@Blackraven In the vanilla game "spawned" liches are created if you have 2M+ XP. As you play with SCS you may meet them at 0+ or 400K+ or 1M+ XP depending on the component settings. IIRC there are four choices and the mapping is 1M (choices 1 and 3), 400K (2), 0(4) but I suggest you crosscheck this information.
Shameless self-promotion: in my Tactics2 work, I rewrote Ishan's component to read the user's inputs. There are three vanilla thresholds (400k, 1M, 2M), you can modify them and choose whatever you want. The component will fix the obvious errors. And there is also a separate value for the top level undead group that includes such a lich. I wrote it for the specific challenges, such as a solo no reload.
Certainly you already know it, but other readers may want to know that there are four occurences of such liches (in the vanilla game): -Ghoul Village (Unseeing Eye) - I love the fight because there are also other undeads which are created in any case but that's a dangerous place for a low/mid level solo no reload (and there is nothing wonderful to gain in a solo playthrough) -Temple Ruins - twice -Spellhold maze That may influence your quest sequence (depending on your XP).
Let me introduce Sidonie. I will play update the posts at a very slow pace but at least I start something.
I decided to play an elven fighter/mage. Just because I haven't played such a classic build for several months or years. At this point in time I do not know if I am going to play solo or duo with Imoen. No reload but I am a little rusty so I think I will restart her from candlekeep if I fail. I think I have a good knowledge of SoA but I certainly much less comfortable with the BG1 part.
The current setup is based on BGEE 1.3.2053. Very few mods : BG1UB rewritten by @AstroBryGuy - everything I can install. There is no tactical thought related to this choice, I am just curious about the latest version. This can also create a few surprises, not bad ! BG2 Tweaks v16 - a few options, I will expand them a bit once/if I reach SoA. For now, unlock cloakwood area access (no big plan behind this choice), convenient bag of holdings, unlock summoning caps (more on this later). Stratagems v30 - here I try to be consistent with the options I want to use in SoA too. Mostly spell tweaks and enablement of the tactical challenges. I installed the minor encounters, I just hope they won't interfere with UB.
While working on Tactics2, I saw that several AI scripts could generate more than 5 summons. Typically the unlocked archlich who likes to have 8 or 9 friends. In the original BG1 you could get hordes of creatures with a wand of summoning. Not sure about the real driver behind this BG2 restriction (bypassed by images), was it for balance or performance reasons ? Anyway I do not intend to abuse the game with summons - I will see and I will report anything pertaining to this topic.
weidu. log hereafter.
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #4 // Finishable Kagain Caravan Quest: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #5 // Coran and the Wyverns: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0_beta_150720 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0_beta_150720 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
Sidonie: elven female, fighter/mage chaotic good - kind of role playing reason + fairy dragon which has a couple of nice magic features. portrait based on a picture by Magali Villeneuve stats 91 points with max stats. long sword and short bows. probably not the most effective choice - well I play an elf. starting spells - find familiar, spook.
Just for the record. one byte (256 attempts) of dice rolls. I rarely spend 3 or 4 minutes to roll dices... I wanted to know what I would get from a statistical standpoint. This is not a sample large enough but the result is interesting anyway. First 50 rolls : 84 max (once) First 100 rolls : 85 max (once) and 84 (twice) Roll 135 : 91 points First 200 rolls : 91 max (once) and 85 (twice) and 84 (three times) All 256 rolls : 91 (once) 88 (once) 86 (once) 85 (twice) 84 (three times) 19 dex was a natural roll but I moved points from wisdom and charisma to max strength and intelligence (16 to 18) even if I think the max strength if more for convenience than anything else.
I am highly interested in your comments and advices.
@semiticgod Thanks ! Don't expect to see many Sidonie updates in the near future (btw I haven't forgotten your particular mod topic).
The min values are 9 7 6 9 3 8, not so influencial on a 75+ score. I think 91 is marginallly high but it probably does not matter. I mean I will die anyway
I have fixed up the Bog Witch kit and started up a new run. Thing is, I keep noticing a conflict between my desire to do experimental no-reload runs. The experimental part tends to cause deaths, ruining both the no-reload part and preventing further experimentation.
So, this will be a minimal reload run. I only reload on a Charname death. But I'll be posting it here anyway.
Our party makeup: Archer(9)->Mage (darts, crossbows) Archer(9)->Mage (shortbows, crossbows) Seducer Shadow Stealer Bog Witch Bog Witch
Our Charname once again is Eliza, because I haven't gotten to use her much.
Shadowkeeper for 90 stat bonus plus BG1 tome bonuses. The STR 18/37 roll was chosen randomly. Our Charname is an Archer/Mage because it's the best defensive build we've got.
Her fellow Archer/Mage is Snowy Tae:
Another old face.
Our first Bog Witch is Gloom, who uses a shadowed Marilith animation to match her portrait.
Bog Witches have nasty penalties to their physical stats, even worse than Avengers. Notice all of the characters are Chaotic Neutral. This is because I might want to do something weird and kooky around Athkatla that a good character wouldn't think of doing.
Our other Bog Witch is Poppy, yet another old face.
So much cuteness in this group. Doesn't she look happy?
Our Seducer is the same halfling from the other run, with a name I like bet.
Seducers need all the skill points they can get, since all skill values are cut in half, but the main reason I picked halfling was because of the save bonuses.
Finally, our Shadow Stealer, Bloody Howard.
Dwarf for save bonuses, but he uses a human sprite. I have trouble finding good male portraits, and there aren't enough female voice sets to go around, so Bloody Howard and Fobie tend to pop up a lot in my runs.
A Seducer's Charm doesn't count as an offensive action, allowing us to safely charm neutral critters.
This will open up some new tactical possibilities. One of the reasons I like the Seducer and Shadow Stealer kits is that the benefits they bring are dependent on the battle at hand. We sic our golem on the other one, and slay the survivor with one swing of a sword.
We clear up most the area, surviving on potions, before resting and moving on to Ilyich. To my surprise, I discover that the Bog Witch's Summon Otyugh spell doesn't work quite as I planned.
The Otyughs go hostile when trouble is near. But the Duergar aren't much trouble even without reliable summons: almost everybody goes down with Stinking Cloud.
Turns out the Summon Mummy spell has the same problem.
Stinking Cloud and missile weapons once again resolve the problem. The mummy ignores us, thankfully.
We get the Otyughs working later... I think the summons only turn hostile when targeted by spells, such as Mephit abilities.
After saving up our best Bog Witch spells, we take on the Assassins on the way out, instantly slaying the whole group with Cloudkill.
Druids would be monsters if they had better spells.
@Musigny, hey there hi there! Nice to see you enter the challenge, even if you're going to take your time Safe travels for Sidonie. (Nice portrait, I've used some of Magali Villeneuve's myself.)
@semiticgod, good luck with your new run, and good to see your new kits in action. I know what you mean by experimenting and no-reloading at the same time... Enjoy your minimal reload adventure.
Since the Bog Witches, Poppy and Gloom, have done so well so far, I decide to take on Mencar Pennypincher right out of Chateau Irenicus. Both witches use Spell Duration Modification (that's an actual string in the game, but I'd like a different name for the spell) to triple the duration of their Stinking Cloud spells. The clouds will still only last 10 rounds, but they'll knock out their targets for three times as long.
Taken by surprise, the enemy is sent reeling.
Two mummies guard the choke point in the middle of the room, preventing the melee-heavy enemy party from escaping the cloud or attacking my group.
Then Amon wakes up and Slows everyone in the party save our Seducer. It's a massive blow to our functioning, but an Acidic Burst spell (still uses the name Fireball) downs both enemy casters.
Acidic Burst deals 10d6 acid damage, party-unfriendly, and is a level 4 spell. It therefore breaks through MGOI, but it's quite dangerous--we're just as vulnerable to level 4 acid damage as the enemy.
We mop up the remaining enemies and slay Kalah with Poison Arrow, another Bog Witch spell, a weaker version of Melf's Acid Arrow that deals poison damage.
We speak to Lehtinan at the Copper Coronet, but accidentally press 3, ending the conversation. When we try to talk to him again, it says he has nothing to say to us--we have to get into the Slaver Compound through the other entrance. Ara Minerva, our Seducer, picks the lock.
Charm lets Ara Minerva take control of the dwarven or gnomish Mage in the slaver compound, but the problem with Charm is that it takes 2 full rounds to take effect. That's plenty of time for enemy mages to weaken us. It also requires precise positioning, as Charm disables the Seducer for 6 seconds.
Unfortunately, the Mage doesn't have anything it can use against the other enemy Mage.
The Cloudkill doesn't do us much good, though it also doesn't turn our Mage hostile (Charm renews itself if the target turns red). Shadow Steal, likewise, fails to have any effect. An Acidic Burst, however, brings down both mages.
Our mummies go hostile and turn unresponsive when we move on to the next room. A Charmed guard soaks up the Priest of Cyric's initial Greater Command spell, luring in the Captain Haegan room guards. With Eliza invisible to keep her safe, and with our Poison Arrow spells exhausted, we fail to shut down the cleric's spellcasting. Bloody Howard fails a save.
But he's unarmed--I had him unequip the Sword of Chaos in case he turned on us. We therefore lose our primary tank as well as Shadow Steal, and Ara Minerva is waiting to recover her Charm spell (usable only once per four rounds). Our second Archer, Snowy Tae, is charmed immediately afterward, leaving us at about half our normal strength.
The priest casts Slay Living. I start a retreat, but I can't control everybody in the group. He picks the closest target.
Finally we whittle down the priest, and the enemy guards falter without the priest to distract us. I use CTRL-R on Snowy Tae, forgetting that our Bog Witches won't get Raise Dead until level 11, and find that we can't enter the sewers.
Luckily, when we return to the Copper Coronet, Lehtinan agrees to talk to us again, and lets us into the back rooms.
Our Stinking Cloud spells prove ineffectual against the Hobgoblin Shamans, and our Otyughs fail to help out. One of the shamans gets Hold Person off the ground. With Eliza in range of the enemy archers, and with no immunity to hold or means of dispelling it short of Dispel Magic, I have Eliza drink a Potion of Invisibility.
She might have died without it. Potions of Invisibility are great escape options, especially for warrior types who are more likely to have clear auras. Later, the Hobgoblins go down with Cloudkill.
Once outside, I pre-buff the Bog Witches with Mirror Image, which lasts 2 turns regardless of level, and cast Invisibility on Eliza once more. I change areas until I get ambushed by Suna Seni. With Mirror Image active, our Bog Witches can cast their first spells safely. With Invisibility active, Eliza will be safe if the party fails.
We successfully steal Suna Seni's shadow, and as our Bog Witches cast their first spells, we see two simultaneous chunking deaths. One of them is the enemy cleric. The other is Minerva.
I forgot to turn off gore, which word of mouth (but not experience) have taught me prevents chunking. I'll have to re-create Minerva, but she'll have less XP, and no BG1 tome bonuses.
We blast the enemy with Stinking Cloud. Eldarin runs to a safe spot, keeping him conscious, so we send in Bloody Howard to get in his face and shut down his archery. Bloody Howard suffers a -1 penalty to all saves thanks to his Shadow Stealer kit, but his dwarf save bonuses overcompensate, keeping him awake despite the two clouds. The rest of the enemies are all unconscious, giving us automatic hits with missile weapons.
We do the Bridge District and Graveyard quests (Pai'Na is both charmed and loses her shadow) and run into the Renfeld ambush before long. We have trouble with Prebek and Sanasha, however.
With their +3 penalty to casting speed, our Bog Witches are terribly slow to get their spells off the ground. Likewise, both Shadow Steal and Charm take time before they have any effect. This means enemy mages have some safe space to cast their first spells. We nail both Prebek and Sanasha with Khelben's Warding Whip, but our party is crippled by Emotion and later Horror. Another two Potions of Invisibility keep Eliza and Gloom safe when they're running around scared. With Bloody Howard and Poppy unconscious, and Snowy Tae stunned from Chromatic Orb, our newly created Ara Minerva is on her own.
