with an arrow of dispelling.
Still held.
Kolla risks her own neck by racing in and casting invisibility. Success, with 1hp left. She flees... and treats the beetles to Cloudkill as Sapper regains his movement and observes invisibly.
Trio - FINAL Update! (corey_russell, Gate70, Grond0) CorEE III (protagonist, fighter/thief, controlled by corey_russell) Blaggerd (blackguard, controlled by Gate70) forgot_their_name (shaman, controlled by Grond0)
So we couldn't get our game going in Gameranger, so the team decided to try their luck at EE. It was my turn to be the protagonist. Grond0 and Gate70 did a lot of coaching, but we ran into a few mishaps:
* Grond0 had huge lag at Shoal and she talked to him and killed him, giving the experience to the other two. We of course avenged him then went to Beregost Temple to raise him. * We obtained Arghain's sword for Blaggerd * Gate70 suggested we get the short sword from Torgal. Corey_Russell asked what our strategy was - he rplied "Just attack him"
ACTUAL battle - Grond0 tried to pull one, but that failed, all three eventually joined the fray. It also got him killed. Blaggered tried to take over, but even with ankheg armor, he was getting hit hard and was forced to retreat. CorEE III tried to pinch hit with his splint mail. However, his armor was woefully inadequate and he was killed.
RIP CorEE III
Gate70 will be the next protagonist (see his post)
Trio EE Multiplayer 2, session 1 Fresh from our previous success (well, Blaggerd wasn't killed by Zargal and co...) we rolled on. Our unannounced choices came as below so could be interesting.
Gate70: Teere, human female Priest of Tyr. Corey Russell: Corarcher, elf male Archer. Grond0: Mis, elf female Archer.
Here they are (5 second loop)
Some thoughts about Dual Class options
My intention was to dual to Thief before I found out she would be the party tank and that throws the options wide open if we get that far.
Kit benefits are Exaltation at levels 1, 6, 11 etc. and Divine Favor at levels 1 11 21 etc.
Our adventures began with crossing off the Candlekeep chores and commanding Shoal.
Then we travelled to Beregost to drink with Marl and trade books with Firebead before making our way to Nashkel. Some distance southeast of there we tracked down Samuel and returned him to a temple. An assassin called Tarnesh was silenced and shot before we decided that was enough for one week.
Lawful Good Corarcher is already wincing at Chaotic Good Mis' decisions in life. What did poor Noober ever do to get shot down after running out of things to say, and what did poor Neera ever do to get shot down for her belongings.
Hi everyone. After awhile messing around with Twilight Struggle and roguelikes I recently got stuck back in again to go through SoD. Cromarty completed many of the quests underground, having a go at the Rakshasha and freeing a ghost dragon without undue difficulty. Returning to the siege camp the attack there was beaten off without too many hardships apart from the ever present lag that left me zooming in to patches of grass while the party did its work. At Dragonspear we unleashed a flank attack from the trolls and Cromarty mobbed his opponents with summoned monsters to minimise risk, the most dangerous encounter being Chloe's small band after my carelessness allowed half the party to become confused. Fortunately however we pulled through it without casualties.
So, on to hell. Gulp. In hell the main danger was the uncanny tendency of the fiends to suss out which party member wasn't protected from dire charm at that point, but Break Enchantment and Arrows of Dispelling helped to deal with that particular danger. We declined the riddle test as Cromarty wasn't really prepared to risk Safana being taken by a devil... Swigging potions by the barrowful we ascended by lift and persuaded Caelar to join us- I was uncertain whether Cromarty would really have taken that line but Sirene's presence in the party helped to swing me around to trying it. The actual battle with the final foe was not that difficult, apart from flame fuelled lag..., as party members were cycled in and out and negative status effects were kept to a minimum.
Safana indeed got the last blow in. Following our glorious victory we returned, and on this occasion Cromarty swigged a potion of invisibility rather than satisfying the hooded man's whims...encouraged by Sirene.
which made me wonder precisely how Duncan could accuse him anyway.... but quibbles aside Cromarty returned to be pelted with garbage but nevertheless was freed by the dukes to run wild and free in Amn.
I have a rather wonky install of BG2EE with Quest Pack AI and a bunch of mods tacked on the end which I could utilise, or I can try the perils of SCS again in BG2 if the BWS is back in order again. Since I don't even have a no-reload of ToB under my belt anyway I might go with the toned down version. Cromarty will in any case return anon.
The endgame is near. I had been hoping to get Asriel and Mollyboo to level 14 so I could use the scorcher loop, but it seems increasingly implausible that we will make it there, or even to level 13, before we reach Belhifet. In IWD, Agannazar's Scorcher does 2d8 damage with a save for half to critters in between caster and target instead of 3d6 flat, which ostensibly would make it much weaker than in BG, but somehow it seems to deal more damage--some weird quirk of the projectile, perhaps, or a difference in enemy HP.
The dragon from the previous post drops some scales that you can forge into Red Dragon Scale armor, a perfect fit for Chara. It costs a pretty penny, but with all the loot crammed in our bag of holding, we can crank our gold supply over 100,000.
The Tarnished Sentries of Lower Dorn's Deep are always really nasty, dealing high damage with high APR and sturdy defenses. On top of that, the IWD Mega Mod hastes them, like it does for many slower enemies. It's extremely difficult to take them down quickly, and even Chara can't tank them indefinitely, but with a little luck, Chromatic Orb can speed things up.
It's a bit of a crapshoot on its own, but when combined with Lower Resistance and Malison, Chromatic Orb is a bit more reliable. It also lets us Slow the sentries.
I don't know what the "Repair Mode" messages are. Maybe regeneration?
There are more basilisks in the myconid area for some reason, but quick reflexes and Protection from Petrification prevent Chara from having to make a save vs. petrification.
We run into a drow priestess just outside Malavon's lair. Her goons are vulnerable to the hold effect of Carl's traps, but she herself is pretty sturdy, and we fail to stop her from summoning Revenants. Chara loses their Ironskins quickly.
We take down the melee enemies before they kill Chara, but the priestess remains resilient. She has an instant-cast Heal spell, allowing her to avoid disruption from Chara's Dagger of Venom (previously Presio's Dagger, before we got an upgrade in the frost giant area). Plus, as Snowy Tae's hits confirm, the priestess is using Entropy Shield, which deflects all arrows and missile weapons--except, oddly enough, for Minute Meteors like Asriel and Mollyboo's.
Once I've switched Snowy Tae to from firing arrows to dual-wielding bastard swords, we can apply enough pressure to slay the drow.
I send out to Mollyboo, buffed with SI: Abjuration, to confront Malavon's clone and the Iron Golems, assuming that we'll see a Remove Magic spell in the early rounds (and only our sorcerers are immune to Remove Magic, because you can't find a Spell Immunity scroll outside of Trials of the Luremaster). There's a way to disable the Iron Golems, but I don't know how, so the golems spray their poison gas. Oddly enough, Malavon's clone loses a spell to the clouds.
Smells like dead gnomes.
Hoping Malavon's clone just lost a Remove Magic spell, I bring in the rest of the party, having Chara cast Entropy Shield so they can tank the golems. Carl throws a trap to damage the golems, but to my disbelief, Malavon's clone actually gets paralyzed in the process.
The clone is doomed, but the fight isn't over. Malavon himself will arrive soon. To make sure we can face him without distractions and at full strength, we clean up the other enemies, heal the party, and summon some elementals.
Mollyboo is afflicted with confusion, but Frisk cannot cast Exaltation; they already cast it on Chara much earlier to cure confusion from an Umber Hulk.
Malavon appears, and we lose all our Mirror Images.
It seems that this version of Malavon is going to be much, much tougher than in the original game.
On top of all that, he has 96% total magic resistance. His defenses are beyond impenetrable; Absolute Immunity can only be broken by weapons above +5. And it's not possible to take down his Spell Trap without Ruby Ray of Reversal, a level 7 spell we would need to hit level 14 to reach.
(Minute Meteors strike as +6 in the IWD Mega Mod, just like in unmodded BG, instead of +2 like in SCS. They would be the one way to get past Malavon's Absolute Immunity and Stoneskins. But I didn't know this at the time.)
Assuming that the party cannot touch Malavon, I send everyone away except for our summons and Frisk, who has pre-cast Polymorph Self and can switch to their magic-immune jelly form instantly.
But it seems that Malavon's Corrosive Fog bypasses magic resistance. Frisk takes heavy damage on the first round.
Notice the chimera and feyr, pre-cast summons by Malavon. They chase Frisk when I send them east to escape the cloud and uses an item (a helmet from Terikan's lair) to cast a healing spell without switching to natural form.
While Frisk runs from Malavon's summons, Chara begins casting Insect Swarm in the hopes of shutting down Malavon's spellcasting. But he teleports away after wasting a spell on Frisk.
Closer to the entrance to the area, the rest of the party kills nearby enemies while we wait for Malavon to show himself.
Knowing that Frisk can't hold off Malavon's chimera and feyr forever--the jelly form's AC is too poor, and Frisk cannot cast Mirror Image or Stoneskin while shapeshifted, I give Carl the Boots of Lightning Speed (which triple movement rate at the cost of 100% spell failure and 0 APR) so he can run over to Frisk while using Hide in Shadows, give Frisk the boots, and have Frisk lure the summons through Malavon's acidic cloud, using their improved movement rate to avoid taking too much damage. They still suffer terribly, but they survive the cloud.
Malavon appears after several rounds of inaction, launching a powerful spell that cannot bypass Frisk's MR.
When Frisk brings some of the enemies close to the party, we jump in to take them down, ensuring that they won't cut through Frisk's Stoneskins and kill them, preserving our only anti-mage tank.
When the summons are gone, Frisk switches gears and attacks Malavon, who does not consider using Lower Resistance, summoning more monsters, or seeking out the rest of the party. Instead, he wastes his time and resources trying to get past Frisk's MR.
Only when he re-casts Malavon's Corrosive Fog does he get past Frisk's MR. Frisk escapes the cloud and drinks a potion--and just as they drink a healing potion, Polymorph Self wears off.
Without Frisk to soak up Malavon's spells, I use the Wand of Monster Summoning to give Malavon another few targets so he can waste his spells (if I hadn't used a custom buffing spell to speed up the buffing process, Polymorph Self would have run out at least one round earlier, so I would have had to use the wand sooner).
Malavon tries to slip by, but comes within Snowy Tae's line of sight. Seeing a moment of weakness, Snowy Tae switches to Arrows of Biting and manages to get one failed save out of Malavon...
...before he renews his defenses and becomes nearly invincible once more.
But Malavon doesn't have any Antidotes to drink, and he doesn't know how to time his spells, or choose faster-casting spells, to avoid disruption. We get past his PFMW with normal missiles and quickly cut through his Stoneskins.
We get some truly incredible loot from his lair, including the precious Ring of Reckless Action, his excellent robe, and some high-level scrolls that Frisk unfortunately will probably never be high enough level to cast.
We head over to the watch tower to collect some Arrows of Piercing. We need as many as we can get, so before we enter, we blind Carl so he can use a Special Snare to paralyze the archers on the first round. The battle is short-lived, but it gives us a massive rewards: several dozens Arrows of Piercing and a new bow for Snowy Tae, even stronger than the Messenger of Sseth but with a rather boring name.
I go upstairs to rest, but it seems the bed is taken.
I suppose I should have been expecting the IWD Mega Mod to throw a lich at me sooner or later. But we are grievously unprepared for this fight. Our sorcerers cast SI: Abjuration to avoid a Remove Magic spells, but the rest of the party is out of luck. Carl is still blind, so he sets a normal trap. Surprisingly enough, the lich seems to have no Stoneskins!
We have no way of getting past his PFMW, however, so there's no way we could disrupt his opening Time Stop spell.
But we are in luck. Because Carl used a normal trap above level 11 but below level 16, he deals lingering poison damage to the lich for the next three rounds. The lich can't cast a single spell for its entire Time Stop!
We lose all of our illusion spells, but it's no trouble. All we need is another trap from Carl to shut down the lich.
But it doesn't work.
How did Carl lose his blindness?
True Sight dispelled it.
True Sight removes the effects of all illusion spells on the target, and Blindness is an illusion spell. When the lich hit us with True Sight, it dispelled all of our illusory effects, including Carl's blindness.
Chara responds with a True Sight of their own, we resist a Symbol, Fear spell, and we start applying pressure to the lich, whose PFMW has run out. The lich's Chain contingency fires just as Snowy Tae deals the final blow.
The only reason that fight went so well is because Carl was blind at the start. And the only reason he was blind is because I was trying to get as many Arrows of Piercing as I could in the previous room.
Defeating a lich through blind luck fills us with determination.
Chara tanks the Fire Giants while the rest of the party pitches in from afar. The cleric/mages don't have much offensive power, but they're almost impossible to kill, so I focus on Maiden Ilmadia, who deals lots of damage but goes down fast.
Carl sneaks past the giants to set some traps, but he's even more of a glass cannon than Ilmadia. And although he has blindness and therefore can hide in plain sight, his stealth skills aren't ironclad. He fails a stealth roll just before a giant turns him to mush.
Another irritating chunking death. I can bring him back per my normal rules, but I just don't like it.
The cleric/mages are really, really tough, to the extent that they apparently have 6 million XP, the only way a cleric/mage could get a level 6 spell into a contingency.
Yet they cast no level 9 spells. It takes ages to grind them down, and I have to do it twice to get back Carl. We some spectacular loot, but the only item that's really going to be much use for us is a bastard sword for Snowy Tae, in case we run out of Arrows of Piercing in the final battle.
While we're nearby, I decide to tackle the undead-filled area before the fight with Poquelin. This area is an absolute nightmare--unless you just rush up and destroy the idol, at which point the fight becomes very simple.
The Idol has no real defenses, and everything else dies when the Idol goes down.
Next up, the Kraken Society Mages and the thieves that come with them. Frisk tanks the group, because mages in jelly form are immune to magic and piercing damage both. The rest of the party hides in Mekrath's room (we didn't have the stats to tell him to surrender his items, so we just let him run away).
Carl fails to set a trap when I mistakenly thought he was blind, Chara summons some beetles to cover him, and Carl throws another trap from a safe distance.
The mages are split up, so I have Frisk and Chara tank them separately. The mages don't cast PFMW or anything like that (only Seven Eyes), so Chara can shut down one of them with their dagger.
Cone of Cold apparently bypasses magic resistance in IWD, just like in IWD2, but it's not enough to turn the tide of the battle.
We keep up the pressure using poison and missiles and eventually the mages collapse before they can cast Horrid Wilting or the like.
We buy some stuff from Nym, reorganize our inventory, and head out to confront Poquelin. But the IWD Mega Mod gives him much stronger buffs and much stronger allies, and when Snowy Tae fails a save vs. spell, we lose our best damage dealer without making any progress against Poquelin himself.
The enemies have already spread everywhere, applying pressure across the party. But worse yet, it seems that we are afflicted with spell failure, a crippling disadvantage for a magic-heavy party like ours.
Carl is not blind and is therefore basically useless; he can't set any of his traps when there are so many enemies everywhere. Desperate to clear the horde, I have Mollyboo try to blind him. But as a halfling, Carl's saving throws are superb.
We struggle to land hits on Poquelin, who appears to have truly excellent AC. And Mollyboo for some reason appears to be "Decaying," and an Elixir of Health cannot cure it.
More enemies pour out, and things are looking ugly, but finally we manage to hurt Poquelin.
But Frisk is out of Stoneskins and the party's defenses are growing thin. Worse yet, the enemy is pinning Frisk in place; I can't escape.
Then Chara gets confused. And Poquelin launches an Insect Plague.
Our tank can't fight, our Archer is dead, our Bounty Hunter can't set traps, and all three of our mages have 100% spell failure.
We're screwed. There is simply nothing we can do.
Our THAC0 is too poor; we can't realistically expect to hit Poquelin or any of the enemies as we are. Growing desperate, I give some Arrows of Detonation to Carl, knowing that they will give us some automatic hits.
But the enemies have lots of HP, and they survive even as the party grows weak.
We have almost no strong healing potions left, and without the space to evade the enemy or the ability to cast defensive spells, our condition deteriorates. Mollyboo falls to an Umber Hulk's claw... and Asriel cannot cast spells even when he escapes the range of Insect Plague (a stationary area-effect spell in IWD).
The whole party is suffering, but Carl's Arrows of Detonation frees up room for Frisk to escape. As long as they can get to the exit with all of our equipment, we can heal up the party and come back later with a better plan. But things are looking dire in the meantime.
Carl manages to disrupt one of Poquelin's spells, but Carl is close to death: he hasn't been able to defend himself because he's been too busy freeing Frisk. Asriel finally manages to cast Stoneskin just as the enemies close in on him.
Then, Chara finally breaks free of their confusion. They drink a potion and stab Poquelin, robbing him of another spell.
I have Asriel go invisible. He needs more time if he's going to fortify his defenses and contribute to the fight.
The enemies turn away from Asriel and attack Chara instead. Just before they deal the final blow, Chara drinks a Potion of Invisibility.
That's the problem with hiding vulnerable characters: it may be necessary, but it shifts pressure from that character onto your other characters. It doesn't decrease enemy pressure; it just redirects it.
But now that everyone in the party is invisible, we can finally recover.
Unfortunately, the exit is blocked. If we do decide to escape the area, we will need to break invisibility first.
Frisk repeatedly fails to cast spells, so I just leave them alone. If worst comes to worst, I'll just use them to carry everyone's equipment out after the rest of the party dies.
After renewing their defenses, Chara breaks invisibility. Carl does the same with a thrown trap, and Asriel buffs Chara with Improved Haste so we have at least one reliable damage dealer against Poquelin.
Unfortunately, it seems that Poquelin's spell turning effect applies to Static Charge.
We land multiple hits on Poquelin, but it seems that he, too, has an instant-cast Heal spell.
When Chara's THAC0 proves unreliable, Asriel manages to debuff Poquelin with Breach, removing his Stoneskins. Poquelin responds with multiple low-pressure options while the damage builds up.
When I see that last one, Rigid Thinking, I decide to buff Chara with a Potion of Magic Shielding--we're in a bad situation, and we can afford the loss.
Poquelin heals himself once again, and a low saving throw shows that that Potion of Magic Shielding was a good investment. Finally, we break down Poquelin, and he is forced to flee.
For some incomprehensible reason, Frisk is still afflicted with spell failure when we reach Easthaven.
We can't even rest to wait it out. And when I use CTRL-T to advance time by 1 hour, even then it won't go away.
Cure Disease doesn't fix the problem, either; it's not deafness that's causing the problem. Frisk has some form of incurable, permanent spell failure. We have to fight the remaining cyclopses in a weakened state.
To my further irritation, Chara gets chunked again.
We can only rest when we make it to the temple. I reload, redo the cyclops fight as before to get Chara back, and eventually discover that the only way to cure Frisk's spell failure is to kill them and resurrect them, which thankfully Everard can do for us.
Finally we can proceed to Pomab. Who no longer divides himself into illusionary clones. Now he's just a well-buffed mage with some juiced-up "Cryshal" Sentries with some excellent damage output.
With a Bounty Hunter and an Archer, this party is highly dependent on proper positioning to manage enemy pressure, so when Pomab launches a Teleport Field, I know things are going to get even more chaotic and dangerous. Worse yet, he follows up with a Time Stop we cannot disrupt.
Pomab takes down two party members, Mazing Chara when Bigby's Crushing Hand fails and nailing Carl with Power Word: Stun. Asriel uses Invisibility to bail out Carl, but there's nothing we can do for Chara.
Then I notice a problem.
Chara's icon should say "Maze." Instead, it says "Imprisonment."
The effect that never, ever wears off. And which can only be cured by Freedom... a level 9 spell we aren't remotely close to reaching; my sorcerers aren't even level 14.
Pomab casts True Sight, revealing Carl, so Mollyboo responds with a Teleport Field, hoping to further scatter the Cryshal Sentries so they won't finish off our Bounty Hunter.
It doesn't work.
Snowy Tae tries to find room to kill Pomab, but the sentries chase her down and take advantage of her lousy AC. Our sorcerers escape pressure using PFMW.
Pomab savages Mollyboo with Prismatic Spray, but we finally break through his Stoneskins.
His Chain Contingency fires too late.
I use CTRL-T again, and to my relief, Chara comes back. Despite the icon, the Maze spell did in fact cause Maze, not Imprisonment.
We climb the ladder and find the portal to Belhifet's chamber. I spend a long time reorganizing our inventory and spell slots, uncertain of how different this fight is going to be.
Only Belhifet remains. But we have no idea what kind of tricks he's going to pull. Based on the IWD Mega Mod so far, the next room is probably 30 basilisks with instant-casting Heal spells. But almost anything could happen.
As I've said before, Belhifet is the worst boss of the entire EE games. Immune to weapons below +3, immune to spell levels 1 through 9, immune to all disablers, arriving with a guaranteed Dispel Magic trap, and dealing unstoppable poison and disease damage with every hit that prevent spellcasting of any kind, Belhifet reduces all strategy to exactly one thing: hit him with big weapons until he's dead. It is the most reductive, simplistic, and uninteresting form of combat in the Infinity Engine games, completely unbalanced against magic-heavy parties and with meaningful variation whatsoever.
There are no real tactics to fighting Belhifet. Defeating him is entirely a game of numbers.
Only Asriel and Mollyboo can avoid the introductory Dispel Magic trap, because unless you go deep into TotLM (which I've never done), only sorcerers can ever cast SI: Abjuration. But to conserve spell slots, both Asriel and Mollyboo only pre-buff with Stoneskin.
We only get a single round before Bellyfat and his Cornugons and Iron Golems descend upon the party. Anticipating Demon Fear and fire spells, and afraid that the IWD Mega Mod adds disablers to this fight, I use our one round of safety to cover our bases: Chara drinks a Potion of Magic Shielding to serve as a better tank, Snowy Tae drinks a Potion of Invulnerability to improve her AC by 7 and get subzero saving throws, Frisk casts Remove Fear (which, notably, does not bypass our sorcerers' SI: Abjuration spells), Carl drinks a Potion of Freedom (since he can't drink a Potion of Invulnerability), and Mollyboo opens with a Teleport Field. Asriel waits.
I only see Cornugon right now. Knowing that BG2 Cornugons can cast Remove Magic and Lightning Bolt and can inflict stun and/or poison on hit, I have Snowy Tae focus her fire on the nearest one.
Iron Golems appear. Notice that these golems, too, use their BG2 animations instead of the original IWD animations. It's one of the many changes from the IWD Mega Mod.
Then Belhifet casts Time Stop, and he foolishly wastes several powerful defenses.
Absolute Immunity's duration will run during Time Stop, which means Belhifet only gets a single round out of it this way. Spell Trap does absolutely nothing for Belhifet, because he's already immune to all spell levels. And Protection from Energy is already meaningless, because there's basically no way to inflict elemental or magical damage on Belhifet in the first place: the only way to deal it would be to use certain weapons, and all of the weapons that deal energy damage deal very little of it.
In an equally foolish move, Belhifet fails to actually during Time Stop, when the nearest character, Chara, doesn't even have Ironskins up yet. Instead, he summons four elementals at once.
An unknown source tries to heal one of the Cornugons and the Iron Golems emit poison gas, dealing some light damage. All enemies close in, but Mollyboo's Teleport Field scatters many of them.
There are several Dispel Magic traps in this area, but I know where they are. They roughly correspond to the rather dumb-looking daggers in the rather garish floor tiles. I send several characters in between those tiles so they can reach the edges of the room, which are generally the safest places to be. Meanwhile, Chara fails to strike an Iron Golem with the Dagger of Venom and both Iron Golems target Asriel, who begins casting PFMW to hold them off.
Chara is now diseased, and will suffer poison damage every round, enough to thwart any attempt at spellcasting, but they already cast Ironskins and I don't need them to do anything just yet. Chara is just there to keep Belhifet busy while Snowy Tae takes down the first Cornugon.
The rest of the party has no role to play, so they start preparing for the later stages of the fight. Frisk begins summoning a Fire Elemental, Asriel prepares to cast Improved Haste on Chara, Chara switches to a +3 club, the Peacekeeper, to add a tiny bit of damage to an Iron Golem, and Carl and Mollyboo wait for an opportunity to take action.
Notice Chara's saving throw--I don't know what forced them to make a save, but it's so low that they clearly would have failed the save if they hadn't drunk that Potion of Magic Shielding.
Snowy Tae starts bringing down the second Cornugon. Thanks to a Teleport Field, Chara's excellent AC, two sorcerers with PFMW, and the rest of the party maintaining a safe distance, we do not suffer at all from enemy pressure.
Frisk is still casting Summon Fire Elemental; there are a lot of pauses in the space of a single in-game round. Without our pre-buffs, these first few rounds may well establish the trend of the rest of the fight, so I need to make sure we don't make any early mistakes. We might not live long enough to correct them.
Asriel prepares to cast Improved Haste on Snowy Tae, who will be our primary damage dealer for much or all of the fight. Chara stays in the fray, taking no action beyond attacking and drinking a spare Potion of Power on the off chance it will make a difference (their APR with clubs is a pitiful 2). As a mid-level druid, Chara is immune to poison damage and the poison opcode, if not the disease opcode (so they will still suffer spell disruption from Bellyfat's swords).
Asriel finishes casting Improved Haste on Snowy Tae, and Carl throws a trap from afar--an important source of damage when the enemies are immune to so many weapons.
The second Cornugon falls to Snowy Tae's arrows, and against the odds, Mollyboo manages to blind Carl, allowing him to set his normal traps closer to the enemy. Frisk also brings out a second Fire Elemental, if only as an additional buffer for the party.
Notice that Carl has lost his blindness due to Bellyfat's True Seeing. His next trap fails.