But Poison Arrow has already taken out Prebek, and Sanasha has already run out of spells. Snowy Tae dies to goblin fire, but the rest of the party recovers, and tears down Sanasha with Poison Arrow spells and melee attacks.
So far, the Bog Witches have proven disproportionately powerful. Druids get lots of spell slots in the early and mid-game thanks to their high level advancement, but most of those spell slots go unused simply because druids have so, so few spells worth casting. Armor of Faith, Insect Plague, Death Ward, Call Woodland Beings, Ironskins, Chaotic Commands, Summon Fire Elemental, Nature's Beauty, and Earthquake are the few druid spells that have much impact on gameplay.
Level 2 and 3 spells are completely empty. There's almost nothing a druid is going to find useful at those levels. A tremendous amount of druid spellpower goes unused!
The Bog Witch fills in those gaps, at the cost of removing summoning spells (!) and shifting defensive spells up by one spell level. Chaotic Commands is now a level 6 spell, and shares the same slots as Death Fog. Wondrous Recall can no longer grant extra castings of Chaotic Commands. But with their save bonuses, Mirror Image, and spell protections (MSD, Spell Turning, and SI), Bog Witches' defenses are about equal to a normal druids.
However, the Bog Witch is still going to suffer the normal druid level 13/14/15 XP gap. As time goes on, we're going to see the Bog Witches fall behind the other party members, relatively speaking. The power they've shown so far is not going to hold for long.
Eliza and Snowy Tae have already dual-classed at level 9 to mages and are now about level 6.
The group just cleared the bandit camp. With a full group there is not much sneaking so it was a full on assault with max number of summons. Tent fight was over in a few seconds.
Before that I did all that I wanted to to around the wilderness, including book from Dhurlags tower and flesh golem cave. Viconia took two hits from a fleshgolem and died. Her low HP are annoying.
Edwin have left the group, since I had freed Dynahier earlier there was no way I could kill her so Edwin left. I will miss the extra firepower, but now Im moving towards cloakwood with a group of 5.
Pretty much took the fastest route through cloakwood. Stopping only to pick up cloak och non-detection and Spiders Bane. I know have to melee chars with freedom and a sorc with lots of web spells
In the mine my FMT Vhaegar is starting to show his power to come, using traps, backstabs and spells he pretty much cleared the way down to daverorn on his own. Had a scary few moments when the ogre mage got of a confusion spell that hit 3 of my group. including Bhane and Dorn. For a about a round Bhane and Dorn did their best to kill eachother. Luckily for me they both have high AC and neither could hit.
At Daverorn Bhane and Dorn drank potions of magic blocking. Setting upp poison arrows and darts for the rest and started attacking. Could have been smother.... Vhaegar got hit by a fireball and died instantly. Daverorn with his dying breath finished a charm spell that hit Bhane. Though didnt come much of it sinsce Dav was dead and all I had to do was hide the rest of the group.
Flooded the mine with the slaves still in it.
Rested and rezed and the FAI and then to High Hedge for som last shopping before its time for Baldurs Gate.
Docks District for easy XP. Our Seducer and Shadow Stealer turned the Spectral Harpists against each other, partly because I've barely ever fought the Spectral Harpists.
I lost a Mordenkainen's Sword scroll, however, by trying to scribe it before switching the difficulty from Core to Normal.
We got badly disabled by a random encounter with bandits on the way to the Temple District to get Mae'Var's present. Minute Meteors wrecked our Bog Witches' spellcasting. Eliza, bereft of her defenses, is a prime target for backstabbing. Three big problems all at once.
Then Ara Minerva finally got control of the enemy mage. The battle quickly swung in our favor, as the backstabbers failed saves against Emotion from the charmed mage, and Confusion from Poppy.
Edwin sent us to deal with Rayic Gethras, but our melee power is too weak to take on his golems. So, we snuck past the second level of Ray-Ray's house while invisible. Ray-Ray himself had terrible luck--he failed a save vs. polymorph, and let go of his shadow... a shadow who has access to Horrid Wilting. As if that wasn't enough, our Bog Witches debuff him with ease.
Right before the second Horrid Wilting spell hits, he falls prey to Minerva's Charm.
He was doomed three times over.
For Mae'Var's guild hall, we turned Bloody Howard and Minerva invisible so they wouldn't be backstabbed into oblivion by the many thieves of the house, and their Potions of Invisibility. Mae'Var got hit by Warding Whip, rendering him vulnerable to Stinking Cloud.
Later, a nighttime ambush nearly killed Eliza, who was traveling without Stoneskin active.
She got hit by another sword right afterward. I accidentally had the difficulty set to Normal instead of Core, so she was taking less damage than she was supposed to. I did the math: if the difficulty had been at Core, she'd have had less than 10 HP when she drank yet another Potion of Invisibility to find safety.
We dealt with the Shade Lord the normal way, by turning our spellcasters invisible and giving our primary fighter Protection from Undead. Bloody Howard made the mistake of trying to steal the Shade Lord's shadow.
That shadow gets no spells beyond a Berserk ability, and no weapon either, meaning it can't attack the Shade Lord. It does, however, prompt a Darkling Aura from the Shade Lord. We have the shadow activate Turn Undead, and find that it kills itself in the process.
Without the Tactics-style Trolls, the Druid Grove was fairly easy. No Greater Command and no Unholy Blight or Flame Strike means the Spirit Trolls only have STR drain and their irritating invisibility at will to use against us. Our Bog Witches' Shillelagh spells aren't doing any acid damage--I'll have to fix that--but Poison Arrow and Acidic Burst bring down the Trolls just fine.
We blast Kyland Lind with Stinking Cloud. The druids don't take it too well.
Even if Kyland Lind had pre-buffed with Chaotic Commands, four of our party members have Minor Spell Deflection, and two have SI: Conjuration, so enemy druid spells wouldn't have much chance of harming us.
I did a couple of tests to see if I could sneak a buffed character in to fight Faldorn, but apparently not. Instead, I had Gloom enter unbuffed, and cast Invisibility right after entering the arena. Faldorn also turns invisible, but has nothing to attack.
Faldorn has no True Seeing spell, so Gloom may activate her buffs free of interruption. She floods the area with a Death Fog spell, but it makes little difference: Faldorn fails an important save soon after.
She falls to a Poisoned Arrow spell.
Unfortunately, back in Trademeet, I notice that Gloom has no items on her person.
I hurry back to the Druid Grove, but it's too late.
The items she dropped before the challenge are gone. We just lost a magical buckler, enchanted studded leather, several potions... and Gnasher and Belm.
A little update for Sidonie. I restarted the game, long story short: Everything went fine up to the meeting with Neera. I accepted to help her and faced the red wizards. Unfortunately a commoner decided to come closer to watch the fight. Neera who is out of your control likes to cast color spray. The commoner collapsed and turned red. I saw it coming without being able to act fast enough: While I was trying to accelerate the red wizards fate, Neera moved back and decided to go and bash the commoner. 5 rep points lost. The witch is not even in my team! Who said wild magic is the main problem with such a concentrate of stupidity? Imoen did not die, I did not die but I did not want to continue the game even though the penalty is not important.
So... Sidonie - take 2 This is a duo as I keep Imoen. Actually a trio, I forgot to introduce Clarisse the fairy dragon. The first spell cast by Sidonie is find familiar. This is the best thing she can get from CandleKeep. A happy decision. Two murderers infiltrated the place. A single hit kills Carbos. Shank had the time to poison his weapon but he had no opportunity to come close to Sidonie. A little friend, a big help. We are done with the clumsy murderers.
Fairy dragons are cautious...
Sometimes not enough. With two archers, it is easy to secure a zone and incidentally hunt wolves... until a dread wolf hits your dragon. I promise I will stop playing with fire in a no reload challenge, especially when there is no benefit. Clarisse is strong and survives.
Yet another bounty hunter is waiting for them at the Friendly Arm but this time Sidonie has spook memorized. Low level mages have good spell saving throws from the start. Therefore this may fail and the plan B is to use the guards. But it works... This is the last time I openly take an obvious and identified risk. I just wanted to mimic what I did in the first attempt as my inital plan was to drop Imoen at the FA but I changed my mind.
I intend to dual Imoen to meet the BG2 char specs - just for fun. This will force a particular path in the first half of BGEE and I still have to figure out the correct sequence for a duo. One thing for sure, I have to save the usual XP pool areas for later, after the dual classing. 90K points are required before she can recover the thieving skills, 180K for the duo and I think the global XP pool prior to entering Cloakwood (and excluding TotSC) is between 250K and 300K (likely the former). I think I will have to explore and survey all the country maps
Eliza's run has been uneventful since the loss of Belm and Gnasher. A trip to Watcher's Keep proved enlightening: stolen shadows have no attack weapon. After stealing the shadow of a Guardian Golem, it fails to harm its owner. Its owner is quite adept at killing its shadow, however.
I make a note to fix that.
Despite my clean install of all components of SCS, we're missing a couple of mages and clerics from the 1st level of Watcher's Keep. The fight with the Statues proves to be a straight melee brawl.
Now that we have druids instead of sorcerers, as opposed to our last double Archer/Mage run, we can make everyone in the party immune to electricity, and take on the Guardian of Air without nearly dying to Chain Lightning damage. We have to use both Protection from Lightning and Protection from the Elements on Bloody Howard to make him safe, however, as his Shadow Stealer kit reduces all his resistances, physical, magical, and elemental, by 15. It's a cakewalk compared to the last run.
The slime room is also enlightening: the guardian of that room, the big snake, is vulnerable to disablers.
I don't normally use Emotion, since it lacks a save penalty, but we can spare the slots.
I have great difficulty killing the Ice Golem. I manage to Charm it and pin it against the wall, but I can't make a scratch on it.
Then I realize I haven't opened the door to the slime room to bring the poison cloud into the ice room, which is a requirement for killing the Ice Golem.
Ever since finding out the Chromatic Demon is vulnerable to Feeblemind and poison damage, I haven't really bothered with using elemental damage. We prep some of our casters with SI: Evocation to avoid disruption, then nail him with Doom, Greater Malison, and Minute Meteors bolstered by Called Shot. Even with his base saves all at 2, he has no chance of making his save against Feeblemind.
Our Bog Witches limp to the front. We flood his lungs with Cloudkill spells, pierce his skin with Poison Arrow spells, and drench him with an Acidic Burst.
We emerge from Watcher's Keep with the Wand of Spell Striking, Crimson Dart, Ammo Belt, Quiver of Plenty, and Helm of the Rock, as well as a bunch of XP. The Crimson Dart and Quiver of Plenty will give our Archer/Mages an enchanted ranged attack to fall back on when Minute Meteors run low, and the Helm of the Rock will help keep our Shadow Stealer safe.
There's a critical flaw in our setup: we have no good tanks. Bloody Howard, our Shadow Stealer and the only single-classed fighter of the group, has awful resistances and rather nasty penalties to his saves and combat rolls. He gets pummeled pretty quick. Our Archer/Mages are much more sturdy, but they get big penalties to their combat rolls if they are in melee range, so they don't work well as tanks, either. Our Bog Witches have Mirror Image and Ironskins, but their AC is poor, and with their long casting times, they can't reliably renew their defenses should they run out. And the only character left is our thief, the squishiest member of the party.
We can turn the tables on the enemy pretty quick, depending on their saving throws against Charm and Steal Shadow, but we're not very good at weathering enemy fighters.
I fix up some files: now, the Otyugh and Mummy summons will no longer turn against us. I also buffed up some Bog Witch healing spells (a bit weaker than the spells from Spell Revisions, but still worth memorizing), and all stolen shadows will now use unique hand weapons. The new weapons deal 1d6 slashing and 1d6 cold damage per hit, can drain 1 STR on a failed save vs. death for 5 rounds, and have an enchantment bonus that depends on the level of the shadow's owner: Level 0-4: +1 Level 5-9: +2 Level 10-14: +3 Level 15-19: +4 Level 20 and up: +5 This will keep our stolen shadows useful throughout the game, without giving low-level orc shadows the ability to hurt Iron Golems.