Snowy Tae has now switched to dual-wielding bastard swords. With the Bastard Sword +3: Defender and the Bastard Sword of Action +1, and with STR over 18 thanks to items and potions, Snowy Tae is actually remarkably strong in melee combat.
With Chara, Snowy Tae, and Asriel (using a +3 dagger and protected by PFMW) engaging the Iron Golems, the rest of the party deals with the nearby elementals, who appear to be immune to petrification, but still suffer plenty of damage from Chromatic Orb.
The first Iron Golem collapses and Chara finally loses their Ironskins.
But with only a single disease effect active, and with a clear aura, Chara can restore their Ironskins immediately.
The second Iron Golem breaks down. All that's left is Bellyfat and his elementals.
Snowy Tae switches to Arrows of Piercing, the only arrows in the entire game that can hurt Bellyfat until IWD:EE 2.x comes out. Chara and Asriel stay focused on Bellyfat; the rest of the party, having nothing better to do, wrestles with the elementals.
I want Chara to cast Entropy Shield; I want them to stand up against Bellyfat as long as possible so I won't have to rely on our limited supply of PFMW spells to tank him. I therefore have Chara drink a Mummy's Tea to cure their disease and spell disruption and run north.
When Bellyfat turns away from Chara, I have them start casting Entropy Shield. Bellyfat chases Snowy Tae along the southern wall until Chara finishes casting the spell.
With Chara's AC as low as it can get, it is now time to close in on Bellyfat.
We deal respectable damage for a moment, and then Bellyfat responds with a surprising spell trigger.
The Spell Turning effect is just as useless as his Spell Trap--he's immune to all spells anyway--but that Improved Mantle, however foolish a choice compared to the clearly superior Protection from Magical Weapons for a critter like Bellyfat, who is already immune to normal weapons, is enough to keep us at bay. Snowy Tae has no good weapons to use against Bellyfat given her proficiencies, and though Chara could attack with the Slayer, a +5 spear, they would only get 3 APR and I don't think it would be worth exposing Chara to Bellyfat without a shield to improve their AC (bear in mind that I still didn't know at the time that Minute Meteors should have worked).
We give Bellyfat a wide berth and he chops up Frisk's elementals. Asriel uses the Wand of Monster Summoning and Chara summons some beetles to distract him, and to my delight, the beetles actually manage to hurt him.
Out of curiosity, I have Mollyboo use a Ruby Ray of Reversal scroll on Bellyfat. Sure, his spell level immunities block it. His Spell Turning buff is in fact utterly pointless.
I keep pestering Bellyfat with critters from Asriel's Wand of Monster Summoning. When I think his Improved Mantle has worn off, I test him with an Arrow of Piercing from Snowy Tae.
A Stoneskin blocked the damage, but since there was no "Weapon Ineffective" line, I know Improved Mantle is gone. I send in Chara with the Peacekeeper club, but Snowy Tae does most of the work. Even against Bellyfat, Snowy Tae has a 95% hit chance.
We break through his Stoneskins!
Snowy Tae keeps up the pressure, but our progress is short-lived. Bellyfat activates another spell trigger, and re-activates his old one.
Again, the Spell Deflection and Protection from Magical Energy buffs are pointless for a demon with as many immunities as Bellyfat, but the PFMW makes him invincible to everything short of traps and Bombardier Beetle acid (of which we now have none). The new Stoneskin will also set us back.
We pull back Chara, summon some new critters, and cure Chara's disease so they can summon some new beetles.
We hold off Bellyfat for a moment, and when I think 4 rounds have passed, I have Snowy Tae test the waters again with an Arrow of Piercing.
It works.
Chara rushes in to engage Bellyfat while Snowy Tae keeps plucking away on her bow. Bellyfat has no defensive spells left; only his HP. And before Snowy Tae even runs out of Arrows of Piercing, the great demon finally collapses. Belhifet is banished to his home plane and the gateway to the hells has been sealed once more.
One Icewind Dale no-reload run with the IWD Mega Mod, on Insane mod with no bonus XP or damage, complete.
Like every time I finish one of these runs, I don't know what's next. I've already done no-reload runs for BG1, SoD, SoA, ToB, IWD, IWD2, and now IWD again--all the IE games except for PST (which isn't entirely viable for a no-reload run considering I've never played it beyond the first chapter). The only things left are special challenges like solo runs or LoB/HoF runs.
1. I've considered solo IWD2, because the level scaling problem means that you'll only be a few levels ahead (maybe 3 for most of the game) as a solo character. I got bored during an initial run when I found that mod items broke the difficulty, but glitches weren't strong enough to deal with the IWD2Tactics mod (which removes the Lingering Song trick, unfortunately). I was doing very well in a solo HoF run, but once I got to druid level 21, things got kind of simplistic and inflexible.
2. I died in a solo Seducer run late in SoD, but I think I restarted that a while back and just never got back to it.
3. There's also a solo LoB cleric/illusionist in SoD, but I didn't think I had the resources to thrive in that environment without far more wands than I had.
4. I've even considered an Improved Anvil run, but I wanted to wait until they updated it for 2.x, and even then, I only wanted to start it if I could find some way to break the game.
Aside from the last one, none of them have been documented before. But usually I have the most fun when I'm trying out a new trick or mechanic, and I've had trouble finding a good one lately.
- do good and lawful things (duh… ), but with a preference on good over law when conflicts emerge
- god : Lathander - spare as much lives as I can - no mercy whatsoever with undeads (must be killed, no matter what)
- 10 magical items max - 4 weapons (including ammos) - 1 armor - 1 shield - 4 misc (include items like potion of Hill Giant strength and green scrolls, but not healing potions and antidotes)
- never lie (oath) - tithe : 10% to the Song of the Morning Temple when I come back from adventuring (and before buying stuff) - no neutral allies, only good ones - no stealing, minimum thieving (traps and locks, mostly) - only use and swap between allies items placed in quickslot
So, I was grinding to get to level 5, just to ease the Nashkel Mines. I tackled Droth to get his helmet, which he had despite Item Randomizer (I chose that 10% of items to be not randomized). It was a smooth fight, but he still managed to kill Finch with two magic missile (the second one with max damage on each missile). The Helmet of Defense is quite nice, because it's one of the rare that give protection from critical hit under IR. It went straight to Nordgaard.
After, I decided to kill the Basilisks in the southern part of the map east of Morning Song Temple. I didn't bothered with Mutamin yet, because I fear I have too little resources to tackle him effectively. Then, the ankheg's nest was cleared to retrieve Brun' son. I farmed a few more to get my team to level 5.
It was then time to get back at the main quest. I went down into the mines without any trouble, the sleep spell doing most of the crowd control for me. Mulahey was a bit more complicated than usual, because I forgot that I can't lie in this run. Thus, I couldn't tell him that I was sent by Tazok and place my team in his room effectively. So, his goons appeared right away in the middle of my team, so I had to reshuffle everyone a bit. Valerie and Sirene were split from the others in the upper room, where they had to take care of the skeletons and kobolds (sleep did a marvelous job against the latter). The rest of my team was working on Mulahey. He managed to hit us with an unholy blight before dying, even after magic missile and an arrow or two from Imoen, but that was all the damage he did and we were able to bring him down soon enough.
When I got back to Nashlel, I had to deal with the weirdest Nimbul fight I ever had. I decided to attack him while my party was spread out a bit to mitigate his spells, but he nevertheless managed to hold both Sirene and Rasaad, charmed Nordgaard and Imoen also, all that while he still had his stoneskin and mirror miages pretty much intact. I only had control over two of my caracters, a low level sorcerer and a mage/cleric of even lower level. So, everyone was failing their saving throws, but things didn't look as grim as they sounded, because Nimbul was struggling mightily to hit Nordgaard due to his low AC.
Then, with a bit of rain outside, NORDGAARD WAS HIT BY LIGHTNING. It never happened to me before in the middle of a town, just like that. He went down from full hp to 20 hp. A few good whack from Nimbul and my PC was history. Now I was really nervous... However, Finch managed to save the day, because Nimbul failed his saving throw to her Hold Person spell, the last realistic chance I had to take him down quickly. While helded, the Nashkel guards killed him really fast. However, something weirder happened : Nordgaard, still under the charm effect from Nimbul's spell, was hit by lightning - TWICE MORE. FOR NO DAMAGE. EACH TIME. Seriously, I really don't know what happened there, but I managed to survive. May have dodge a huge bullet, for whatever reason, but hey, I'll take it.
After, I collected some loot in the pirate's cave with invisible Finch. She got me the Relair's Mistake, which gives the Werewolf form once a day instead of wolf form in IR. That thing transformed Rasaad in a beast - litteraly and figuratively. With a weapon in his off-hand, his stats are quite tasty :
Those are insane numbers for a level 6 character. 8-15 damage a pop at 7 thac0 and 3.5 APR, that's just nasty. And he can still go in stealth and use his innate skills. Let just say that Rasaad won't be a dead weight in this playthrough...
The premise is that v7 would become compatible with 2.x and that it would be released in July. It seems there are real life delays though, I have been waiting for it forever now and since I have no time to play often, I did not start a different run... I would have started a different run.
Relair 's mistake is great fun for any squishy. Nice going!
Nordgaard, still under the charm effect from Nimbul's spell, was hit by lightning - TWICE MORE. FOR NO DAMAGE. EACH TIME. Seriously, I really don't know what happened there, but I managed to survive. May have dodge a huge bullet, for whatever reason, but hey, I'll take it.
I've noticed that often. That was a change in one of the EE updates, but it wasn't documented so I'm not sure if it was deliberate or not. Normally now, only the first natural lightning strike on you (or anyone else, including enemies) does damage. That makes lightning less dangerous, but I have seen exceptions to that rule a number of times (both killing my PC and enemies). I haven't noted a pattern to those exceptions though, so my advice would still be to rest or leave the area if the weather looks like it might turn nasty ...
Like every time I finish one of these runs, I don't know what's next. I've already done no-reload runs for BG1, SoD, SoA, ToB, IWD, IWD2, and now IWD again--all the IE games except for PST (which isn't entirely viable for a no-reload run considering I've never played it beyond the first chapter). The only things left are special challenges like solo runs or LoB/HoF runs.
You should try themed runs. For example, I've done all fighter runs, all paladin runs, all mages, etc. For me, my favorite is the all paladin parties - I even managed to beat the Trilogy with such a party.
Comments
The best advice (not to encounter those early ambushes) would be - not to travel after 7 PM (so that you don't get an ambush at night time). So, rest on the area till the morning and travel afterwards.
https://forums.beamdog.com/discussion/comment/625396/#Comment_625396
https://forums.beamdog.com/discussion/comment/625285/#Comment_625285
Pally restrictions
- do good and lawful things (duh… ), but with a preference on good over law when conflicts emerge
- god : Lathander
- spare as much lives as I can
- no mercy whatsoever with undeads (must be killed, no matter what)
- 10 magical items max
- 4 weapons (including ammos)
- 1 armor
- 1 shield
- 4 misc (include items like potion of Hill Giant strength and green scrolls, but not healing potions and antidotes)
- never lie (oath)
- tithe : 10% to the Song of the Morning Temple when I come back from adventuring (and before buying stuff)
- no neutral allies, only good ones
- no stealing, minimum thieving (traps and locks, mostly)
- only use and swap between allies items placed in quickslot
So, withtout further delay, here's Nordgaard of Candlekeep :
His companions for BG1 are :
- Sirine (a paladin, so 10 magical items max apply to her too)
- Finch (changed into a cleric/illusionist, because she's a librarian like I am and I envision my profession more like an arcane magic user rather than a divine magic user)
- Imoen (can't go without longtime childhood friend)
- Rasaad (never really used him, so now is the time to give him a go)
- Valerie (Lawful Good sorcerer, perfect for me)
I play with plenty of mods. The most important are : SCS, IR/SR, Rogue Rebalance, Tweak Anthology, Atweaks, plenty of NPC mods and Item Randomizer.
Nordgaard is at level 3 for now after having done some questing around Beregost. Leveling up is slow, because I gathered my team at level 1 for the added challenge. No problem yet, but I've been extra careful since IR remove the protection from critical hits from helmets. Even at level 3 with 30 hp, I can be one-shot by bigger creature like ogres and such. So, I'll have to be extra careful for a good time being, because I want to go into the Nashkel mines only at level 5.
So, that's it for now. See ya !
Underdale 1: Frisk in Icewind Dale
Part 8
Frisk, Cleric/IllusionistChara, Fighter(7)->Druid
Asriel, Sorcerer
Mollyboo, Sorcerer
Carl, Bounty Hunter
Snowy Tae, Archer
Previous posts here:
https://forums.beamdog.com/discussion/comment/887489/#Comment_887489
https://forums.beamdog.com/discussion/comment/888222/#Comment_888222
https://forums.beamdog.com/discussion/comment/889290/#Comment_889290
https://forums.beamdog.com/discussion/comment/889719/#Comment_889719
https://forums.beamdog.com/discussion/comment/890634/#Comment_890634
https://forums.beamdog.com/discussion/comment/890876/#Comment_890876
https://forums.beamdog.com/discussion/comment/891173/#Comment_891173
The Myconids of Dorn's Deep can be troublesome for a no-reload run, as there aren't many ways of getting immunity to berserk effects. But when Chara fails a save, Frisk is ready to rescue them with Exaltation.
This immunity is especially important with the IWD Mega Mod installed. Why?
Basilisks. I don't know what they're doing in Dorn's Deep, but Chara ran right into their view, and I don't think they have enough time to run away before the basilisks force a save vs. petrification. But Chara's aura is clear and I have a Potion of Mirrored Eyes.
Judging by the visual effect when the basilisks' gaze attacks hit them, it seems Chara would have been petrified again if it weren't for that potion.
After that, I make a point of scouting out the area and bombing the basilisks from the fog of war. I blast some ogre mages with Fireball and when a group of drow surprise us, Carl's traps pin them down.
Then I see something really surprising.
This could get very ugly.
Chara gets blown away while summoning a Fire Elemental to distract the dragon, and the rest of the party gets blasted. Fortunately, a habit of throwing around Fireballs has meant that my party comes pre-buffed with near-immunity to fire.
The dragon has some spells that could be dangerous, but it wastes them on Chara's elemental.
Really, this dragon should know better than to dominate our elemental when it just disabled that elemental. This fight might take a while, so I have Chara begin casting Static Charge at a safe distance.
Then I notice something incredible.
I don't believe it.
The dragon is stuck behind its own charmed, paralyzed Fire Elemental! The dragon can't move! And since the elemental is charmed, it would never consider killing the elemental to break free.
This seems a bit unfair, so I kill the elemental so the dragon can fight me properly. The dragon repays me with another blast of its breath weapon.
And it seems I forgot to buff everyone with Protection from Fire.
The dragon advances on us, but Carl has prepared too well, and Snowy Tae's arrows are devastating even to a dragon.
Done! That was really nice; a dragon is much more interesting than the ettins who normally show up in that cave.
The next area is a mess. I always hated the Drow Sorcerers and Spellswords and Vanguards with their Mordenkainen's Force Missiles and Mirror Images and Bolts of Biting and sky-high magic resistance. I decide not to play nice.
We still lose our defenses to a Remove Magic spell, but the enemy is already crippled, and a very lucky Chromatic Orb took down the last sorcerer.
There are more drow to deal with, however. We bait out a Remove Magic using summons, nail the enemy with thrown traps, crush a clay golem with flails (Snowy Tae has the Fast Flail for +1 APR) and shut down the sorcerer with Presio's Dagger.
The next group suffers the same fate, but the third batch deals a lot of spell damage before going down.
We run into even more drow in the next area. The priestess is pretty tough, but we just so happen to have Lower Resistance on hand.
Next up is Terikan, the annoying lich who respawns every few rounds after you kill him... and comes with two Greater Mummies who cast Symbol of Hopelessness and its hideous 20 rounds of stun--which Remove Paralysis cannot fix.
I send some undead summons into a hostile Cloudkill (they're immune) to distract Terikan, but Terikan ignores them, opting to debuff Chara.
Breach is rare, but it's very dangerous when you only have a single tank--and that tank can't cast Spell Shield or SI: Abjuration or any of the normal mage defenses.
But Chara was in the middle of casting Entropy Shield when that Breach hit, so when Terikan and his Revenants rush them, Chara has the AC to stand firm while the rest of the party pitches in from afar. Despite Mirror Images and Fire Shields, Terikan isn't strong enough to survive long.
We need to move quickly, though, because Terikan will be back soon. We hurry north to take down the Greater Mummies. And, of course, Chara gets hit by Symbol of Hopelessness.
Unbelievably enough, the Greater Mummies are even weaker than in the original game, because they cast Chain Lightning right next to each other. One of them actually dies to its brother instead of the party.
For some reason, Exaltation doesn't cure Chara's hopelessness, as it is supposed to. But Remove Paralysis somehow does, even though I remember it failing to cure hopelessness back when I first played IWD. Maybe it's an EE difference; I don't know.
We're not out of the woods yet. Terikan appears in the next area as well, and I have a bad habit of forgetting where to find the phylactery and the portal you use to destroy it.
We start opening doors, with Carl rushing ahead in search of the phylactery (he's the only one who can disarm traps). Snowy Tae tries to ward off a Greater Mummy, but gets hit by another Symbol of Hopelessness.
Carl suffers heavy damage from Vampiric Touch (which the lich somehow casts from a distance) but manages to find the phylactery with the help of the mini-map.
Carl hurries over to the other side of the hall, dodging a Chain Lightning spell and destroying the phylactery.
Killing the remaining undead is a long slog, but it's not worth posting on.
There's only one more challenge before we get outside: the four Bronze Sentries guarding the exit. It seems this fight will be even harder than I expected: Carl's traps are little use.
Worse yet, the sentries are hasted, which means we cannot kite them. Chara tries a Static Charge, but the sentries are resistant to that, too.
Chara has strong AC and Ironskins, but the Bronze Sentries have excellent THAC0 and high APR put together. Chara can't handle all of them at once.
We are forced to divide the party, putting Snowy Tae in harm's way. The sentries quickly take advantage of the situation.
I need to heal Chara and get them back in gear, but I can't guarantee that one of the sentries won't wander over to them in the coming rounds. Asriel hides Chara so they can heal themself safely. But I can't save everyone.
One character is dead and another is out of commission for several rounds, but not a single sentry is dead. We are already at a huge disadvantage.
Another Static Charge wounds one of the sentries, but keeping everyone safe is a huge ordeal with our primary tank missing and Snowy Tae dead. Mollyboo's Mirror Images and Stoneskins aren't enough; the sentries' APR is too high.
The sentries make all of their saving throws against Chromatic Orb; we can't take down a single one despite using up many castings of Minute Meteors. Carl succumbs to a critical hit, and the party shrinks even further.
Finally, we get a failed save. We're still doing horribly, but at least one of the sentries is down.
I desperately need breathing room. I bring everyone close to Frisk so they can turn the party invisible. Invisibility 10' Radius is a fantastic rescue option--if you remember to keep the caster safe.
Asriel renews his defenses. But he, too, is having trouble holding off the sentries.
We are running low on spells; we can't keep this up much longer. I keep shuffling Asriel and Mollyboo around, and it buys Chara enough time to heal up and cast Entropy Shield.
After much struggle, we push over another sentry with a Minute Meteor.
Mass Cure Light Wounds from Frisk and mage defenses on Mollyboo and Asriel buy us a little more time. A third sentry collapses.
We polish off the last sentry, bloody but unbowed.
Victory! We rest up and march outside. The fresh smell of snow fills us with determination.
Kolla (Female Half-Elf Fighter/Mage), Gate70
Sapper (Male Dwarf Fighter), Grond0
As usual, another day meant trying to remember what we'd planned. To recap, we were stood next to Flaming Fist mercenaries while Imoen was nearby and complaining of another mouldy old tomb. Must be Siege of Dragonspear prologue then.
The initial level had two main groups of enemies, the first of which were meleed into defeat and the second treated to a few spells as well. On to the second level.
The tactic of the day was a minor variation on recent runs. Namely casting invisibility on Sapper to give us a sighting, and then fall back on familiar ground with arrows of detonation, wand of fire(ball) or a necklace of missiles.
Kolla carefully checked Sapper was out of fireball range for one sanctuaried enemy and then targeted with her wand. If only she'd had a clear line of sight rather than aiming slightly beyond a door jamb. Her boots of speed raced her up close and the fireball struck before she could retreat. The enemy survived but Sapper followed up with a necklace fireball and the badly burned Kolla was spared any further mishap.
Having not bothered talking to any crusaders we weren't to know that we were searching for a wardstone. Our options were to trudge back and talk to them before trudging back to Akanna or do something a bit more immediate. Sapper has short legs and little patience so we killed Akanna and her two hard hitting aerial servants.
Our passage through the temple and back had provided us with something to present to the slumbering dragon nearby.
Starting with an Inquisitor called Osiwu. I got his name from a Saxon King.
In Candlekeep, I have supplied the assassins Shank, Carbos and Mendas with slightly better weaponry. This actually makes them dangerous. To take on Mendas, I ensured that there were a lot of rats between him and Osiwu. The crossbow then took him out. More tomorrow.
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~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.8
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
~MUR'NETH/MUR'NETH.TP2~ #0 #0 // The Mur'Neth NPC mod for Baldur's Gate Tutu or Baldur's Gate Trilogy-WeiDU: v11 BWP Fix
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v9bgee BWP Fix 4
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 13
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): 13
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): 13
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu: 2.0 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter?: 2.0 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?: 2.0 BWP Fix
~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu: v1.4 BWP Fix
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~SIRENE/SETUP-SIRENE.TP2~ #0 #1 // Sirene NPC for Baldur's Gate: Siege of Dragonspear
~VERRSZA/VERRSZA.TP2~ #0 #0 // Verr'Sza - the rakshasa NPC for BG1EE
~VERRSZA/VERRSZA.TP2~ #0 #1 // Verr'Sza: Siege of Dragonspear
~VERRSZA/VERRSZA.TP2~ #0 #2 // Crossmod: talks between Verr'Sza and Sirene
~SIRENE/SETUP-SIRENE.TP2~ #0 #8 // Crossmod: Sirene-White - banters
~SIRENE/SETUP-SIRENE.TP2~ #0 #9 // Crossmod: Sirene-Verr'Sza - banters
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1
~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
~GARRICK-TT/SETUP-GARRICK-TT.TP2~ #1 #0 // Garrick: Tales of a Troubadour: 1.26
~SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE: 1 BWP Fix
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v2.1
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v2.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.1
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #0 // Kit Tomes for BG:EE, BGT and TuTu: v2.0 BWP Fix
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #4 // Panver's Merchandise -> Panver Sells No Tomes: v2.0 BWP Fix
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #5 // Tome Locations -> Merchandise & Quest Rewards-> Panver is in the Elfsong Tavern: v2.0 BWP Fix
~7C#SARTWEAK/7C#SARTWEAK.TP2~ #0 #101 // Change Sarevok back to his BG1, non-TotSC version -> Only give Sarevok bonuses (eg. don't lower his Saving Throws): v1.2
~7C#SARTWEAK/7C#SARTWEAK.TP2~ #0 #250 // Give Sarevok a better weapon -> Give him a Two-Handed Sword +2: v1.2
~A7-BANTERACCELERATOR/SETUP-A7-BANTERACCELERATOR.TP2~ #0 #21 // Banter Accelerator -> Frequency: 600 ticks, Probability: 25%: 1.2
~JKLHEL/JKLHEL.TP2~ #0 #0 // Helarine for BGEE (alpha): 1.0 alpha BWP Fix
~MARGARITA/SETUP-MARGARITA.TP2~ #0 #0 // Margarita for Baldur's Gate: Enhanced Edition
~KITPACK.TP2~ #0 #2 // Update default Helm kit? (BG:EE)
~KITPACK.TP2~ #0 #4 // Update default Lathander kit? (BG:EE)
~KITPACK.TP2~ #0 #6 // Update default Talos kit? (BG:EE)
~BEARWALKER/SETUP-BEARWALKER.TP2~ #0 #0 // BEAR WALKER KIT for Enhanced Editions.
~DUSKBLADE.TP2~ #0 #0 // Duskblade: v0.5
~WARSLINGSNIPERKIT/SETUP-WARSLINGSNIPERKIT.TP2~ #0 #0 // Warsling Sniper Kit for Fighters
~JKITS/SETUP-JKITS.TP2~ #0 #0 // Kenshei: v6
~JKITS/SETUP-JKITS.TP2~ #0 #1 // Undead Eliminator: v6
~JKITS/SETUP-JKITS.TP2~ #0 #2 // Amazon: v6
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 14 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 14 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 14 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 14 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 14 BWP Fix
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 14 BWP Fix
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #30 // IWD Arcane Spell Pack: Beta 2 BWP Fix
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #40 // IWD Divine Spell Pack: Beta 2 BWP Fix
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 2 BWP Fix
~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #0 // Add EE Items to Shops -> Move EE Items to Shops: v1.0
~W_PACKMULE/SETUP-W_PACKMULE.TP2~ #1 #2 // Pack Mule (bgee) -> Standard saddlebags: v1.4a BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: 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 #406 // Install Feralan 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
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6 BWP Fix
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.12
~PALEMASTER/SETUP-PALEMASTER.TP2~ #0 #0 // Pale Master Kit for BG:EE, BG2:EE and IWD:EE: v1.4.3
~PALEMASTER/SETUP-PALEMASTER.TP2~ #0 #2 // Evermemory Fix for BG:EE: v1.4.3
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Psionics: 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #90 // Disable Portrait Icons Added by Equipped Items: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1270 // Change Cloakwood Mine Chapter End Change Trigger to Non-TotSC Behavior (plainab) (BETA): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v1
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v1
~ANIMALCOMPANIONS/SETUP-ANIMALCOMPANIONS.TP2~ #0 #0 // Animal Companions For All Rangers (Optional: Druids)
~A7#IMPROVEDARCHER/SETUP-A7#IMPROVEDARCHER.TP2~ #0 #0 // Improved Archer Kit: v2.2
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #0 // Improved Shamanic Dance: 3.0
~A7#IMPROVEDSHAMANICDANCE/SETUP-A7#IMPROVEDSHAMANICDANCE.TP2~ #0 #10 // Expanded Shamanic Dance for high level characters: 3.0
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions 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 + kreso's Spell Revisions 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 + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions 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 + kreso's Spell Revisions 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 + kreso's Spell Revisions 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 + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility + kreso's Spell Revisions compatibility
~BGEESPAWN/SETUP-BGEESPAWN.TP2~ #0 #101 // BGEE Leveling Spawns Mod: v0.3
~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.12
~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.12
~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.12
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.51 BWP Fix
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5000 // Fix BG1NPC X#AJR1.ARE: ALPHA 16
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5001 // Fix BG1NPC X#CH11.ARE: ALPHA 16
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #1 // Restore BG1 movies to BG:EE -> Add missing movies: v1.00
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v1.00
~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.1
~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 2.1
~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #2 // Shader script files for lighting control -> Moderately increased contrast, brightness and gamma (recommended): v2.4
~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #223 // Choose a class for Coran -> Make Coran a bard: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #621 // Choose a class for Neera -> Make Neera a sorcerer: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7
~M7MULTIKIT/M7MULTIKIT.TP2~ #0 #10 // Core Multikit Files: v0.27.11
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
I'll have to wait and see how good it is. Certainly character creation is better than I've had previously.