We test out the new attack weapons. They work fine against the paladins in the Windspear Hills.
For some reasons, not all stolen shadows turn black... Ogre Mages apparently don't turn black when exposed to that opcode. I think it's a fluke of how the sprite works. I know the spell isn't the problem: the spell that turns stolen shadows black is the same spell that gives them the attack weapon you see in the screenshot.
We have trouble with the Ruhk Transmuter. Somehow, his Remove Magic spell disabled Gloom's True Seeing spell, without dispelling the True Seeing icon. This prevented me from charming the Rakshasa or stealing its shadow. Bloody Howard drank a small fortune in potions, just trying to weather the Rakshasa's attacks.
Apparently Vampiric Mists have some pretty crazy spells they never use, including Cloudkill and Invisible Stalker.
Ara Minerva's Charm ability lets us see and use these spells.
What Bloody Howard lacks in durability, he makes up for with Shadow Steal. It adds some variety to otherwise boring battles.
Total reloads: 0
I'm very pleased with how the kits are turning out. Bloody Howard is relatively feeble, as he should be, and his Steal Shadow ability is opening up lots of new possibilities in many of the battles, though I sometimes forget to use it when it could be useful. Ara Minerva's Charm and other minor psionic abilities are also giving us weird new options, but she's a clumsy thief with a limited skillset to balance it out. She can handle locks and traps reasonably well, but she'll never be a good trap setter (she won't get any trap HLAs), her Detect Illusions skill is still below 50, and she'll probably never be a good pickpocket, scout, or backstabber.
She won't even gain access to Use Any Item. Her power is almost entirely dependent on the enemy's, just like Blood Howard.
Meanwhile, I have been making good use out of almost every single one of the Bog Witches' new spells, from Cloudkill to Vampiric Touch. But since their movement rate slows during combat, and their spells take so long to get off the ground, they're very slow and vulnerable characters, as elderly spellcasters should be.
I like these kits. They're just as much fun as the Phase Spider kit.
I don't want to inflict more grammatical and spelling errors on the readers. My English is not good enough. Instead of focusing on the story and roleplaying aspects, let's comment on the particular options and encounters.
I want to dual class Imoen and, as a result, this playthrough takes a weird path. Therefore Sidonie and Imoen do not head towards everyone's favourite areas full of XP. They prefer to slowly gain more XP and save those huge XP pools for a future phase of the game. The immediate needs are ultra-common: 1- gain a couple of levels - more specifically Thac0 and HP but also the number of spells Sidonie can cast, thieving skills for Imoen (find traps). Let's explore Beregost, Nashkel and their surrounding areas (and related quests). It brings more XP than you need for a duo. 2- get a good AC. Well let's go pay a visit to the farms in Nashkel and unearth a nice looking plate. 3- find at least one magical weapon for each of the girls. Because of the skill choices, there are three primary targets: daggers (even if Imoen cannot efficiently use them yet), short sword (such a weapon is owned by an encounter on the "Bassilus" map), long sword (varscona - whatelse ?)
You know you are ready to go back to the main (SCS modified) when the bounty hunters can be fought without taking any major risk. Note for the new BG palyers: with an Ankheg plate, good dexterity (and/or ring+1 , elven's bane belt etc..), almost all non spellcasting foes present in those areas will require a 20 to hit you. There is still a danger with high rate dagger throwers and more substantially with hobgobelins archers and their poisoned arrows (you can survive such an arrow even without a green potion though)
Back to the bounty hunters:
Tarnesh - FAI There are guards to help you if things go wrong. It heavily depends on your char build, spell choice, snares, hide, movement speed etc... too many cases to cover here. In Sidonie's case, I wanted to pick Find Familiar for obvious reasons. I also selected Spook which becomes very efficient with time and I wasn't sure to find the spell somewhere in BGEE, hence the early pick. Not the most efficient choice against Tarnesh but it worked.
Karlat - Beregost No spellcasting abilities and as a matter of fact unable to hit you if your AC is high enough. Even a hit with 20 will not damage you enough to kill the PC. A no brainer if you have fighting abilities, no need for a specific approach. Imoen and Sidonie got him down after they dealt with Neira (if you pay attention to the dates).
Neira - Nashkel's Inn A cleric. Either you have a nice spell to disable her or you have to fall back to a disruption strategy. In our case, the latter option. Each of Sidonie's arrows has a 25% chance to hit, with two arrows a round that's more than 43% and with the help of Imoen you probably get more than 50%. Good but clearly not enough. Moreover those calculations are somewhat wrong because of the short spell casting time and the phase shift between Sidonie's round and Neira's round. So let's use Imoen's wand (magic missile). This introduces an extra difficulty as this is a rather slow projectile. Consequently Imoen must be positioned close to Neira and the first spell casting is the most difficult to interrupt. All in all this is a matter of timing (as many more challenges to come) with a random elements : the Inn's patrons on your way.
Silke Not a bounty hunter and clearly a much more dangerous opponent in the Stratagems flavour. When the two smiling girls face her, Sidonie can cast four lvl1 spells thanks to the ring of Evermemory (found in the FAI wilderness). Now she knows more lvl1 and lvl2 spells. Noticeably Blind (random or Thalantyr can't remember) but also Glitterdust (lvl2) procured at the Feldpost Inn. Glitterdust, Blind twice, Shield if things turn bad, magic missile as a very minor help to speed up an image mirror removal again if it goes really wrong. And a good pair of legs as a last resort. Here she succumbs to the first blind spell. Her pre cast stoneskins and her mirror image do not help her for long. The cumbersome part is to follow her because she casts Haste at some point.
Incidentally, a few encounters Always loved that little sequence. Sidonie can refer to Elminster and his hat but she is unable to recognize him when she meets him.
A foolish moment
New UB encounter
Now something less funny. This ogre stops fighting at some point and just wait for death. I had a quick look at the script file afterwards and I could not spot an obvious mistake. Then I "branched" the playthrough and reused the auto-saved for the next encounter. The no reload is still runnig fine but I ran some tests with the new branch. Neira was my next encounter and at some point I was able to reproduce the behavior. I really want to play and I did not want to spend too much time on this problem but my first idea is that some SCS (vanilla ?) encounters are unable to reacquire a target if they start to attack the familar then lose it at some point.
Edit: I changed Imoen's portrait I also installed the max HP on level up component BG2 tweaks. I thought the new max HP setting in baldur.ini was effective , that's not the case with v1.3.2053 (I think it works in BG2EE v1.3.2064)
Now let's collect a few wands. We've had no fierce enemy to fight so far (Yes SCS Silke but the wand charge can be wasted on a mirror image). Note aimed at new players, you can find several wands early game: -Ankheg's pit (fire) -Ulcaster (fire) -Black Alaric's cave (paralyzation) -Nashkel Mines (frost) -Beregost "Manor" (lightning) -Secondary Nashkel mines exit / tombs (summoning) -or if you are already rich you can buy them (HighHedge)
By essence Fireballs are very useful against groups (SCS mines for instance) but I prefer to simply buy the equivalent amulet sold by one of the Carnival merchants. However let's grab the lightning and frost wands.
We all want to know more about the Beregost council.
Nothing similar in Nashkel but I wanted to say hello to Jaime the weaponless (is there a mod for him ?)
A fan.. uuh no!
Nothing's better than Gorion's belt for hunting winter wolves.
Greywolf is strong and he has 15% chance to hit Sidonie in a pure melee fight, with 2.5 or 3 attacks per round, it is not secure to engage him with no extra magical trick even if he is easy to hit. So let's soften the guy with our brand new frost wand.
Time to start the quests requiring Imoen's thieving skills.
By essence Fireballs are very useful against groups (SCS mines for instance) but I prefer to simply buy the equivalent amulet sold by one of the Carnival merchants.
Necklace of Missiles is way better than Wand of Fire (IMO) as it has Power level 9 so bypass MGoI/GoI.
@Musigny: I couldn't send the zip file you requested via email, so I've attached it here. It actually contains all of the files for the kit, since I've updated them. The mage kit .tp2 file you asked for is included separately from the main .tp2 file, titled "mage section," in the same folder. The CLAB file, "CLABPHMA," is in the PhaseSpiderKit/CLAB/ folder, with the other CLAB files. The .spl, .itm, .cre, and .eff files for the mage kit are the same as for the other kits.
I have one more request: could you re-create the replacement spells for Detect Evil and Infravision? I've updated them so that they're re-usable even if they are interrupted, just like the Pocket Plane spell. I notice the PhaseSpiderKit/resfiles/specific/ files you created before are "NEW" files, not .spl files, so I know I can't just copy over them myself. The updated versions are in the same folder as the main .tp2 file, SPPR104 and SPWI111.
So you know, I've replaced the normal HLAs for all classes with a set of unique Phase Spider HLAs common to all class types. Phase Spider druids, mages, thieves, and paladins will all receive variants of the Evasion, Set Exploding Trap, Whirlwind Attack, and other HLAs. This was the only way to prevent Phase Spiders from stacking GWW, Assassination, and Critical Strike for 80 APR. I also have prevented Phase Spiders from benefiting from the Robe of Vecna or the Amulet of Power--they can still wear the items and gain some of the benefits, but they won't be able to get any spells down to casting time zero, which will balance out the Improved Alacrity ability.
The HLAs don't quite replicate the originals, again for balance reasons. If you want to know the details:
Evasion: permanent +2 bonus to AC, saves, and movement rate. Selectable twice. AC bonuses may bypass AC cap. Hardiness: permanent +15% to all resistances, including magic resistance, and +10 to HP. Selectable twice. Spider Spawn: summons 1d4 spiders with special immunities. Selectable twice. Assassination: +3 to hit and automatic backstabs at triple damage for two rounds. Selectable twice. Cannot be used with Whirlwind Attack. Set Spike Trap: 10d6 piercing damage with a save vs. breath for half, 10d6 poison damage with a save vs. death for half. Selectable twice. Set Exploding Trap: Web, -4 penalty to save, party friendly. Also decreases THAC0, AC, and saves vs. breath by 1 for five rounds, no save. Selectable twice. Alchemy: Creates a vial of poison, usable by any class, that grants the user Poison Weapon for 5 rounds, non-stackable. Deals 13 damage per second for 3 seconds on a failed save vs. death at -2. A creature hit once by the poison cannot be poisoned again for 2 rounds. The vial may be used once per day. Selectable twice; a second selection produces an additional vial. Invisibility: The caster is undetectable by any creature, including liches and demons, for 1d4 rounds. Selectable twice. Dimension Door: 15% chance to teleport the spider randomly on every ranged hit. Selectable twice. Regeneration: Regenerates 2 HP per second for 5 rounds, non-stackable. Selectable twice. Whirlwind Attack: Doubles attacks per round for 2 rounds at the cost of -3 to hit, damage, and AC. Selectable twice. Cannot be used with Assassination.
Notably, spellcasters don't get their normal HLAs. That's why I added in the unique Spider Spawn (the spiders it summons are really strong) to replace Summon (Fallen) Deva/Planetar. There are no Dragon's Breath or Storm of Vengeance or Greater Elemental Summoning spells, but I feel these HLAs make sense for a Phase Spider of any class.
Necklace of Missiles is way better than Wand of Fire (IMO) as it has Power level 9 so bypass MGoI/GoI.
Very nice! I was less ambitious. I just wanted Imoen to cast those fireballs during the fight with Mulahey.
No issue with the first levels of the mines. The fight with the very last group in front of the lvl3 exit starts well Fire and Ice and arrows. Everyone dies but the shaman.
And then the girls very poorly manage the end of the fight. They fail to disrupt his (second) spell casting. Imoen switches to a panic mode and Sidonie tries to chase the shaman. Happy ending but no congratulations...
At this point they decide to rest and they go back to town to take no risk.
Mulahey's den. Sidonie pretends to work for Tazok. Imoen monitors the narrow crossing and Sidonie stays with Mulahey. And again when hostilities start, the girls play their fire and ice score. Sidonie cools Mulahey down. Imoen get rid of the rats in two steps.
Mulahey surrenders or more exactly plays for time. Sidonie takes this opportunity to clean the rest of the first wave. and... bis repetita.
The girls still have to bury a couple of "surviving" skeletons.
Because of the re-installation, when I loaded up Eliza's game, the kits were messed up--I think the problem is that the kits were installed in a different order, and so the game couldn't recognize them. This meant I had to move the save back to the "mpsave" folder, re-create all of the characters save Eliza (technically she's a Fighter/Mage now, but she has the bonuses she's supposed to have, so whatever), and SK them up to resemble their old selves before moving the save back to the "save" folder.
There was also some trouble with the Bog Witch kit, since I had updated the kit description, but it was too long, and hence the game crashed on character creation (there's a character limit on kit descriptions, it seems).
Anyway, I finally got everything working again. As usual, we skip over the undead room trigger of Firkraag's lair, even though, at less than 1 million XP, we shouldn't be encountering any of the vampires I'm afraid of. We just kill the Greater Wraith and prepare for Samia.
We get luck once again with Steal Shadow and Charm: we get a clone of Kaol, and Legdoril is about to fall into our hands. A Confusion and Emotion spell, bolstered by Greater Malison, wreck the remainder of the enemy party.
I can't help but notice that enemies, at least in SCS, take a second or two to take action. That gives us a pretty significant advantage at the start of combat, as we can begin our casting before they can.
Kaol gets crushed by Minute Meteors, while his clone, safely protected by Shadow Door and hiding in the corner, has nothing to do: all of the enemies are already either knocked out or confused. We slay the sleepers, followed by the confused, but spare Legdoril, as he's fallen prey to our Charm spell.
He's still confused when the battle is over, so I have Minerva Charm him again to maintain our control over him, until the confusion wears off. Our newly pliable dwarven cleric joins us in fight the Guardians of King Strohm's rather small maze.
We do most of the work, however. Legdoril doesn't have many useful spells here, and his melee abilities are mediocre. Instead, we get one of the Guardians' shadow to help us out. The shadows have the same spell set as the Efreeti from the Efreeti Bottle. Magic Missile helps us interrupt the Invisibility spells that the Guardians use to prepare Sunfire spells.
For the wolfweres, we fill the hall with Otyughs, who no longer go hostile midway through combat. They serve as a good buffer to cast Steal Shadow, which evens out the fight.
Notice the Otyughs are black and shadowy. This is a side effect of Steal Shadow: the only way to make simulacra shadowy, and given them the penalties they need to be balanced, is to use a VERY complicated mix of spells, and as a result, critters which are summoned at the right time suffer all of the shadow penalties, and also get the creepy coloration.
We've only got one +3 ranged weapon, the Crimson Dart, so there's only so much we can do to the Adamantite Golem from a distance. I position Gloom in front to absorb the golem's poison clouds, have Eliza throw the Crimson Dart from behind her, while Bloody Howard tries to take the golem's shadow. Finally, the golem fails its save vs. polymorph, and we turn its shadow against it.
Because the Adamantite Golem is a fairly high-level construct, its shadow's attack weapon has a high enough enchantment to harm it.
All that's left is Conster. We set up our normal buffs, focusing on Eliza's safety:
Bloody Howard: Protection from Fire, Resist Fear Eliza: Protection from the Elements,, Protection from Cold, Protection from Fire Chaotic Commands, Death Ward, Blur, Protection from Petrification, Minor Spell Deflection, Stoneskin, Resist Fear Snowy Tae: Blur, Protection from Petrification, Minor Spell Deflection, Stoneskin, Resist Fear Ara Minerva: Protection from the Elements, Resist Fear Gloom: Protection from the Elements, Barkskin, Mirror Image, Minor Spell Deflection, Resist Fear Poppy: Protection from the Elements, Barkskin, Mirror Image, Minor Spell Deflection, Resist Fear
This will protect Eliza from the Symbol spells I've had trouble with in the past, and keep the party safe from any Sunfire or Acidic Bursts that might appear. Resist Fear is a new spell for us; I had been forgetting that Poppy and Gloom, as druids, have no access to Remove Fear.
We return from Firkraag and check out Conster's buffs. They aren't too special.
Smarter Mages got uninstalled again--the cause is an unused spell I made for the Bog Witch kit. See, Acidic Burst was supposed to use a green variant of the Fireball projectile, which looks really cool, but that causes the game to crash. An earlier version of that Acidic Burst spell got corrupted, and messed with the installation process. I've removed all trace of that spell from my computer.
I correct the installation and go back to Conster.
Much different. Conster's first spell is PFMW. He has GOI and Spell Turning, which will block most everything we've got. We can take down both spell protections, however, with a single Warding Whip from one of our Bog Witches. But we need to dispel his illusions first. Gloom retreats to cast True Seeing from a safe spot, while the rest of the group spreads out, to make sure Conster can't hit everyone if he uses an area-effect spell. Eliza brings out SI: Abjuration, Snowy Tae casts Protection from Evil for lack of a better option, and the rest of the party waits.
Conster wastes Remove Magic on Ara Minerva. Thanks to spreading out our party, the damage is restricted With Conster visible, his invisibility dispelled by True Seeing, we can target him with Charm and Steal Shadow. Gloom gradually slithers over to the party from her hiding spot--she no longer needs to stay out of the way.
The absence of a "save vs. polymorph" message after Steal Shadow indicates that we have successfully stolen Conster's shadow. Conster flees into the nearby hall, where his shadow leaves his body. Conster targets Bloody Howard with an enchantment spell, so I have our Shadow Stealer run to the west to keep the spell away from the party. Meanwhile, Poppy finishes casting Warding Whip.
Both Spell Turning and GOI will be gone within a couple rounds.
But it doesn't matter. Conster failed his save vs. wand on the second round. He's under our control now. On top of that, he's already debuffed, and we have his shadow on our side, to boot.
I go through his spellbook, and there are tons of ways we can do him in. I decide to go with a simple Power Word spell.
Total reloads: 0.
On reaching Garren Windspear, our Archer/Mages hit level 12. This is a big leap. Aside from gaining access to 6th-level mage spells, their Called Shot ability now drains Strength. For dual-classed characters, kit abilities like Called Shot are cast at the level of the second class. Thus, Called Shot for an Archer(9)->Mage(12) is cast at level 12, and therefore deals STR drain.
Combined with Ray of Enfeeblement, which conveniently relies on the save vs. spell that Called Shot so heavily penalizes, and we have an excellent recipe for taking down some very tough monsters. Unfortunately, our THAC0 isn't strong enough to reliably hit dragons, so we can't take them down just yet.
Arkanis Gath is a different story. It's time we returned to Athkatla.
It's good to see the light of day. This tomb valley area is full of danger. The no-reload was about to end here. Sidonie, Imoen and more specifically the guy behind the screen were not vigilant enough. They did not pay attention to the ankheg starting to appear just before Hentold called for help. The beast hit Sidonie so hard that she barely survived. Time to rush to a temple. The girls decided to go back and explore the area (just in case... Someone may have lost his wand of summoning for instance) However restoring her health at the temple is not enough, they will soon need to rest. And Ô surprise, a new bounty hunter is waiting for them in front of the Inn.
Long ago when I started to play the game, Nimbul killed me too many times for me to remember. In this SCS flavour, Nimbul (pre)casts stoneskins then mirror image. Bad timing, the young ladies launched their magic attack too early with no chance to disrupt Nimbul but blind cast by Sidonie finally did its job. As usual, blind mages start to play hide with the party. Nimbul was finally killed just in front of the manor. A kung-fu maniac joined the hunting but Clarisse was faster and dealt the killing blow. The monk wanted to join the party but 1) he is not a girl 2) he is not from candlekeep 3) he has a name for drunkards 4) he should be at the carnival.
Back to the tombs. Is there a place in the Sword Coast where we can take a walk without fighting mages? For sure there is no special reason to kill Narcillicus in my no reload game but at this point this is easy. Where Sidonie (or was it me?) is wrong is that she thought the fiery burning oil could damage the mustard jellies. Bah no... Narcillicus immediately died from an indigestion of lightning and fire. Imoen tried the potion on the jellies - no effect. She has a +2 weapon but it does useless piercing damage. That's a business for Sidonie. With their current equipment, spells, etc... there is no nice option. She took her time with the mustard jellies, one at a time. The fire arrows (SCS modified but it probably has no influence here) can damage the jellies but not enough to make a difference. Let's rely on Varscona. She was hit once and affected by slow. She fled and waited for the effect to dissipate. Sidonie and Imoen were greedy, they wanted to gain this XP. A sweet spot on the XP scale. Now Imoen is a level 6 thief and Sidonie a 4/4 fighter mage.
What a coincidence! They found a nice wand in one of the tombs and they were wise enough to not visit the central tomb. (They will come back later when Imoen require an XP boost).
Let's announce the good news to the Nashkel folks and head towards Beregost via High Hedge. (forgot to save the screenshots related to the dialog with Thalantyr and Taerom about the ore / vials). And now Tranzig. A single refreshing beam got him to surrender but the girls decided to kill him in the end. In a second phase, the blinded Tranzig ran everywhere. This became even worse when the first arrow shot by Imoen hit him. Blind and panic, the poor guy violently hit a wall, collapsed and fell over Sidonie's blade - dead. That's the official version. Nothing more to declare.
In those areas but not covered: - Bassilus - Prism bounty (overlook) - Vampiric wolves if any - Temple - Revenant - Tombs - Nashkel's graveyard easter egg - Zordral - Carnival (overlook - anyway not ready when I visited the carnival for the first time)
Some of them are little XP reserves. Some are pointless.
The girls have 23700 XP. Imoen is a level 6 thief to dual class at level 7 (40K XP). Sidonie is a level 4/4 fighter-mage who was mostly played as a fighter with wands but she is a nice mage too, noticeably thanks to the "evermemory" ring doubling the number of first level spells she can cast and a better spell catalog (including stinking cloud, web, glitterdust, mirror image, blind, spook etc...)
Three low-risk moments (undertaken risks) - Hunting wolves, The fairy dragon took damage (additional note: in the EE version, the fairy dragon has a bad AC). Stupid. - Tarnesh at the very beginning. Because you initially rely on a good/bad saving throw. - Neira. A bit risky because of the required timing during this battle. It would have been better to benefit from a good magical power (spells or wands, the wand of frost for instance). Two "you were born to die" moments (unexpected): - Nashkel's mine, third level, battle against the last group including a shaman. Sidonie was not in danger but things might have gone wrong for Imoen. I must also mention an earlier sequence of Dice20 rolled by Kobold archers against Sidonie. Nothing critical but Sidonie had to quaff two potions. The latter situation was essentially caused by a bad progression and positioning. I am not entirely sure about the underlying cause of the shaman incident. - Ankheg met in the Tomb area. Huge damage on Sidonie. Dialogs interrupt your actions and I forgot to manage it in that case.
Issues: - dazed/inactive ogres and more recently gnolls unable to reacquire a target. Same behaviour observed with Neira in a series of tests specifically run to trigger this behaviour (outside the no-reload challenge). I initially thought this was an interference with the familiar. Not so sure now and no further investigations.
I notice we haven't done the De'Arnise Hold yet, so we take a detour on the way back to Athkatla. We wipe out Trolls with Sunfire, Acidic Burst, and sometimes just physical attacks, and even the Spirit Trolls don't give us trouble. Nor does the Yuan-ti Mage pose a major threat: he's easily debuffed and disrupted with Warding Whip at our hands.
Bloody Howard, with Full Plate and the Girdle of Piercing, is a good enough tank to absorb all of the Trolls' attacks.
Ara Minerva takes care of the golems.
It's very cool to have an Iron Golem on our side, if only temporarily. It turns hostile right after it finishes off the last of its brethren.
The Umber Hulks fall to Cloudkill; TorGal dies to Sunfire and the Flail of Ages, which is now Bloody Howard's main weapon. The De'Arnise Keep is safe.