Underdale 1: Frisk in Icewind Dale
Part 9
Frisk, Cleric/IllusionistChara, Fighter(7)->Druid
Asriel, Sorcerer
Mollyboo, Sorcerer
Carl, Bounty Hunter
Snowy Tae, Archer
Previous posts here:
https://forums.beamdog.com/discussion/comment/887489/#Comment_887489
https://forums.beamdog.com/discussion/comment/888222/#Comment_888222
https://forums.beamdog.com/discussion/comment/889290/#Comment_889290
https://forums.beamdog.com/discussion/comment/889719/#Comment_889719
https://forums.beamdog.com/discussion/comment/890634/#Comment_890634
https://forums.beamdog.com/discussion/comment/890876/#Comment_890876
https://forums.beamdog.com/discussion/comment/891173/#Comment_891173
https://forums.beamdog.com/discussion/comment/891785/#Comment_891785
Back in the frozen wastes of Icewind Dale, I discover the only creatures you would logically expect to find out in the snow: ludicrously overpowered reptiles from a completely different game.
It's a very, very good thing we arrived while invisible. We go back inside and return when we're immune to petrification.
This whole area is seeded with Giant Ice Trolls, some even more ludicrously overpowered critters from the IWD Mega Mod. With a massive HP pool and absurd regeneration, it's nearly impossible to kill them. We only found two ways to bring down a Giant Ice Troll:
1. A combination of Slow (to slow down regeneration), backstabs, party-wide pressure and lots of damage spells in order to very, very, very, VERY slowly kill a single one.
2. Use Greater Malison and Recitation to lower its saves enough to eventually land a level 11 Chromatic Orb after maybe a dozen castings.
It's especially awful because the trolls hit hard and often. Chara has crazy AC and the trolls don't even need to roll high to land a hit.
I don't even know how much the trolls regenerate. Instead of having a normal "While Equipped" regeneration, it has a regeneration effect on-hit, which is still flagged as "While Equipped" with no time listed.
So how much do these guys really regenerate? Because it seemed almost as high as a Greater Wolfwere's.
The salamander area is never much fun. The auras disrupt spells and the fight lasts for several turns, but there's nothing particularly interesting or even dangerous about the fight.
There is one thing that's different. When I peek into a normally unoccupied building, I discover a pair of ogre mages from the IWD Mega Mod. And they are...
...really, really nasty.
Chara has been chunked. My normal rules treat chunking as a normal death if it's not due to petrification, but I don't know about Disintegrate. Since I'd have no interest in continuing the run without Chara--and since it's always possible to import them back by moving the save folder temporarily to the multiplayer save folder--I decide to treat this as a normal death. If I win this fight, I reload and kill the ogre magi again without letting Chara get chunked.
Until then, I need to take down two well-buffed mages who have some really dangerous, high-level spells. Asriel and Snowy Tae fail saves against Chaos and Frisk loses a spell to Cone of Cold.
This is going horribly. I need to change the trajectory of this fight. After the ogres create a Teleport Field, I bring Carl, Molly, and Frisk away from the fray, leaving Snowy Tae, Asriel, and Frisk's skeletons to distract the ogres. Once they have some breathing room, Frisk prepares to tank the enemy in mustard jelly form.
Frisk's magic resistance diffuses the enemy's offensive output for two or three rounds. But these aren't just mages; they're ogre mages, and so magic resistance alone will not keep Frisk safe.
Thankfully, Teleport Field adds a little chaos to the fight and keeps Frisk away from the ogres' swords. Teleport Field does almost nothing to inhibit ranged attacks, so Snowy Tae is free to fill Frisk with arrows, but in jelly form, Frisk is nearly immune to missile damage.
Down south, the rest of the party breaks down a wandering ogre mage's defenses and slays him.
Once the last ogre mage is dead, I reload and kill them all over again, this time using traps and summons to keep Chara from getting chunked.
On to the giants! This area normally isn't too tough for the simple reason that the giants have no defenses except for a lot of HP. But not quite enough to compensate for the lack of any other defenses.
Still, not everyone in this area is a boring pushover. We've got a bugbear priest who uses the orog priest animation from IWD2. He has better defenses, including what looks like a spell reflection ring under his feet--and more importantly, a Physical Mirror that renders Snowy Tae's arrows practically useless.
He casts Heal instantly, like several critters in the mega mod, but he's not tough enough for it to make a difference.
Kontik is another story. She has some defenses that only exist in the Enhanced Edition (many come from BG2). Carl's Detect Illusions can take down the best one, but the others are a little harder to deal with.
Chara rushes in to distract Kontik, but they can't do much on their own, and the rest of the party needs to deal with the Black Ice Knights before they finish off our summons.
Chara's Ironskins have just run out. Their portrait goes red in seconds.
Notice Asriel trying to soften up the enemy for some Chromatic Orbs. Greater Malison only imposes a -2 save penalty in IWD, however, and even if I remembered to use Snowy Tae's Called Shot ability, Chromatic Orbs in the IWD Mega Mod use a save vs. polymorph at high levels, not a save vs. spell.
Frisk tries to heal a disease effect on Chara, but the Black Ice Knights deal electrical damage on hit.
Instead of, you know, cold damage. Because they're ice knights.
We bring down some of the enemies, but not Kontik, and with our only tank close to death, we're forced to retreat. Kontik launches Chain Lightning at Frisk, but I minimize the damage by pulling Frisk away from the party.
Chara cannot escape the enemy's pressure and is forced to drink a Potion of Invisibility in order to survive.
I'm reasonably certain the spell that Frisk just lost was a Heal spell. I don't know why one of the enemies is a cloud of pink smoke.
Kontik has failed to pursue the party--again, a debilitating weakness in the AI--which gives Chara time to heal themself while the rest of the party finishes off the Black Ice Knights.
We march down south to assail Kontik, but she has a kind of Spell Sequencer on hand, which triggers just as the party's haste wears off. Only Snowy Tae remains free from fatigue due to her Helm of the Trusted Defender.
We do away with Kontik's Mirror Images, exposing her to a fatal Static Charge from Chara, cast many rounds before.
In addition to a couple of excellent standard items dropped by Kontik...
...we also get a very special sword that is a random drop in unmodded IWD, but is guaranteed in the IWD Mega Mod.
No one in the party can use it due to alignment and class restrictions (our only neutral-aligned character is Carl, who is a thief), but because its disease effect offers no save, bypasses magic resistance, and is permanent, it is a death sentence for anyone not immune to disease or poison damage. If I had known this was a guaranteed drop, I might have used a different party composition.
We also rescue some people. We didn't even come there to save them; they just happened to be around when we were out hunting evil monsters.
Doing heroic deeds by complete accident fills us with determination.
EDIT
I have discovered one of the first changes in the set-up. Tenya becomes really dangerous.
She cast two spells: Command and unholy blight. End of Osiwu!! Nothing that he could do. Perhaps in this set-up I need a party. Maybe others don't but I do.
Ironstar Rockfist entering the fray again. He was quite a good roll.
Diary of Ironstar Rockfist
When fighting Shank and Carbos, both of them saved versus an initial command spell, but succumbed to a second one. Thereafter they were easy prey. They both had quite good armour and daggers, however the daggers are both unusable by myself and my splint armour is more protective than their good leather armour.When fighting Mendas he appeared to vanish so I cast true seeing.
By that time he had come in close, but fortunately he could no longer back-stab me. He saved against all three of my command spells so I just cast seeking sword and hoped that would be sufficient. It was, but I was sorely wounded by the end of the fight.
I rested rather than use my precious potions and it took 16 hours to recover. However, recover I did.
Sadly after leaving Gorion was killed in an ambush. I have picked up his possessions, the most useful of which was a bag of holding.
Heading eastward I found a ring of protection after which I headed northwards to the Friendly Arms Inn where I was repeatedly attacked by hobgoblins all of whom were dispatched with no difficulty.
I headed northwards again where I dispatched a widows undead husband after which I agreed to help Sonner who was having problems with a cleric of Umberlee.
She attacked and hurt me badly using command twice and unholy blight once. However, I had been expecting trouble and was therefore buffed and that was sufficient to survive.
She then strangely enough pleaded for help. Why she didn't do that at the start I have no idea! The end result was that I killed Sonner, gave her the bowl that she needed and kept Sonner's enchanted flail for myself.
I then headed south to Beregost where Marl seemed to be trying to pick a fight with me. However I kept my temper in check and managed to calm him down. I took a tome to Firebead, killed a houseful of giant spiders and killed Karlat, an assassin who ambushed me.
Finch however helped by healing me half way through the battle and she also occasionally wounded him slightly. It was me who delivered the final blow however.
I then helped Alanna's neighbour to get back into shape and as well as experience and a little gold, I refilled a bottle that I had with healing potion. That was helpful as I was running low on them.
Nearby I was asked to get an enchanted axe from some sirens to the west. This I agreed to do.
EDIT
I then headed south towards Nashkel, knowing that there were problems there. I killed two ogrillons before meeting up with kessy who had lost her rabbit. When I looked for it I found it with an ogre in a cave. The ogre let me take the rabbit back to Kessy but asked me to find him another one which I did eventually.Shortly after finding the rabbit, Aerie accosted me and asked me to help the petrified Branwen and the captured Bentha. I did both after which Branwen seemed eager to join up with me.
That was a mistake on her part, for after killing Zargos Flintblade the assassin we were attacked by none other than Greywolf. Whilst we did manage to kill him, Branwen died first and I didn't have the gold to raise her. Hopefully that situation will not last too long. At that point Isra just about forced her company on me, so together we went to Beregost to return the necklace belonging to the Colquetle family. We headed west and killed some gnolls one of whom was carrying the sword of Perdue who had LOSt it. We then rwescued Mellicamp, but upon trying to transform him back into a human, Thalantyr accidentally killed him . Just outside High Hedge we were asked to help a man who had been infected with lycanthropy. This I achieved much to his beloved's delight.
Update 1 2 3 4 5 6
A short session.
Blaggerd has had a good long lie-in (since May 25th). Anyone looking to get the better of him will have had to get up pretty darned early. How early? Well, the Shadowy Figure must have got up at an ungodly hour.
Blaggerd noted some attackers were able to buff so he tried a Draw Upon Holy Might ability, only to see it fizzle out. Hohoho sang Voghiln, his mighty voice and bardic verse able to shrug off the damping effect of the area. M'Khiin was also able to perform her Shamanic Dance.
Edwin was shoved to the back of the party, Blaggerd checking he was uninjured before stepping forward. Corwin was told to use her halberd rather than risk being backstabbed while wielding her bow. Safana switched to her katana to line up with Blaggerd and Corwin, and then the Shadowy figure performed a not unexpected act by targeting the most vulnerable party member. Down goes Eddy.
No great loss, thinks Blaggerd, although foolish to leave Edwin using throwing weapons with a backstabber around. The mage only had daggers and a staff to fight with and was as much use as a chocolate fireguard on this combat field. A quick check confirmed the remaining party members were of sterner stuff, although Safana looked the next weak link particularly when poisoned twice.
Corwin shoots and hits the figure as Blaggerd tries melee but the shadowy figure has vanished again by the time he arrives so he returns to the remaining attackers and Corwin switches back to melee. Safana is gamely using elixirs of health as she is repeatedly poisoned, expecting to be the next target. She moves back to try and get out of range of the enemy arrows.