But Nalia asks us to take over, and I don't want the fighter stronghold. She doesn't take it too well. Her words are hard to hear. We feel pretty darn bad.
But we don't have to let Isaea Roenall take over. We have a fix for this:
A special version of Arkanis Gath spawns in if you attack Renal Bloodscalp. It's supposed to prevent the player from breaking the game, if they turn the Shadow Thieves hostile before getting the option to side with Bodhi. Arkanis Gath has the MINHP1 item, which makes him immune to basically everything except for stat drain kills. He also uses the STDEATH sword, a +3 short sword with long range that slays the target on hit (opcode 55).
Death Ward can protect us from the instant death effect, though Arkanis Gath is still a strong melee fighter. Before we attack Renal, we pre-cast Teleport Field and summon a couple of Otyughs to keep the enemy from bothering us. Now that we have Improved Haste, we're sure to kill him with STR drain if we combined Called Shot with Minute Meteors. To speed up the process, we hit him with Ray of Enfeeblement after striking him a few times.
He fails his save... but he's not dead. Ray of Enfeeblement should set his STR to 5, which should instantly kill him, as the STR drain from Called Shot will put that far below zero.
This means our Called Shot abilities aren't doing STR damage. All they do is penalize THAC0 and saving throws. Prior experience showed me that kit abilities for dual-classed characters are cast at the second class's level, so at level 12, we should be doing STR drain. After all, I've seen an Archer(13)/Thief deal extra piercing damage with Called Shot, which requires a caster level of 16.
Later testing found that Eliza needs to be level 14, for some reason, to deal STR drain. It's not too far off, but we can't win this fight. We just kill Renal Bloodscalp instead.
We only came here for his boots, anyway. We flee the Docks and ally ourselves with Bodhi.
Now, when we invade Aran Linvail's lair later on, we'll have an unkillable death machine chasing us the whole time. That's going to be tricky.
Comments
In the vanilla game "spawned" liches are created if you have 2M+ XP.
As you play with SCS you may meet them at 0+ or 400K+ or 1M+ XP depending on the component settings. IIRC there are four choices and the mapping is 1M (choices 1 and 3), 400K (2), 0(4) but I suggest you crosscheck this information.
Shameless self-promotion: in my Tactics2 work, I rewrote Ishan's component to read the user's inputs.
There are three vanilla thresholds (400k, 1M, 2M), you can modify them and choose whatever you want. The component will fix the obvious errors. And there is also a separate value for the top level undead group that includes such a lich. I wrote it for the specific challenges, such as a solo no reload.
Nice that you're making your Tactics update customizable!
-Ghoul Village (Unseeing Eye) - I love the fight because there are also other undeads which are created in any case but that's a dangerous place for a low/mid level solo no reload (and there is nothing wonderful to gain in a solo playthrough)
-Temple Ruins - twice
-Spellhold maze
That may influence your quest sequence (depending on your XP).
I will play update the posts at a very slow pace but at least I start something.
I decided to play an elven fighter/mage. Just because I haven't played such a classic build for several months or years.
At this point in time I do not know if I am going to play solo or duo with Imoen.
No reload but I am a little rusty so I think I will restart her from candlekeep if I fail.
I think I have a good knowledge of SoA but I certainly much less comfortable with the BG1 part.
The current setup is based on BGEE 1.3.2053.
Very few mods :
BG1UB rewritten by @AstroBryGuy - everything I can install. There is no tactical thought related to this choice, I am just curious about the latest version. This can also create a few surprises, not bad !
BG2 Tweaks v16 - a few options, I will expand them a bit once/if I reach SoA. For now, unlock cloakwood area access (no big plan behind this choice), convenient bag of holdings, unlock summoning caps (more on this later).
Stratagems v30 - here I try to be consistent with the options I want to use in SoA too. Mostly spell tweaks and enablement of the tactical challenges. I installed the minor encounters, I just hope they won't interfere with UB.
While working on Tactics2, I saw that several AI scripts could generate more than 5 summons. Typically the unlocked archlich who likes to have 8 or 9 friends. In the original BG1 you could get hordes of creatures with a wand of summoning. Not sure about the real driver behind this BG2 restriction (bypassed by images), was it for balance or performance reasons ? Anyway I do not intend to abuse the game with summons - I will see and I will report anything pertaining to this topic.
weidu. log hereafter.
Sidonie:
elven female, fighter/mage
chaotic good - kind of role playing reason + fairy dragon which has a couple of nice magic features.
portrait based on a picture by Magali Villeneuve
stats 91 points with max stats.
long sword and short bows. probably not the most effective choice - well I play an elf.
starting spells - find familiar, spook.
Just for the record. one byte (256 attempts) of dice rolls. I rarely spend 3 or 4 minutes to roll dices...
I wanted to know what I would get from a statistical standpoint. This is not a sample large enough but the result is interesting anyway.
First 50 rolls : 84 max (once)
First 100 rolls : 85 max (once) and 84 (twice)
Roll 135 : 91 points
First 200 rolls : 91 max (once) and 85 (twice) and 84 (three times)
All 256 rolls : 91 (once) 88 (once) 86 (once) 85 (twice) 84 (three times)
19 dex was a natural roll but I moved points from wisdom and charisma to max strength and intelligence (16 to 18) even if I think the max strength if more for convenience than anything else.
I am highly interested in your comments and advices.
Statistically speaking, your results are probably normal. Most things in general are fairly normal.
Or, more insightfully, an elven Fighter/Mage has high minimum ability scores, so a 4d6 roll should regularly result in high values.
Thanks ! Don't expect to see many Sidonie updates in the near future (btw I haven't forgotten your particular mod topic).
The min values are 9 7 6 9 3 8, not so influencial on a 75+ score. I think 91 is marginallly high but it probably does not matter. I mean I will die anyway
So, this will be a minimal reload run. I only reload on a Charname death. But I'll be posting it here anyway.
Our party makeup:
Archer(9)->Mage (darts, crossbows)
Archer(9)->Mage (shortbows, crossbows)
Seducer
Shadow Stealer
Bog Witch
Bog Witch
Our Charname once again is Eliza, because I haven't gotten to use her much.
Shadowkeeper for 90 stat bonus plus BG1 tome bonuses. The STR 18/37 roll was chosen randomly. Our Charname is an Archer/Mage because it's the best defensive build we've got.
Her fellow Archer/Mage is Snowy Tae:
Another old face.
Our first Bog Witch is Gloom, who uses a shadowed Marilith animation to match her portrait.
Bog Witches have nasty penalties to their physical stats, even worse than Avengers. Notice all of the characters are Chaotic Neutral. This is because I might want to do something weird and kooky around Athkatla that a good character wouldn't think of doing.
Our other Bog Witch is Poppy, yet another old face.
So much cuteness in this group. Doesn't she look happy?
Our Seducer is the same halfling from the other run, with a name I like bet.
Seducers need all the skill points they can get, since all skill values are cut in half, but the main reason I picked halfling was because of the save bonuses.
Finally, our Shadow Stealer, Bloody Howard.
Dwarf for save bonuses, but he uses a human sprite. I have trouble finding good male portraits, and there aren't enough female voice sets to go around, so Bloody Howard and Fobie tend to pop up a lot in my runs.
A Seducer's Charm doesn't count as an offensive action, allowing us to safely charm neutral critters.
This will open up some new tactical possibilities. One of the reasons I like the Seducer and Shadow Stealer kits is that the benefits they bring are dependent on the battle at hand. We sic our golem on the other one, and slay the survivor with one swing of a sword.
We clear up most the area, surviving on potions, before resting and moving on to Ilyich. To my surprise, I discover that the Bog Witch's Summon Otyugh spell doesn't work quite as I planned.
The Otyughs go hostile when trouble is near. But the Duergar aren't much trouble even without reliable summons: almost everybody goes down with Stinking Cloud.
Turns out the Summon Mummy spell has the same problem.
Stinking Cloud and missile weapons once again resolve the problem. The mummy ignores us, thankfully.
We get the Otyughs working later... I think the summons only turn hostile when targeted by spells, such as Mephit abilities.
After saving up our best Bog Witch spells, we take on the Assassins on the way out, instantly slaying the whole group with Cloudkill.
Druids would be monsters if they had better spells.
@semiticgod, good luck with your new run, and good to see your new kits in action. I know what you mean by experimenting and no-reloading at the same time... Enjoy your minimal reload adventure.
Taken by surprise, the enemy is sent reeling.
Two mummies guard the choke point in the middle of the room, preventing the melee-heavy enemy party from escaping the cloud or attacking my group.
Then Amon wakes up and Slows everyone in the party save our Seducer. It's a massive blow to our functioning, but an Acidic Burst spell (still uses the name Fireball) downs both enemy casters.
Acidic Burst deals 10d6 acid damage, party-unfriendly, and is a level 4 spell. It therefore breaks through MGOI, but it's quite dangerous--we're just as vulnerable to level 4 acid damage as the enemy.
We mop up the remaining enemies and slay Kalah with Poison Arrow, another Bog Witch spell, a weaker version of Melf's Acid Arrow that deals poison damage.
We speak to Lehtinan at the Copper Coronet, but accidentally press 3, ending the conversation. When we try to talk to him again, it says he has nothing to say to us--we have to get into the Slaver Compound through the other entrance. Ara Minerva, our Seducer, picks the lock.
Charm lets Ara Minerva take control of the dwarven or gnomish Mage in the slaver compound, but the problem with Charm is that it takes 2 full rounds to take effect. That's plenty of time for enemy mages to weaken us. It also requires precise positioning, as Charm disables the Seducer for 6 seconds.
Unfortunately, the Mage doesn't have anything it can use against the other enemy Mage.
The Cloudkill doesn't do us much good, though it also doesn't turn our Mage hostile (Charm renews itself if the target turns red). Shadow Steal, likewise, fails to have any effect. An Acidic Burst, however, brings down both mages.
Our mummies go hostile and turn unresponsive when we move on to the next room. A Charmed guard soaks up the Priest of Cyric's initial Greater Command spell, luring in the Captain Haegan room guards. With Eliza invisible to keep her safe, and with our Poison Arrow spells exhausted, we fail to shut down the cleric's spellcasting. Bloody Howard fails a save.
But he's unarmed--I had him unequip the Sword of Chaos in case he turned on us. We therefore lose our primary tank as well as Shadow Steal, and Ara Minerva is waiting to recover her Charm spell (usable only once per four rounds). Our second Archer, Snowy Tae, is charmed immediately afterward, leaving us at about half our normal strength.
The priest casts Slay Living. I start a retreat, but I can't control everybody in the group. He picks the closest target.
Finally we whittle down the priest, and the enemy guards falter without the priest to distract us. I use CTRL-R on Snowy Tae, forgetting that our Bog Witches won't get Raise Dead until level 11, and find that we can't enter the sewers.
Luckily, when we return to the Copper Coronet, Lehtinan agrees to talk to us again, and lets us into the back rooms.
Our Stinking Cloud spells prove ineffectual against the Hobgoblin Shamans, and our Otyughs fail to help out. One of the shamans gets Hold Person off the ground. With Eliza in range of the enemy archers, and with no immunity to hold or means of dispelling it short of Dispel Magic, I have Eliza drink a Potion of Invisibility.
She might have died without it. Potions of Invisibility are great escape options, especially for warrior types who are more likely to have clear auras. Later, the Hobgoblins go down with Cloudkill.
Once outside, I pre-buff the Bog Witches with Mirror Image, which lasts 2 turns regardless of level, and cast Invisibility on Eliza once more. I change areas until I get ambushed by Suna Seni. With Mirror Image active, our Bog Witches can cast their first spells safely. With Invisibility active, Eliza will be safe if the party fails.
We successfully steal Suna Seni's shadow, and as our Bog Witches cast their first spells, we see two simultaneous chunking deaths. One of them is the enemy cleric. The other is Minerva.
I forgot to turn off gore, which word of mouth (but not experience) have taught me prevents chunking. I'll have to re-create Minerva, but she'll have less XP, and no BG1 tome bonuses.
We blast the enemy with Stinking Cloud. Eldarin runs to a safe spot, keeping him conscious, so we send in Bloody Howard to get in his face and shut down his archery. Bloody Howard suffers a -1 penalty to all saves thanks to his Shadow Stealer kit, but his dwarf save bonuses overcompensate, keeping him awake despite the two clouds. The rest of the enemies are all unconscious, giving us automatic hits with missile weapons.
We do the Bridge District and Graveyard quests (Pai'Na is both charmed and loses her shadow) and run into the Renfeld ambush before long. We have trouble with Prebek and Sanasha, however.
With their +3 penalty to casting speed, our Bog Witches are terribly slow to get their spells off the ground. Likewise, both Shadow Steal and Charm take time before they have any effect. This means enemy mages have some safe space to cast their first spells. We nail both Prebek and Sanasha with Khelben's Warding Whip, but our party is crippled by Emotion and later Horror. Another two Potions of Invisibility keep Eliza and Gloom safe when they're running around scared. With Bloody Howard and Poppy unconscious, and Snowy Tae stunned from Chromatic Orb, our newly created Ara Minerva is on her own.
But Poison Arrow has already taken out Prebek, and Sanasha has already run out of spells. Snowy Tae dies to goblin fire, but the rest of the party recovers, and tears down Sanasha with Poison Arrow spells and melee attacks.
Reloads: 0
Level 2 and 3 spells are completely empty. There's almost nothing a druid is going to find useful at those levels. A tremendous amount of druid spellpower goes unused!
The Bog Witch fills in those gaps, at the cost of removing summoning spells (!) and shifting defensive spells up by one spell level. Chaotic Commands is now a level 6 spell, and shares the same slots as Death Fog. Wondrous Recall can no longer grant extra castings of Chaotic Commands. But with their save bonuses, Mirror Image, and spell protections (MSD, Spell Turning, and SI), Bog Witches' defenses are about equal to a normal druids.
However, the Bog Witch is still going to suffer the normal druid level 13/14/15 XP gap. As time goes on, we're going to see the Bog Witches fall behind the other party members, relatively speaking. The power they've shown so far is not going to hold for long.
Eliza and Snowy Tae have already dual-classed at level 9 to mages and are now about level 6.
The group just cleared the bandit camp.
With a full group there is not much sneaking so it was a full on assault with max number of summons.
Tent fight was over in a few seconds.
Before that I did all that I wanted to to around the wilderness, including book from Dhurlags tower and flesh golem cave.
Viconia took two hits from a fleshgolem and died. Her low HP are annoying.
Edwin have left the group, since I had freed Dynahier earlier there was no way I could kill her so Edwin left.
I will miss the extra firepower, but now Im moving towards cloakwood with a group of 5.
So Daverorn is dead.
Pretty much took the fastest route through cloakwood. Stopping only to pick up cloak och non-detection and Spiders Bane.
I know have to melee chars with freedom and a sorc with lots of web spells
In the mine my FMT Vhaegar is starting to show his power to come, using traps, backstabs and spells he pretty much cleared the way down to daverorn on his own.
Had a scary few moments when the ogre mage got of a confusion spell that hit 3 of my group. including Bhane and Dorn. For a about a round Bhane and Dorn did their best to kill eachother. Luckily for me they both have high AC and neither could hit.
At Daverorn Bhane and Dorn drank potions of magic blocking. Setting upp poison arrows and darts for the rest and started attacking.
Could have been smother.... Vhaegar got hit by a fireball and died instantly.
Daverorn with his dying breath finished a charm spell that hit Bhane. Though didnt come much of it sinsce Dav was dead and all I had to do was hide the rest of the group.
Flooded the mine with the slaves still in it.
Rested and rezed and the FAI and then to High Hedge for som last shopping before its time for Baldurs Gate.
I lost a Mordenkainen's Sword scroll, however, by trying to scribe it before switching the difficulty from Core to Normal.
We got badly disabled by a random encounter with bandits on the way to the Temple District to get Mae'Var's present. Minute Meteors wrecked our Bog Witches' spellcasting. Eliza, bereft of her defenses, is a prime target for backstabbing. Three big problems all at once.
Then Ara Minerva finally got control of the enemy mage. The battle quickly swung in our favor, as the backstabbers failed saves against Emotion from the charmed mage, and Confusion from Poppy.
Edwin sent us to deal with Rayic Gethras, but our melee power is too weak to take on his golems. So, we snuck past the second level of Ray-Ray's house while invisible. Ray-Ray himself had terrible luck--he failed a save vs. polymorph, and let go of his shadow... a shadow who has access to Horrid Wilting. As if that wasn't enough, our Bog Witches debuff him with ease.
Right before the second Horrid Wilting spell hits, he falls prey to Minerva's Charm.
He was doomed three times over.
For Mae'Var's guild hall, we turned Bloody Howard and Minerva invisible so they wouldn't be backstabbed into oblivion by the many thieves of the house, and their Potions of Invisibility. Mae'Var got hit by Warding Whip, rendering him vulnerable to Stinking Cloud.
Later, a nighttime ambush nearly killed Eliza, who was traveling without Stoneskin active.
She got hit by another sword right afterward. I accidentally had the difficulty set to Normal instead of Core, so she was taking less damage than she was supposed to. I did the math: if the difficulty had been at Core, she'd have had less than 10 HP when she drank yet another Potion of Invisibility to find safety.
We dealt with the Shade Lord the normal way, by turning our spellcasters invisible and giving our primary fighter Protection from Undead. Bloody Howard made the mistake of trying to steal the Shade Lord's shadow.
That shadow gets no spells beyond a Berserk ability, and no weapon either, meaning it can't attack the Shade Lord. It does, however, prompt a Darkling Aura from the Shade Lord. We have the shadow activate Turn Undead, and find that it kills itself in the process.
We blast Kyland Lind with Stinking Cloud. The druids don't take it too well.
Even if Kyland Lind had pre-buffed with Chaotic Commands, four of our party members have Minor Spell Deflection, and two have SI: Conjuration, so enemy druid spells wouldn't have much chance of harming us.
I did a couple of tests to see if I could sneak a buffed character in to fight Faldorn, but apparently not. Instead, I had Gloom enter unbuffed, and cast Invisibility right after entering the arena. Faldorn also turns invisible, but has nothing to attack.
Faldorn has no True Seeing spell, so Gloom may activate her buffs free of interruption. She floods the area with a Death Fog spell, but it makes little difference: Faldorn fails an important save soon after.
She falls to a Poisoned Arrow spell.
Unfortunately, back in Trademeet, I notice that Gloom has no items on her person.
I hurry back to the Druid Grove, but it's too late.
The items she dropped before the challenge are gone. We just lost a magical buckler, enchanted studded leather, several potions... and Gnasher and Belm.
I restarted the game, long story short:
Everything went fine up to the meeting with Neera. I accepted to help her and faced the red wizards.
Unfortunately a commoner decided to come closer to watch the fight. Neera who is out of your control likes to cast color spray. The commoner collapsed and turned red. I saw it coming without being able to act fast enough: While I was trying to accelerate the red wizards fate, Neera moved back and decided to go and bash the commoner. 5 rep points lost. The witch is not even in my team! Who said wild magic is the main problem with such a concentrate of stupidity?
Imoen did not die, I did not die but I did not want to continue the game even though the penalty is not important.
This is a duo as I keep Imoen. Actually a trio, I forgot to introduce Clarisse the fairy dragon.
The first spell cast by Sidonie is find familiar. This is the best thing she can get from CandleKeep.
A happy decision. Two murderers infiltrated the place. A single hit kills Carbos.
Shank had the time to poison his weapon but he had no opportunity to come close to Sidonie. A little friend, a big help. We are done with the clumsy murderers.
Fairy dragons are cautious...
Sometimes not enough.
With two archers, it is easy to secure a zone and incidentally hunt wolves... until a dread wolf hits your dragon. I promise I will stop playing with fire in a no reload challenge, especially when there is no benefit.
Clarisse is strong and survives.
Yet another bounty hunter is waiting for them at the Friendly Arm but this time Sidonie has spook memorized. Low level mages have good spell saving throws from the start. Therefore this may fail and the plan B is to use the guards. But it works...
This is the last time I openly take an obvious and identified risk. I just wanted to mimic what I did in the first attempt as my inital plan was to drop Imoen at the FA but I changed my mind.
I intend to dual Imoen to meet the BG2 char specs - just for fun.
This will force a particular path in the first half of BGEE and I still have to figure out the correct sequence for a duo. One thing for sure, I have to save the usual XP pool areas for later, after the dual classing. 90K points are required before she can recover the thieving skills, 180K for the duo and I think the global XP pool prior to entering Cloakwood (and excluding TotSC) is between 250K and 300K (likely the former). I think I will have to explore and survey all the country maps
I make a note to fix that.
Despite my clean install of all components of SCS, we're missing a couple of mages and clerics from the 1st level of Watcher's Keep. The fight with the Statues proves to be a straight melee brawl.
Now that we have druids instead of sorcerers, as opposed to our last double Archer/Mage run, we can make everyone in the party immune to electricity, and take on the Guardian of Air without nearly dying to Chain Lightning damage. We have to use both Protection from Lightning and Protection from the Elements on Bloody Howard to make him safe, however, as his Shadow Stealer kit reduces all his resistances, physical, magical, and elemental, by 15. It's a cakewalk compared to the last run.
The slime room is also enlightening: the guardian of that room, the big snake, is vulnerable to disablers.
I don't normally use Emotion, since it lacks a save penalty, but we can spare the slots.
I have great difficulty killing the Ice Golem. I manage to Charm it and pin it against the wall, but I can't make a scratch on it.
Then I realize I haven't opened the door to the slime room to bring the poison cloud into the ice room, which is a requirement for killing the Ice Golem.
Ever since finding out the Chromatic Demon is vulnerable to Feeblemind and poison damage, I haven't really bothered with using elemental damage. We prep some of our casters with SI: Evocation to avoid disruption, then nail him with Doom, Greater Malison, and Minute Meteors bolstered by Called Shot. Even with his base saves all at 2, he has no chance of making his save against Feeblemind.
Our Bog Witches limp to the front. We flood his lungs with Cloudkill spells, pierce his skin with Poison Arrow spells, and drench him with an Acidic Burst.
We emerge from Watcher's Keep with the Wand of Spell Striking, Crimson Dart, Ammo Belt, Quiver of Plenty, and Helm of the Rock, as well as a bunch of XP. The Crimson Dart and Quiver of Plenty will give our Archer/Mages an enchanted ranged attack to fall back on when Minute Meteors run low, and the Helm of the Rock will help keep our Shadow Stealer safe.
There's a critical flaw in our setup: we have no good tanks. Bloody Howard, our Shadow Stealer and the only single-classed fighter of the group, has awful resistances and rather nasty penalties to his saves and combat rolls. He gets pummeled pretty quick. Our Archer/Mages are much more sturdy, but they get big penalties to their combat rolls if they are in melee range, so they don't work well as tanks, either. Our Bog Witches have Mirror Image and Ironskins, but their AC is poor, and with their long casting times, they can't reliably renew their defenses should they run out. And the only character left is our thief, the squishiest member of the party.
We can turn the tables on the enemy pretty quick, depending on their saving throws against Charm and Steal Shadow, but we're not very good at weathering enemy fighters.
I fix up some files: now, the Otyugh and Mummy summons will no longer turn against us. I also buffed up some Bog Witch healing spells (a bit weaker than the spells from Spell Revisions, but still worth memorizing), and all stolen shadows will now use unique hand weapons. The new weapons deal 1d6 slashing and 1d6 cold damage per hit, can drain 1 STR on a failed save vs. death for 5 rounds, and have an enchantment bonus that depends on the level of the shadow's owner:
Level 0-4: +1
Level 5-9: +2
Level 10-14: +3
Level 15-19: +4
Level 20 and up: +5
This will keep our stolen shadows useful throughout the game, without giving low-level orc shadows the ability to hurt Iron Golems.