Instead, the Shadowy figure frontstabs M'Khiin. There is little for the goblin(ette) to do other than feel the pain and continue to dance. Corwin gets a ranged shot in again while Blaggerd has to return again without getting into range. Voghiln is by this time also being targeted by poisoned arrows and helping himself to the odd elixir.
A second frontstab sees M'khiin badly wounded and bleeding. Blaggerd throws her an extra healing potion, meaning the spirit summons disappear. Not a great concern thinks Blaggerd.
Mi'Khiin takes a third backstab, reducing to -9hp so not only dead but very close to being Glinted (chunked).
Corwin gets another hit in, as do both Blaggerd and Safana. Before the shadowy figure can hide once more Corwin gets a second hit and a killshot.
The remaining enemies are mopped up, then the gear of friend and foe alike is bagged. There is no way back to camp, so Blaggerd pushes on to the original destination and is then able to return to camp and get Edwin + M'Khiin raised.
Well Shadowy figure, maybe you shouldn't have gone to bed at all if you wanted the uncanny aptitude to work out today.
Kolla (Female Half-Elf Fighter/Mage), Gate70
Sapper (Male Dwarf Fighter), Grond0
As usual, another day meant trying to remember what we'd planned. To recap, we were stood in Bridgefort expecting a wraith to not turn up in a moment or two.
We spoke to Jegg and the other one (Hess), and sure enough no wraith turned up after we handed over a scroll. After telling Khalid to prepare for battle we returned to the coalition forces and led the attack. The Barghest saved against Blind, meaning he got to feel like a Chromatic Orb instead Sapper was looting after the battle, and asked if Kolla had dropped some good gear. No, said Kolla. But Khalid had a helmet a bit like that one...
After throwing a discarded staff down a well to upgrade it to a magical sword we were ambushed by a horde of goblins who bunched together for a Cloudkill moment. Sapper then headed down a hole to pick on some myconids.
Post-ambush we headed to the main coalition camp and quickly picked up a few tasks to ignore. Instead we headed east and played with insects. Sapper switches to bow and arrow at the wrong time and without Spiders Bane active, is held by beetles. Kolla rummages around and hits him with an arrow of dispelling.
Still held.
Kolla risks her own neck by racing in and casting invisibility. Success, with 1hp left. She flees... and treats the beetles to Cloudkill as Sapper regains his movement and observes invisibly.
CorEE III (protagonist, fighter/thief, controlled by corey_russell)
Blaggerd (blackguard, controlled by Gate70)
forgot_their_name (shaman, controlled by Grond0)
So we couldn't get our game going in Gameranger, so the team decided to try their luck at EE. It was my turn to be the protagonist. Grond0 and Gate70 did a lot of coaching, but we ran into a few mishaps:
* Grond0 had huge lag at Shoal and she talked to him and killed him, giving the experience to the other two. We of course avenged him then went to Beregost Temple to raise him.
* We obtained Arghain's sword for Blaggerd
* Gate70 suggested we get the short sword from Torgal. Corey_Russell asked what our strategy was - he rplied "Just attack him"
ACTUAL battle - Grond0 tried to pull one, but that failed, all three eventually joined the fray. It also got him killed. Blaggered tried to take over, but even with ankheg armor, he was getting hit hard and was forced to retreat. CorEE III tried to pinch hit with his splint mail. However, his armor was woefully inadequate and he was killed.
RIP CorEE III
Gate70 will be the next protagonist (see his post)
Fresh from our previous success (well, Blaggerd wasn't killed by Zargal and co...) we rolled on. Our unannounced choices came as below so could be interesting.
Gate70: Teere, human female Priest of Tyr.
Corey Russell: Corarcher, elf male Archer.
Grond0: Mis, elf female Archer.
Here they are (5 second loop)
Some thoughts about Dual Class options
My intention was to dual to Thief before I found out she would be the party tank and that throws the options wide open if we get that far.
Cleric -> Thief.
Cleric -> Fighter.
Cleric -> Ranger.
Remain single class.
Kit benefits are Exaltation at levels 1, 6, 11 etc. and Divine Favor at levels 1 11 21 etc.
Our adventures began with crossing off the Candlekeep chores and commanding Shoal.
Then we travelled to Beregost to drink with Marl and trade books with Firebead before making our way to Nashkel. Some distance southeast of there we tracked down Samuel and returned him to a temple. An assassin called Tarnesh was silenced and shot before we decided that was enough for one week.
Lawful Good Corarcher is already wincing at Chaotic Good Mis' decisions in life. What did poor Noober ever do to get shot down after running out of things to say, and what did poor Neera ever do to get shot down for her belongings.
So, on to hell. Gulp. In hell the main danger was the uncanny tendency of the fiends to suss out which party member wasn't protected from dire charm at that point, but Break Enchantment and Arrows of Dispelling helped to deal with that particular danger. We declined the riddle test as Cromarty wasn't really prepared to risk Safana being taken by a devil... Swigging potions by the barrowful we ascended by lift and persuaded Caelar to join us- I was uncertain whether Cromarty would really have taken that line but Sirene's presence in the party helped to swing me around to trying it. The actual battle with the final foe was not that difficult, apart from flame fuelled lag..., as party members were cycled in and out and negative status effects were kept to a minimum.
Safana indeed got the last blow in. Following our glorious victory we returned, and on this occasion Cromarty swigged a potion of invisibility rather than satisfying the hooded man's whims...encouraged by Sirene.
which made me wonder precisely how Duncan could accuse him anyway.... but quibbles aside Cromarty returned to be pelted with garbage but nevertheless was freed by the dukes to run wild and free in Amn.
I have a rather wonky install of BG2EE with Quest Pack AI and a bunch of mods tacked on the end which I could utilise, or I can try the perils of SCS again in BG2 if the BWS is back in order again. Since I don't even have a no-reload of ToB under my belt anyway I might go with the toned down version. Cromarty will in any case return anon.
Underdale 1: Frisk in Icewind Dale
Part 10
Frisk, Cleric/IllusionistChara, Fighter(7)->Druid
Asriel, Sorcerer
Mollyboo, Sorcerer
Carl, Bounty Hunter
Snowy Tae, Archer
Previous posts here:
https://forums.beamdog.com/discussion/comment/887489/#Comment_887489
https://forums.beamdog.com/discussion/comment/888222/#Comment_888222
https://forums.beamdog.com/discussion/comment/889290/#Comment_889290
https://forums.beamdog.com/discussion/comment/889719/#Comment_889719
https://forums.beamdog.com/discussion/comment/890634/#Comment_890634
https://forums.beamdog.com/discussion/comment/890876/#Comment_890876
https://forums.beamdog.com/discussion/comment/891173/#Comment_891173
https://forums.beamdog.com/discussion/comment/891785/#Comment_891785
https://forums.beamdog.com/discussion/comment/891985/#Comment_891985
The endgame is near. I had been hoping to get Asriel and Mollyboo to level 14 so I could use the scorcher loop, but it seems increasingly implausible that we will make it there, or even to level 13, before we reach Belhifet. In IWD, Agannazar's Scorcher does 2d8 damage with a save for half to critters in between caster and target instead of 3d6 flat, which ostensibly would make it much weaker than in BG, but somehow it seems to deal more damage--some weird quirk of the projectile, perhaps, or a difference in enemy HP.
The dragon from the previous post drops some scales that you can forge into Red Dragon Scale armor, a perfect fit for Chara. It costs a pretty penny, but with all the loot crammed in our bag of holding, we can crank our gold supply over 100,000.
The Tarnished Sentries of Lower Dorn's Deep are always really nasty, dealing high damage with high APR and sturdy defenses. On top of that, the IWD Mega Mod hastes them, like it does for many slower enemies. It's extremely difficult to take them down quickly, and even Chara can't tank them indefinitely, but with a little luck, Chromatic Orb can speed things up.
It's a bit of a crapshoot on its own, but when combined with Lower Resistance and Malison, Chromatic Orb is a bit more reliable. It also lets us Slow the sentries.
I don't know what the "Repair Mode" messages are. Maybe regeneration?
There are more basilisks in the myconid area for some reason, but quick reflexes and Protection from Petrification prevent Chara from having to make a save vs. petrification.
We run into a drow priestess just outside Malavon's lair. Her goons are vulnerable to the hold effect of Carl's traps, but she herself is pretty sturdy, and we fail to stop her from summoning Revenants. Chara loses their Ironskins quickly.
We take down the melee enemies before they kill Chara, but the priestess remains resilient. She has an instant-cast Heal spell, allowing her to avoid disruption from Chara's Dagger of Venom (previously Presio's Dagger, before we got an upgrade in the frost giant area). Plus, as Snowy Tae's hits confirm, the priestess is using Entropy Shield, which deflects all arrows and missile weapons--except, oddly enough, for Minute Meteors like Asriel and Mollyboo's.
Once I've switched Snowy Tae to from firing arrows to dual-wielding bastard swords, we can apply enough pressure to slay the drow.
I send out to Mollyboo, buffed with SI: Abjuration, to confront Malavon's clone and the Iron Golems, assuming that we'll see a Remove Magic spell in the early rounds (and only our sorcerers are immune to Remove Magic, because you can't find a Spell Immunity scroll outside of Trials of the Luremaster). There's a way to disable the Iron Golems, but I don't know how, so the golems spray their poison gas. Oddly enough, Malavon's clone loses a spell to the clouds.
Smells like dead gnomes.
Hoping Malavon's clone just lost a Remove Magic spell, I bring in the rest of the party, having Chara cast Entropy Shield so they can tank the golems. Carl throws a trap to damage the golems, but to my disbelief, Malavon's clone actually gets paralyzed in the process.
The clone is doomed, but the fight isn't over. Malavon himself will arrive soon. To make sure we can face him without distractions and at full strength, we clean up the other enemies, heal the party, and summon some elementals.
Mollyboo is afflicted with confusion, but Frisk cannot cast Exaltation; they already cast it on Chara much earlier to cure confusion from an Umber Hulk.
Malavon appears, and we lose all our Mirror Images.
It seems that this version of Malavon is going to be much, much tougher than in the original game.
On top of all that, he has 96% total magic resistance. His defenses are beyond impenetrable; Absolute Immunity can only be broken by weapons above +5. And it's not possible to take down his Spell Trap without Ruby Ray of Reversal, a level 7 spell we would need to hit level 14 to reach.
(Minute Meteors strike as +6 in the IWD Mega Mod, just like in unmodded BG, instead of +2 like in SCS. They would be the one way to get past Malavon's Absolute Immunity and Stoneskins. But I didn't know this at the time.)
Assuming that the party cannot touch Malavon, I send everyone away except for our summons and Frisk, who has pre-cast Polymorph Self and can switch to their magic-immune jelly form instantly.
But it seems that Malavon's Corrosive Fog bypasses magic resistance. Frisk takes heavy damage on the first round.
Notice the chimera and feyr, pre-cast summons by Malavon. They chase Frisk when I send them east to escape the cloud and uses an item (a helmet from Terikan's lair) to cast a healing spell without switching to natural form.
While Frisk runs from Malavon's summons, Chara begins casting Insect Swarm in the hopes of shutting down Malavon's spellcasting. But he teleports away after wasting a spell on Frisk.
Closer to the entrance to the area, the rest of the party kills nearby enemies while we wait for Malavon to show himself.
Knowing that Frisk can't hold off Malavon's chimera and feyr forever--the jelly form's AC is too poor, and Frisk cannot cast Mirror Image or Stoneskin while shapeshifted, I give Carl the Boots of Lightning Speed (which triple movement rate at the cost of 100% spell failure and 0 APR) so he can run over to Frisk while using Hide in Shadows, give Frisk the boots, and have Frisk lure the summons through Malavon's acidic cloud, using their improved movement rate to avoid taking too much damage. They still suffer terribly, but they survive the cloud.
Malavon appears after several rounds of inaction, launching a powerful spell that cannot bypass Frisk's MR.
When Frisk brings some of the enemies close to the party, we jump in to take them down, ensuring that they won't cut through Frisk's Stoneskins and kill them, preserving our only anti-mage tank.
When the summons are gone, Frisk switches gears and attacks Malavon, who does not consider using Lower Resistance, summoning more monsters, or seeking out the rest of the party. Instead, he wastes his time and resources trying to get past Frisk's MR.
Only when he re-casts Malavon's Corrosive Fog does he get past Frisk's MR. Frisk escapes the cloud and drinks a potion--and just as they drink a healing potion, Polymorph Self wears off.
Without Frisk to soak up Malavon's spells, I use the Wand of Monster Summoning to give Malavon another few targets so he can waste his spells (if I hadn't used a custom buffing spell to speed up the buffing process, Polymorph Self would have run out at least one round earlier, so I would have had to use the wand sooner).
Malavon tries to slip by, but comes within Snowy Tae's line of sight. Seeing a moment of weakness, Snowy Tae switches to Arrows of Biting and manages to get one failed save out of Malavon...
...before he renews his defenses and becomes nearly invincible once more.