We test out the new attack weapons. They work fine against the paladins in the Windspear Hills.
For some reasons, not all stolen shadows turn black... Ogre Mages apparently don't turn black when exposed to that opcode. I think it's a fluke of how the sprite works. I know the spell isn't the problem: the spell that turns stolen shadows black is the same spell that gives them the attack weapon you see in the screenshot.
We have trouble with the Ruhk Transmuter. Somehow, his Remove Magic spell disabled Gloom's True Seeing spell, without dispelling the True Seeing icon. This prevented me from charming the Rakshasa or stealing its shadow. Bloody Howard drank a small fortune in potions, just trying to weather the Rakshasa's attacks.
Apparently Vampiric Mists have some pretty crazy spells they never use, including Cloudkill and Invisible Stalker.
Ara Minerva's Charm ability lets us see and use these spells.
What Bloody Howard lacks in durability, he makes up for with Shadow Steal. It adds some variety to otherwise boring battles.
Total reloads: 0
I'm very pleased with how the kits are turning out. Bloody Howard is relatively feeble, as he should be, and his Steal Shadow ability is opening up lots of new possibilities in many of the battles, though I sometimes forget to use it when it could be useful. Ara Minerva's Charm and other minor psionic abilities are also giving us weird new options, but she's a clumsy thief with a limited skillset to balance it out. She can handle locks and traps reasonably well, but she'll never be a good trap setter (she won't get any trap HLAs), her Detect Illusions skill is still below 50, and she'll probably never be a good pickpocket, scout, or backstabber.
She won't even gain access to Use Any Item. Her power is almost entirely dependent on the enemy's, just like Blood Howard.
Meanwhile, I have been making good use out of almost every single one of the Bog Witches' new spells, from Cloudkill to Vampiric Touch. But since their movement rate slows during combat, and their spells take so long to get off the ground, they're very slow and vulnerable characters, as elderly spellcasters should be.
I like these kits. They're just as much fun as the Phase Spider kit.
I don't want to inflict more grammatical and spelling errors on the readers. My English is not good enough.
Instead of focusing on the story and roleplaying aspects, let's comment on the particular options and encounters.
I want to dual class Imoen and, as a result, this playthrough takes a weird path.
Therefore Sidonie and Imoen do not head towards everyone's favourite areas full of XP. They prefer to slowly gain more XP and save those huge XP pools for a future phase of the game.
The immediate needs are ultra-common:
1- gain a couple of levels - more specifically Thac0 and HP but also the number of spells Sidonie can cast, thieving skills for Imoen (find traps). Let's explore Beregost, Nashkel and their surrounding areas (and related quests). It brings more XP than you need for a duo.
2- get a good AC. Well let's go pay a visit to the farms in Nashkel and unearth a nice looking plate.
3- find at least one magical weapon for each of the girls. Because of the skill choices, there are three primary targets: daggers (even if Imoen cannot efficiently use them yet), short sword (such a weapon is owned by an encounter on the "Bassilus" map), long sword (varscona - whatelse ?)
You know you are ready to go back to the main (SCS modified) when the bounty hunters can be fought without taking any major risk.
Note for the new BG palyers: with an Ankheg plate, good dexterity (and/or ring+1 , elven's bane belt etc..), almost all non spellcasting foes present in those areas will require a 20 to hit you. There is still a danger with high rate dagger throwers and more substantially with hobgobelins archers and their poisoned arrows (you can survive such an arrow even without a green potion though)
Back to the bounty hunters:
Tarnesh - FAI
There are guards to help you if things go wrong. It heavily depends on your char build, spell choice, snares, hide, movement speed etc... too many cases to cover here.
In Sidonie's case, I wanted to pick Find Familiar for obvious reasons. I also selected Spook which becomes very efficient with time and I wasn't sure to find the spell somewhere in BGEE, hence the early pick. Not the most efficient choice against Tarnesh but it worked.
Karlat - Beregost
No spellcasting abilities and as a matter of fact unable to hit you if your AC is high enough. Even a hit with 20 will not damage you enough to kill the PC. A no brainer if you have fighting abilities, no need for a specific approach. Imoen and Sidonie got him down after they dealt with Neira (if you pay attention to the dates).
Neira - Nashkel's Inn
A cleric. Either you have a nice spell to disable her or you have to fall back to a disruption strategy.
In our case, the latter option. Each of Sidonie's arrows has a 25% chance to hit, with two arrows a round that's more than 43% and with the help of Imoen you probably get more than 50%. Good but clearly not enough.
Moreover those calculations are somewhat wrong because of the short spell casting time and the phase shift between Sidonie's round and Neira's round. So let's use Imoen's wand (magic missile). This introduces an extra difficulty as this is a rather slow projectile. Consequently Imoen must be positioned close to Neira and the first spell casting is the most difficult to interrupt. All in all this is a matter of timing (as many more challenges to come) with a random elements : the Inn's patrons on your way.
Silke
Not a bounty hunter and clearly a much more dangerous opponent in the Stratagems flavour.
When the two smiling girls face her, Sidonie can cast four lvl1 spells thanks to the ring of Evermemory (found in the FAI wilderness). Now she knows more lvl1 and lvl2 spells. Noticeably Blind (random or Thalantyr can't remember) but also Glitterdust (lvl2) procured at the Feldpost Inn.
Glitterdust, Blind twice, Shield if things turn bad, magic missile as a very minor help to speed up an image mirror removal again if it goes really wrong. And a good pair of legs as a last resort.
Here she succumbs to the first blind spell. Her pre cast stoneskins and her mirror image do not help her for long. The cumbersome part is to follow her because she casts Haste at some point.
Incidentally, a few encounters
Always loved that little sequence. Sidonie can refer to Elminster and his hat but she is unable to recognize him when she meets him.
A foolish moment
New UB encounter
Now something less funny.
This ogre stops fighting at some point and just wait for death.
I had a quick look at the script file afterwards and I could not spot an obvious mistake.
Then I "branched" the playthrough and reused the auto-saved for the next encounter.
The no reload is still runnig fine but I ran some tests with the new branch. Neira was my next encounter and at some point I was able to reproduce the behavior.
I really want to play and I did not want to spend too much time on this problem but my first idea is that some SCS (vanilla ?) encounters are unable to reacquire a target if they start to attack the familar then lose it at some point.
Edit:
I changed Imoen's portrait
I also installed the max HP on level up component BG2 tweaks. I thought the new max HP setting in baldur.ini was effective , that's not the case with v1.3.2053 (I think it works in BG2EE v1.3.2064)
We've had no fierce enemy to fight so far (Yes SCS Silke but the wand charge can be wasted on a mirror image).
Note aimed at new players, you can find several wands early game:
-Ankheg's pit (fire)
-Ulcaster (fire)
-Black Alaric's cave (paralyzation)
-Nashkel Mines (frost)
-Beregost "Manor" (lightning)
-Secondary Nashkel mines exit / tombs (summoning)
-or if you are already rich you can buy them (HighHedge)
By essence Fireballs are very useful against groups (SCS mines for instance) but I prefer to simply buy the equivalent amulet sold by one of the Carnival merchants.
However let's grab the lightning and frost wands.
We all want to know more about the Beregost council.
Nothing similar in Nashkel but I wanted to say hello to Jaime the weaponless (is there a mod for him ?)
A fan.. uuh no!
Nothing's better than Gorion's belt for hunting winter wolves.
Greywolf is strong and he has 15% chance to hit Sidonie in a pure melee fight, with 2.5 or 3 attacks per round, it is not secure to engage him with no extra magical trick even if he is easy to hit.
So let's soften the guy with our brand new frost wand.
Time to start the quests requiring Imoen's thieving skills.
I have one more request: could you re-create the replacement spells for Detect Evil and Infravision? I've updated them so that they're re-usable even if they are interrupted, just like the Pocket Plane spell. I notice the PhaseSpiderKit/resfiles/specific/ files you created before are "NEW" files, not .spl files, so I know I can't just copy over them myself. The updated versions are in the same folder as the main .tp2 file, SPPR104 and SPWI111.
So you know, I've replaced the normal HLAs for all classes with a set of unique Phase Spider HLAs common to all class types. Phase Spider druids, mages, thieves, and paladins will all receive variants of the Evasion, Set Exploding Trap, Whirlwind Attack, and other HLAs. This was the only way to prevent Phase Spiders from stacking GWW, Assassination, and Critical Strike for 80 APR. I also have prevented Phase Spiders from benefiting from the Robe of Vecna or the Amulet of Power--they can still wear the items and gain some of the benefits, but they won't be able to get any spells down to casting time zero, which will balance out the Improved Alacrity ability.
The HLAs don't quite replicate the originals, again for balance reasons. If you want to know the details:
Evasion: permanent +2 bonus to AC, saves, and movement rate. Selectable twice. AC bonuses may bypass AC cap.
Hardiness: permanent +15% to all resistances, including magic resistance, and +10 to HP. Selectable twice.
Spider Spawn: summons 1d4 spiders with special immunities. Selectable twice.
Assassination: +3 to hit and automatic backstabs at triple damage for two rounds. Selectable twice. Cannot be used with Whirlwind Attack.
Set Spike Trap: 10d6 piercing damage with a save vs. breath for half, 10d6 poison damage with a save vs. death for half. Selectable twice.
Set Exploding Trap: Web, -4 penalty to save, party friendly. Also decreases THAC0, AC, and saves vs. breath by 1 for five rounds, no save. Selectable twice.
Alchemy: Creates a vial of poison, usable by any class, that grants the user Poison Weapon for 5 rounds, non-stackable. Deals 13 damage per second for 3 seconds on a failed save vs. death at -2. A creature hit once by the poison cannot be poisoned again for 2 rounds. The vial may be used once per day. Selectable twice; a second selection produces an additional vial.
Invisibility: The caster is undetectable by any creature, including liches and demons, for 1d4 rounds. Selectable twice.
Dimension Door: 15% chance to teleport the spider randomly on every ranged hit. Selectable twice.
Regeneration: Regenerates 2 HP per second for 5 rounds, non-stackable. Selectable twice.
Whirlwind Attack: Doubles attacks per round for 2 rounds at the cost of -3 to hit, damage, and AC. Selectable twice. Cannot be used with Assassination.
Notably, spellcasters don't get their normal HLAs. That's why I added in the unique Spider Spawn (the spiders it summons are really strong) to replace Summon (Fallen) Deva/Planetar. There are no Dragon's Breath or Storm of Vengeance or Greater Elemental Summoning spells, but I feel these HLAs make sense for a Phase Spider of any class.
I was less ambitious. I just wanted Imoen to cast those fireballs during the fight with Mulahey.
No issue with the first levels of the mines.
The fight with the very last group in front of the lvl3 exit starts well
Fire and Ice and arrows. Everyone dies but the shaman.
And then the girls very poorly manage the end of the fight. They fail to disrupt his (second) spell casting. Imoen switches to a panic mode and Sidonie tries to chase the shaman. Happy ending but no congratulations...
At this point they decide to rest and they go back to town to take no risk.
Mulahey's den.
Sidonie pretends to work for Tazok.
Imoen monitors the narrow crossing and Sidonie stays with Mulahey.
And again when hostilities start, the girls play their fire and ice score.
Sidonie cools Mulahey down. Imoen get rid of the rats in two steps.
Mulahey surrenders or more exactly plays for time. Sidonie takes this opportunity to clean the rest of the first wave.
and... bis repetita.
The girls still have to bury a couple of "surviving" skeletons.
And they free the depressive elf.
There was also some trouble with the Bog Witch kit, since I had updated the kit description, but it was too long, and hence the game crashed on character creation (there's a character limit on kit descriptions, it seems).
Anyway, I finally got everything working again. As usual, we skip over the undead room trigger of Firkraag's lair, even though, at less than 1 million XP, we shouldn't be encountering any of the vampires I'm afraid of. We just kill the Greater Wraith and prepare for Samia.
We get luck once again with Steal Shadow and Charm: we get a clone of Kaol, and Legdoril is about to fall into our hands. A Confusion and Emotion spell, bolstered by Greater Malison, wreck the remainder of the enemy party.