But Malavon doesn't have any Antidotes to drink, and he doesn't know how to time his spells, or choose faster-casting spells, to avoid disruption. We get past his PFMW with normal missiles and quickly cut through his Stoneskins.
We get some truly incredible loot from his lair, including the precious Ring of Reckless Action, his excellent robe, and some high-level scrolls that Frisk unfortunately will probably never be high enough level to cast.
We head over to the watch tower to collect some Arrows of Piercing. We need as many as we can get, so before we enter, we blind Carl so he can use a Special Snare to paralyze the archers on the first round. The battle is short-lived, but it gives us a massive rewards: several dozens Arrows of Piercing and a new bow for Snowy Tae, even stronger than the Messenger of Sseth but with a rather boring name.
I go upstairs to rest, but it seems the bed is taken.
I suppose I should have been expecting the IWD Mega Mod to throw a lich at me sooner or later. But we are grievously unprepared for this fight. Our sorcerers cast SI: Abjuration to avoid a Remove Magic spells, but the rest of the party is out of luck. Carl is still blind, so he sets a normal trap. Surprisingly enough, the lich seems to have no Stoneskins!
We have no way of getting past his PFMW, however, so there's no way we could disrupt his opening Time Stop spell.
But we are in luck. Because Carl used a normal trap above level 11 but below level 16, he deals lingering poison damage to the lich for the next three rounds. The lich can't cast a single spell for its entire Time Stop!
We lose all of our illusion spells, but it's no trouble. All we need is another trap from Carl to shut down the lich.
But it doesn't work.
How did Carl lose his blindness?
True Sight dispelled it.
True Sight removes the effects of all illusion spells on the target, and Blindness is an illusion spell. When the lich hit us with True Sight, it dispelled all of our illusory effects, including Carl's blindness.
Chara responds with a True Sight of their own, we resist a Symbol, Fear spell, and we start applying pressure to the lich, whose PFMW has run out. The lich's Chain contingency fires just as Snowy Tae deals the final blow.
The only reason that fight went so well is because Carl was blind at the start. And the only reason he was blind is because I was trying to get as many Arrows of Piercing as I could in the previous room.
Defeating a lich through blind luck fills us with determination.
Underdale 1: Frisk in Icewind Dale
Part 11
Frisk, Cleric/IllusionistChara, Fighter(7)->Druid
Asriel, Sorcerer
Mollyboo, Sorcerer
Carl, Bounty Hunter
Snowy Tae, Archer
Previous posts here:
https://forums.beamdog.com/discussion/comment/887489/#Comment_887489
https://forums.beamdog.com/discussion/comment/888222/#Comment_888222
https://forums.beamdog.com/discussion/comment/889290/#Comment_889290
https://forums.beamdog.com/discussion/comment/889719/#Comment_889719
https://forums.beamdog.com/discussion/comment/890634/#Comment_890634
https://forums.beamdog.com/discussion/comment/890876/#Comment_890876
https://forums.beamdog.com/discussion/comment/891173/#Comment_891173
https://forums.beamdog.com/discussion/comment/891785/#Comment_891785
https://forums.beamdog.com/discussion/comment/892492/#Comment_892492
Chara tanks the Fire Giants while the rest of the party pitches in from afar. The cleric/mages don't have much offensive power, but they're almost impossible to kill, so I focus on Maiden Ilmadia, who deals lots of damage but goes down fast.
Carl sneaks past the giants to set some traps, but he's even more of a glass cannon than Ilmadia. And although he has blindness and therefore can hide in plain sight, his stealth skills aren't ironclad. He fails a stealth roll just before a giant turns him to mush.
Another irritating chunking death. I can bring him back per my normal rules, but I just don't like it.
The cleric/mages are really, really tough, to the extent that they apparently have 6 million XP, the only way a cleric/mage could get a level 6 spell into a contingency.
Yet they cast no level 9 spells. It takes ages to grind them down, and I have to do it twice to get back Carl. We some spectacular loot, but the only item that's really going to be much use for us is a bastard sword for Snowy Tae, in case we run out of Arrows of Piercing in the final battle.
While we're nearby, I decide to tackle the undead-filled area before the fight with Poquelin. This area is an absolute nightmare--unless you just rush up and destroy the idol, at which point the fight becomes very simple.
The Idol has no real defenses, and everything else dies when the Idol goes down.
Next up, the Kraken Society Mages and the thieves that come with them. Frisk tanks the group, because mages in jelly form are immune to magic and piercing damage both. The rest of the party hides in Mekrath's room (we didn't have the stats to tell him to surrender his items, so we just let him run away).
Carl fails to set a trap when I mistakenly thought he was blind, Chara summons some beetles to cover him, and Carl throws another trap from a safe distance.
The mages are split up, so I have Frisk and Chara tank them separately. The mages don't cast PFMW or anything like that (only Seven Eyes), so Chara can shut down one of them with their dagger.
Cone of Cold apparently bypasses magic resistance in IWD, just like in IWD2, but it's not enough to turn the tide of the battle.
We keep up the pressure using poison and missiles and eventually the mages collapse before they can cast Horrid Wilting or the like.
We buy some stuff from Nym, reorganize our inventory, and head out to confront Poquelin. But the IWD Mega Mod gives him much stronger buffs and much stronger allies, and when Snowy Tae fails a save vs. spell, we lose our best damage dealer without making any progress against Poquelin himself.
The enemies have already spread everywhere, applying pressure across the party. But worse yet, it seems that we are afflicted with spell failure, a crippling disadvantage for a magic-heavy party like ours.
Carl is not blind and is therefore basically useless; he can't set any of his traps when there are so many enemies everywhere. Desperate to clear the horde, I have Mollyboo try to blind him. But as a halfling, Carl's saving throws are superb.
We struggle to land hits on Poquelin, who appears to have truly excellent AC. And Mollyboo for some reason appears to be "Decaying," and an Elixir of Health cannot cure it.
More enemies pour out, and things are looking ugly, but finally we manage to hurt Poquelin.
But Frisk is out of Stoneskins and the party's defenses are growing thin. Worse yet, the enemy is pinning Frisk in place; I can't escape.
Then Chara gets confused. And Poquelin launches an Insect Plague.
Our tank can't fight, our Archer is dead, our Bounty Hunter can't set traps, and all three of our mages have 100% spell failure.
We're screwed. There is simply nothing we can do.
Our THAC0 is too poor; we can't realistically expect to hit Poquelin or any of the enemies as we are. Growing desperate, I give some Arrows of Detonation to Carl, knowing that they will give us some automatic hits.
But the enemies have lots of HP, and they survive even as the party grows weak.
We have almost no strong healing potions left, and without the space to evade the enemy or the ability to cast defensive spells, our condition deteriorates. Mollyboo falls to an Umber Hulk's claw... and Asriel cannot cast spells even when he escapes the range of Insect Plague (a stationary area-effect spell in IWD).
The whole party is suffering, but Carl's Arrows of Detonation frees up room for Frisk to escape. As long as they can get to the exit with all of our equipment, we can heal up the party and come back later with a better plan. But things are looking dire in the meantime.
Carl manages to disrupt one of Poquelin's spells, but Carl is close to death: he hasn't been able to defend himself because he's been too busy freeing Frisk. Asriel finally manages to cast Stoneskin just as the enemies close in on him.
Then, Chara finally breaks free of their confusion. They drink a potion and stab Poquelin, robbing him of another spell.
I have Asriel go invisible. He needs more time if he's going to fortify his defenses and contribute to the fight.
The enemies turn away from Asriel and attack Chara instead. Just before they deal the final blow, Chara drinks a Potion of Invisibility.
That's the problem with hiding vulnerable characters: it may be necessary, but it shifts pressure from that character onto your other characters. It doesn't decrease enemy pressure; it just redirects it.
But now that everyone in the party is invisible, we can finally recover.
Unfortunately, the exit is blocked. If we do decide to escape the area, we will need to break invisibility first.
Frisk repeatedly fails to cast spells, so I just leave them alone. If worst comes to worst, I'll just use them to carry everyone's equipment out after the rest of the party dies.
After renewing their defenses, Chara breaks invisibility. Carl does the same with a thrown trap, and Asriel buffs Chara with Improved Haste so we have at least one reliable damage dealer against Poquelin.
Unfortunately, it seems that Poquelin's spell turning effect applies to Static Charge.
We land multiple hits on Poquelin, but it seems that he, too, has an instant-cast Heal spell.
When Chara's THAC0 proves unreliable, Asriel manages to debuff Poquelin with Breach, removing his Stoneskins. Poquelin responds with multiple low-pressure options while the damage builds up.
When I see that last one, Rigid Thinking, I decide to buff Chara with a Potion of Magic Shielding--we're in a bad situation, and we can afford the loss.
Poquelin heals himself once again, and a low saving throw shows that that Potion of Magic Shielding was a good investment. Finally, we break down Poquelin, and he is forced to flee.
For some incomprehensible reason, Frisk is still afflicted with spell failure when we reach Easthaven.
We can't even rest to wait it out. And when I use CTRL-T to advance time by 1 hour, even then it won't go away.
Cure Disease doesn't fix the problem, either; it's not deafness that's causing the problem. Frisk has some form of incurable, permanent spell failure. We have to fight the remaining cyclopses in a weakened state.
To my further irritation, Chara gets chunked again.
We can only rest when we make it to the temple. I reload, redo the cyclops fight as before to get Chara back, and eventually discover that the only way to cure Frisk's spell failure is to kill them and resurrect them, which thankfully Everard can do for us.
Finally we can proceed to Pomab. Who no longer divides himself into illusionary clones. Now he's just a well-buffed mage with some juiced-up "Cryshal" Sentries with some excellent damage output.
With a Bounty Hunter and an Archer, this party is highly dependent on proper positioning to manage enemy pressure, so when Pomab launches a Teleport Field, I know things are going to get even more chaotic and dangerous. Worse yet, he follows up with a Time Stop we cannot disrupt.
Pomab takes down two party members, Mazing Chara when Bigby's Crushing Hand fails and nailing Carl with Power Word: Stun. Asriel uses Invisibility to bail out Carl, but there's nothing we can do for Chara.
Then I notice a problem.
Chara's icon should say "Maze." Instead, it says "Imprisonment."
The effect that never, ever wears off. And which can only be cured by Freedom... a level 9 spell we aren't remotely close to reaching; my sorcerers aren't even level 14.
Pomab casts True Sight, revealing Carl, so Mollyboo responds with a Teleport Field, hoping to further scatter the Cryshal Sentries so they won't finish off our Bounty Hunter.
It doesn't work.
Snowy Tae tries to find room to kill Pomab, but the sentries chase her down and take advantage of her lousy AC. Our sorcerers escape pressure using PFMW.
Pomab savages Mollyboo with Prismatic Spray, but we finally break through his Stoneskins.
His Chain Contingency fires too late.
I use CTRL-T again, and to my relief, Chara comes back. Despite the icon, the Maze spell did in fact cause Maze, not Imprisonment.
We climb the ladder and find the portal to Belhifet's chamber. I spend a long time reorganizing our inventory and spell slots, uncertain of how different this fight is going to be.
Only Belhifet remains. But we have no idea what kind of tricks he's going to pull. Based on the IWD Mega Mod so far, the next room is probably 30 basilisks with instant-casting Heal spells. But almost anything could happen.
We are filled with determination.
The flowers are blooming.
On days like this... Cambions like you...
should be burning in hell.
Underdale 1: Frisk in Icewind Dale
Part 12
Frisk, Cleric/IllusionistChara, Fighter(7)->Druid
Asriel, Sorcerer
Mollyboo, Sorcerer
Carl, Bounty Hunter
Snowy Tae, Archer
Previous posts here:
https://forums.beamdog.com/discussion/comment/887489/#Comment_887489
https://forums.beamdog.com/discussion/comment/888222/#Comment_888222
https://forums.beamdog.com/discussion/comment/889290/#Comment_889290
https://forums.beamdog.com/discussion/comment/889719/#Comment_889719
https://forums.beamdog.com/discussion/comment/890634/#Comment_890634
https://forums.beamdog.com/discussion/comment/890876/#Comment_890876
https://forums.beamdog.com/discussion/comment/891173/#Comment_891173
https://forums.beamdog.com/discussion/comment/891785/#Comment_891785
https://forums.beamdog.com/discussion/comment/892492/#Comment_892492
https://forums.beamdog.com/discussion/comment/892501/#Comment_892501
As I've said before, Belhifet is the worst boss of the entire EE games. Immune to weapons below +3, immune to spell levels 1 through 9, immune to all disablers, arriving with a guaranteed Dispel Magic trap, and dealing unstoppable poison and disease damage with every hit that prevent spellcasting of any kind, Belhifet reduces all strategy to exactly one thing: hit him with big weapons until he's dead. It is the most reductive, simplistic, and uninteresting form of combat in the Infinity Engine games, completely unbalanced against magic-heavy parties and with meaningful variation whatsoever.
There are no real tactics to fighting Belhifet. Defeating him is entirely a game of numbers.
Only Asriel and Mollyboo can avoid the introductory Dispel Magic trap, because unless you go deep into TotLM (which I've never done), only sorcerers can ever cast SI: Abjuration. But to conserve spell slots, both Asriel and Mollyboo only pre-buff with Stoneskin.
We only get a single round before Bellyfat and his Cornugons and Iron Golems descend upon the party. Anticipating Demon Fear and fire spells, and afraid that the IWD Mega Mod adds disablers to this fight, I use our one round of safety to cover our bases: Chara drinks a Potion of Magic Shielding to serve as a better tank, Snowy Tae drinks a Potion of Invulnerability to improve her AC by 7 and get subzero saving throws, Frisk casts Remove Fear (which, notably, does not bypass our sorcerers' SI: Abjuration spells), Carl drinks a Potion of Freedom (since he can't drink a Potion of Invulnerability), and Mollyboo opens with a Teleport Field. Asriel waits.
I only see Cornugon right now. Knowing that BG2 Cornugons can cast Remove Magic and Lightning Bolt and can inflict stun and/or poison on hit, I have Snowy Tae focus her fire on the nearest one.
Iron Golems appear. Notice that these golems, too, use their BG2 animations instead of the original IWD animations. It's one of the many changes from the IWD Mega Mod.
Then Belhifet casts Time Stop, and he foolishly wastes several powerful defenses.
Absolute Immunity's duration will run during Time Stop, which means Belhifet only gets a single round out of it this way. Spell Trap does absolutely nothing for Belhifet, because he's already immune to all spell levels. And Protection from Energy is already meaningless, because there's basically no way to inflict elemental or magical damage on Belhifet in the first place: the only way to deal it would be to use certain weapons, and all of the weapons that deal energy damage deal very little of it.
In an equally foolish move, Belhifet fails to actually during Time Stop, when the nearest character, Chara, doesn't even have Ironskins up yet. Instead, he summons four elementals at once.
An unknown source tries to heal one of the Cornugons and the Iron Golems emit poison gas, dealing some light damage. All enemies close in, but Mollyboo's Teleport Field scatters many of them.
There are several Dispel Magic traps in this area, but I know where they are. They roughly correspond to the rather dumb-looking daggers in the rather garish floor tiles. I send several characters in between those tiles so they can reach the edges of the room, which are generally the safest places to be. Meanwhile, Chara fails to strike an Iron Golem with the Dagger of Venom and both Iron Golems target Asriel, who begins casting PFMW to hold them off.
Chara is now diseased, and will suffer poison damage every round, enough to thwart any attempt at spellcasting, but they already cast Ironskins and I don't need them to do anything just yet. Chara is just there to keep Belhifet busy while Snowy Tae takes down the first Cornugon.
The rest of the party has no role to play, so they start preparing for the later stages of the fight. Frisk begins summoning a Fire Elemental, Asriel prepares to cast Improved Haste on Chara, Chara switches to a +3 club, the Peacekeeper, to add a tiny bit of damage to an Iron Golem, and Carl and Mollyboo wait for an opportunity to take action.
Notice Chara's saving throw--I don't know what forced them to make a save, but it's so low that they clearly would have failed the save if they hadn't drunk that Potion of Magic Shielding.
Snowy Tae starts bringing down the second Cornugon. Thanks to a Teleport Field, Chara's excellent AC, two sorcerers with PFMW, and the rest of the party maintaining a safe distance, we do not suffer at all from enemy pressure.
Frisk is still casting Summon Fire Elemental; there are a lot of pauses in the space of a single in-game round. Without our pre-buffs, these first few rounds may well establish the trend of the rest of the fight, so I need to make sure we don't make any early mistakes. We might not live long enough to correct them.
Asriel prepares to cast Improved Haste on Snowy Tae, who will be our primary damage dealer for much or all of the fight. Chara stays in the fray, taking no action beyond attacking and drinking a spare Potion of Power on the off chance it will make a difference (their APR with clubs is a pitiful 2). As a mid-level druid, Chara is immune to poison damage and the poison opcode, if not the disease opcode (so they will still suffer spell disruption from Bellyfat's swords).
Asriel finishes casting Improved Haste on Snowy Tae, and Carl throws a trap from afar--an important source of damage when the enemies are immune to so many weapons.
The second Cornugon falls to Snowy Tae's arrows, and against the odds, Mollyboo manages to blind Carl, allowing him to set his normal traps closer to the enemy. Frisk also brings out a second Fire Elemental, if only as an additional buffer for the party.
Notice that Carl has lost his blindness due to Bellyfat's True Seeing. His next trap fails.
Snowy Tae has now switched to dual-wielding bastard swords. With the Bastard Sword +3: Defender and the Bastard Sword of Action +1, and with STR over 18 thanks to items and potions, Snowy Tae is actually remarkably strong in melee combat.
With Chara, Snowy Tae, and Asriel (using a +3 dagger and protected by PFMW) engaging the Iron Golems, the rest of the party deals with the nearby elementals, who appear to be immune to petrification, but still suffer plenty of damage from Chromatic Orb.
The first Iron Golem collapses and Chara finally loses their Ironskins.
But with only a single disease effect active, and with a clear aura, Chara can restore their Ironskins immediately.
The second Iron Golem breaks down. All that's left is Bellyfat and his elementals.
Snowy Tae switches to Arrows of Piercing, the only arrows in the entire game that can hurt Bellyfat until IWD:EE 2.x comes out. Chara and Asriel stay focused on Bellyfat; the rest of the party, having nothing better to do, wrestles with the elementals.
I want Chara to cast Entropy Shield; I want them to stand up against Bellyfat as long as possible so I won't have to rely on our limited supply of PFMW spells to tank him. I therefore have Chara drink a Mummy's Tea to cure their disease and spell disruption and run north.
When Bellyfat turns away from Chara, I have them start casting Entropy Shield. Bellyfat chases Snowy Tae along the southern wall until Chara finishes casting the spell.
With Chara's AC as low as it can get, it is now time to close in on Bellyfat.
We deal respectable damage for a moment, and then Bellyfat responds with a surprising spell trigger.
The Spell Turning effect is just as useless as his Spell Trap--he's immune to all spells anyway--but that Improved Mantle, however foolish a choice compared to the clearly superior Protection from Magical Weapons for a critter like Bellyfat, who is already immune to normal weapons, is enough to keep us at bay. Snowy Tae has no good weapons to use against Bellyfat given her proficiencies, and though Chara could attack with the Slayer, a +5 spear, they would only get 3 APR and I don't think it would be worth exposing Chara to Bellyfat without a shield to improve their AC (bear in mind that I still didn't know at the time that Minute Meteors should have worked).
We give Bellyfat a wide berth and he chops up Frisk's elementals. Asriel uses the Wand of Monster Summoning and Chara summons some beetles to distract him, and to my delight, the beetles actually manage to hurt him.
Out of curiosity, I have Mollyboo use a Ruby Ray of Reversal scroll on Bellyfat. Sure, his spell level immunities block it. His Spell Turning buff is in fact utterly pointless.
I keep pestering Bellyfat with critters from Asriel's Wand of Monster Summoning. When I think his Improved Mantle has worn off, I test him with an Arrow of Piercing from Snowy Tae.
A Stoneskin blocked the damage, but since there was no "Weapon Ineffective" line, I know Improved Mantle is gone. I send in Chara with the Peacekeeper club, but Snowy Tae does most of the work. Even against Bellyfat, Snowy Tae has a 95% hit chance.
We break through his Stoneskins!
Snowy Tae keeps up the pressure, but our progress is short-lived. Bellyfat activates another spell trigger, and re-activates his old one.
Again, the Spell Deflection and Protection from Magical Energy buffs are pointless for a demon with as many immunities as Bellyfat, but the PFMW makes him invincible to everything short of traps and Bombardier Beetle acid (of which we now have none). The new Stoneskin will also set us back.
We pull back Chara, summon some new critters, and cure Chara's disease so they can summon some new beetles.
We hold off Bellyfat for a moment, and when I think 4 rounds have passed, I have Snowy Tae test the waters again with an Arrow of Piercing.
It works.
Chara rushes in to engage Bellyfat while Snowy Tae keeps plucking away on her bow. Bellyfat has no defensive spells left; only his HP. And before Snowy Tae even runs out of Arrows of Piercing, the great demon finally collapses. Belhifet is banished to his home plane and the gateway to the hells has been sealed once more.
One Icewind Dale no-reload run with the IWD Mega Mod, on Insane mod with no bonus XP or damage, complete.
2. I died in a solo Seducer run late in SoD, but I think I restarted that a while back and just never got back to it.
3. There's also a solo LoB cleric/illusionist in SoD, but I didn't think I had the resources to thrive in that environment without far more wands than I had.
4. I've even considered an Improved Anvil run, but I wanted to wait until they updated it for 2.x, and even then, I only wanted to start it if I could find some way to break the game.
Aside from the last one, none of them have been documented before. But usually I have the most fun when I'm trying out a new trick or mechanic, and I've had trouble finding a good one lately.
Nordgaard of Candlekeep, Undead Hunter
BG1 First postNotable mods :
- IR/SR
- Rogue Reblance
- plenty of NPC mods
- ATweaks
- Tweak Anthology
- Item Randomizer
Paladin's restriction :
- do good and lawful things (duh… ), but with a preference on good over law when conflicts emerge
- god : Lathander
- spare as much lives as I can
- no mercy whatsoever with undeads (must be killed, no matter what)
- 10 magical items max
- 4 weapons (including ammos)
- 1 armor
- 1 shield
- 4 misc (include items like potion of Hill Giant strength and green scrolls, but not healing potions and antidotes)
- never lie (oath)
- tithe : 10% to the Song of the Morning Temple when I come back from adventuring (and before buying stuff)
- no neutral allies, only good ones
- no stealing, minimum thieving (traps and locks, mostly)
- only use and swap between allies items placed in quickslot
So, I was grinding to get to level 5, just to ease the Nashkel Mines. I tackled Droth to get his helmet, which he had despite Item Randomizer (I chose that 10% of items to be not randomized). It was a smooth fight, but he still managed to kill Finch with two magic missile (the second one with max damage on each missile). The Helmet of Defense is quite nice, because it's one of the rare that give protection from critical hit under IR. It went straight to Nordgaard.
After, I decided to kill the Basilisks in the southern part of the map east of Morning Song Temple. I didn't bothered with Mutamin yet, because I fear I have too little resources to tackle him effectively. Then, the ankheg's nest was cleared to retrieve Brun' son. I farmed a few more to get my team to level 5.
It was then time to get back at the main quest. I went down into the mines without any trouble, the sleep spell doing most of the crowd control for me. Mulahey was a bit more complicated than usual, because I forgot that I can't lie in this run. Thus, I couldn't tell him that I was sent by Tazok and place my team in his room effectively. So, his goons appeared right away in the middle of my team, so I had to reshuffle everyone a bit. Valerie and Sirene were split from the others in the upper room, where they had to take care of the skeletons and kobolds (sleep did a marvelous job against the latter). The rest of my team was working on Mulahey. He managed to hit us with an unholy blight before dying, even after magic missile and an arrow or two from Imoen, but that was all the damage he did and we were able to bring him down soon enough.
When I got back to Nashlel, I had to deal with the weirdest Nimbul fight I ever had. I decided to attack him while my party was spread out a bit to mitigate his spells, but he nevertheless managed to hold both Sirene and Rasaad, charmed Nordgaard and Imoen also, all that while he still had his stoneskin and mirror miages pretty much intact. I only had control over two of my caracters, a low level sorcerer and a mage/cleric of even lower level. So, everyone was failing their saving throws, but things didn't look as grim as they sounded, because Nimbul was struggling mightily to hit Nordgaard due to his low AC.
Then, with a bit of rain outside, NORDGAARD WAS HIT BY LIGHTNING. It never happened to me before in the middle of a town, just like that. He went down from full hp to 20 hp. A few good whack from Nimbul and my PC was history. Now I was really nervous... However, Finch managed to save the day, because Nimbul failed his saving throw to her Hold Person spell, the last realistic chance I had to take him down quickly. While helded, the Nashkel guards killed him really fast. However, something weirder happened : Nordgaard, still under the charm effect from Nimbul's spell, was hit by lightning - TWICE MORE. FOR NO DAMAGE. EACH TIME. Seriously, I really don't know what happened there, but I managed to survive. May have dodge a huge bullet, for whatever reason, but hey, I'll take it.
After, I collected some loot in the pirate's cave with invisible Finch. She got me the Relair's Mistake, which gives the Werewolf form once a day instead of wolf form in IR. That thing transformed Rasaad in a beast - litteraly and figuratively. With a weapon in his off-hand, his stats are quite tasty :
Those are insane numbers for a level 6 character. 8-15 damage a pop at 7 thac0 and 3.5 APR, that's just nasty. And he can still go in stealth and use his innate skills. Let just say that Rasaad won't be a dead weight in this playthrough...
See ya !
I would have started a different run.
Relair 's mistake is great fun for any squishy. Nice going!