I can't help but notice that enemies, at least in SCS, take a second or two to take action. That gives us a pretty significant advantage at the start of combat, as we can begin our casting before they can.
Kaol gets crushed by Minute Meteors, while his clone, safely protected by Shadow Door and hiding in the corner, has nothing to do: all of the enemies are already either knocked out or confused. We slay the sleepers, followed by the confused, but spare Legdoril, as he's fallen prey to our Charm spell.
He's still confused when the battle is over, so I have Minerva Charm him again to maintain our control over him, until the confusion wears off. Our newly pliable dwarven cleric joins us in fight the Guardians of King Strohm's rather small maze.
We do most of the work, however. Legdoril doesn't have many useful spells here, and his melee abilities are mediocre. Instead, we get one of the Guardians' shadow to help us out. The shadows have the same spell set as the Efreeti from the Efreeti Bottle. Magic Missile helps us interrupt the Invisibility spells that the Guardians use to prepare Sunfire spells.
For the wolfweres, we fill the hall with Otyughs, who no longer go hostile midway through combat. They serve as a good buffer to cast Steal Shadow, which evens out the fight.
Notice the Otyughs are black and shadowy. This is a side effect of Steal Shadow: the only way to make simulacra shadowy, and given them the penalties they need to be balanced, is to use a VERY complicated mix of spells, and as a result, critters which are summoned at the right time suffer all of the shadow penalties, and also get the creepy coloration.
We've only got one +3 ranged weapon, the Crimson Dart, so there's only so much we can do to the Adamantite Golem from a distance. I position Gloom in front to absorb the golem's poison clouds, have Eliza throw the Crimson Dart from behind her, while Bloody Howard tries to take the golem's shadow. Finally, the golem fails its save vs. polymorph, and we turn its shadow against it.
Because the Adamantite Golem is a fairly high-level construct, its shadow's attack weapon has a high enough enchantment to harm it.
Bloody Howard: Protection from Fire, Resist Fear
Eliza: Protection from the Elements,, Protection from Cold, Protection from Fire Chaotic Commands, Death Ward, Blur, Protection from Petrification, Minor Spell Deflection, Stoneskin, Resist Fear
Snowy Tae: Blur, Protection from Petrification, Minor Spell Deflection, Stoneskin, Resist Fear
Ara Minerva: Protection from the Elements, Resist Fear
Gloom: Protection from the Elements, Barkskin, Mirror Image, Minor Spell Deflection, Resist Fear
Poppy: Protection from the Elements, Barkskin, Mirror Image, Minor Spell Deflection, Resist Fear
This will protect Eliza from the Symbol spells I've had trouble with in the past, and keep the party safe from any Sunfire or Acidic Bursts that might appear. Resist Fear is a new spell for us; I had been forgetting that Poppy and Gloom, as druids, have no access to Remove Fear.
We return from Firkraag and check out Conster's buffs. They aren't too special.
Smarter Mages got uninstalled again--the cause is an unused spell I made for the Bog Witch kit. See, Acidic Burst was supposed to use a green variant of the Fireball projectile, which looks really cool, but that causes the game to crash. An earlier version of that Acidic Burst spell got corrupted, and messed with the installation process. I've removed all trace of that spell from my computer.
I correct the installation and go back to Conster.
Much different. Conster's first spell is PFMW. He has GOI and Spell Turning, which will block most everything we've got. We can take down both spell protections, however, with a single Warding Whip from one of our Bog Witches. But we need to dispel his illusions first. Gloom retreats to cast True Seeing from a safe spot, while the rest of the group spreads out, to make sure Conster can't hit everyone if he uses an area-effect spell. Eliza brings out SI: Abjuration, Snowy Tae casts Protection from Evil for lack of a better option, and the rest of the party waits.
Conster wastes Remove Magic on Ara Minerva. Thanks to spreading out our party, the damage is restricted With Conster visible, his invisibility dispelled by True Seeing, we can target him with Charm and Steal Shadow. Gloom gradually slithers over to the party from her hiding spot--she no longer needs to stay out of the way.
The absence of a "save vs. polymorph" message after Steal Shadow indicates that we have successfully stolen Conster's shadow. Conster flees into the nearby hall, where his shadow leaves his body. Conster targets Bloody Howard with an enchantment spell, so I have our Shadow Stealer run to the west to keep the spell away from the party. Meanwhile, Poppy finishes casting Warding Whip.
Both Spell Turning and GOI will be gone within a couple rounds.
But it doesn't matter. Conster failed his save vs. wand on the second round. He's under our control now. On top of that, he's already debuffed, and we have his shadow on our side, to boot.
I go through his spellbook, and there are tons of ways we can do him in. I decide to go with a simple Power Word spell.
Total reloads: 0.
On reaching Garren Windspear, our Archer/Mages hit level 12. This is a big leap. Aside from gaining access to 6th-level mage spells, their Called Shot ability now drains Strength. For dual-classed characters, kit abilities like Called Shot are cast at the level of the second class. Thus, Called Shot for an Archer(9)->Mage(12) is cast at level 12, and therefore deals STR drain.
Combined with Ray of Enfeeblement, which conveniently relies on the save vs. spell that Called Shot so heavily penalizes, and we have an excellent recipe for taking down some very tough monsters. Unfortunately, our THAC0 isn't strong enough to reliably hit dragons, so we can't take them down just yet.
Arkanis Gath is a different story. It's time we returned to Athkatla.
It's good to see the light of day.
This tomb valley area is full of danger.
The no-reload was about to end here. Sidonie, Imoen and more specifically the guy behind the screen were not vigilant enough. They did not pay attention to the ankheg starting to appear just before Hentold called for help. The beast hit Sidonie so hard that she barely survived. Time to rush to a temple.
The girls decided to go back and explore the area (just in case... Someone may have lost his wand of summoning for instance)
However restoring her health at the temple is not enough, they will soon need to rest. And Ô surprise, a new bounty hunter is waiting for them in front of the Inn.
Long ago when I started to play the game, Nimbul killed me too many times for me to remember.
In this SCS flavour, Nimbul (pre)casts stoneskins then mirror image. Bad timing, the young ladies launched their magic attack too early with no chance to disrupt Nimbul but blind cast by Sidonie finally did its job. As usual, blind mages start to play hide with the party. Nimbul was finally killed just in front of the manor. A kung-fu maniac joined the hunting but Clarisse was faster and dealt the killing blow.
The monk wanted to join the party but 1) he is not a girl 2) he is not from candlekeep 3) he has a name for drunkards 4) he should be at the carnival.
Back to the tombs.
Is there a place in the Sword Coast where we can take a walk without fighting mages?
For sure there is no special reason to kill Narcillicus in my no reload game but at this point this is easy.
Where Sidonie (or was it me?) is wrong is that she thought the fiery burning oil could damage the mustard jellies. Bah no...
Narcillicus immediately died from an indigestion of lightning and fire.
Imoen tried the potion on the jellies - no effect. She has a +2 weapon but it does useless piercing damage.
That's a business for Sidonie. With their current equipment, spells, etc... there is no nice option. She took her time with the mustard jellies, one at a time. The fire arrows (SCS modified but it probably has no influence here) can damage the jellies but not enough to make a difference. Let's rely on Varscona.
She was hit once and affected by slow. She fled and waited for the effect to dissipate.
Sidonie and Imoen were greedy, they wanted to gain this XP. A sweet spot on the XP scale. Now Imoen is a level 6 thief and Sidonie a 4/4 fighter mage.
What a coincidence! They found a nice wand in one of the tombs and they were wise enough to not visit the central tomb. (They will come back later when Imoen require an XP boost).
Let's announce the good news to the Nashkel folks and head towards Beregost via High Hedge.
(forgot to save the screenshots related to the dialog with Thalantyr and Taerom about the ore / vials).
And now Tranzig.
A single refreshing beam got him to surrender but the girls decided to kill him in the end. In a second phase, the blinded Tranzig ran everywhere. This became even worse when the first arrow shot by Imoen hit him. Blind and panic, the poor guy violently hit a wall, collapsed and fell over Sidonie's blade - dead. That's the official version. Nothing more to declare.
Zones explored so far:
In those areas but not covered:
- Bassilus
- Prism bounty (overlook)
- Vampiric wolves if any - Temple
- Revenant - Tombs
- Nashkel's graveyard easter egg
- Zordral - Carnival (overlook - anyway not ready when I visited the carnival for the first time)
Some of them are little XP reserves. Some are pointless.
The girls have 23700 XP.
Imoen is a level 6 thief to dual class at level 7 (40K XP).
Sidonie is a level 4/4 fighter-mage who was mostly played as a fighter with wands but she is a nice mage too, noticeably thanks to the "evermemory" ring doubling the number of first level spells she can cast and a better spell catalog (including stinking cloud, web, glitterdust, mirror image, blind, spook etc...)
Three low-risk moments (undertaken risks)
- Hunting wolves, The fairy dragon took damage (additional note: in the EE version, the fairy dragon has a bad AC). Stupid.
- Tarnesh at the very beginning. Because you initially rely on a good/bad saving throw.
- Neira. A bit risky because of the required timing during this battle. It would have been better to benefit from a good magical power (spells or wands, the wand of frost for instance).
Two "you were born to die" moments (unexpected):
- Nashkel's mine, third level, battle against the last group including a shaman. Sidonie was not in danger but things might have gone wrong for Imoen. I must also mention an earlier sequence of Dice20 rolled by Kobold archers against Sidonie. Nothing critical but Sidonie had to quaff two potions. The latter situation was essentially caused by a bad progression and positioning. I am not entirely sure about the underlying cause of the shaman incident.
- Ankheg met in the Tomb area. Huge damage on Sidonie. Dialogs interrupt your actions and I forgot to manage it in that case.
Issues:
- dazed/inactive ogres and more recently gnolls unable to reacquire a target. Same behaviour observed with Neira in a series of tests specifically run to trigger this behaviour (outside the no-reload challenge). I initially thought this was an interference with the familiar. Not so sure now and no further investigations.
Bloody Howard, with Full Plate and the Girdle of Piercing, is a good enough tank to absorb all of the Trolls' attacks.
Ara Minerva takes care of the golems.
It's very cool to have an Iron Golem on our side, if only temporarily. It turns hostile right after it finishes off the last of its brethren.
The Umber Hulks fall to Cloudkill; TorGal dies to Sunfire and the Flail of Ages, which is now Bloody Howard's main weapon. The De'Arnise Keep is safe.
But Nalia asks us to take over, and I don't want the fighter stronghold. She doesn't take it too well. Her words are hard to hear. We feel pretty darn bad.
But we don't have to let Isaea Roenall take over. We have a fix for this:
Problem solved!
Death Ward can protect us from the instant death effect, though Arkanis Gath is still a strong melee fighter. Before we attack Renal, we pre-cast Teleport Field and summon a couple of Otyughs to keep the enemy from bothering us. Now that we have Improved Haste, we're sure to kill him with STR drain if we combined Called Shot with Minute Meteors. To speed up the process, we hit him with Ray of Enfeeblement after striking him a few times.
He fails his save... but he's not dead. Ray of Enfeeblement should set his STR to 5, which should instantly kill him, as the STR drain from Called Shot will put that far below zero.
This means our Called Shot abilities aren't doing STR damage. All they do is penalize THAC0 and saving throws. Prior experience showed me that kit abilities for dual-classed characters are cast at the second class's level, so at level 12, we should be doing STR drain. After all, I've seen an Archer(13)/Thief deal extra piercing damage with Called Shot, which requires a caster level of 16.
Later testing found that Eliza needs to be level 14, for some reason, to deal STR drain. It's not too far off, but we can't win this fight. We just kill Renal Bloodscalp instead.
We only came here for his boots, anyway. We flee the Docks and ally ourselves with Bodhi.
Now, when we invade Aran Linvail's lair later on, we'll have an unkillable death machine chasing us the whole time. That's going to be tricky.
But Charm can help us with that.