In the SoD prologue dungeon Caesar fought his way through to Porios without trouble and convinced him to surrender. Downstairs, he didn't resort to a PfU scroll, but just targeted the troublesome undead (like Shadowed Souls and wraiths) first before beating up others - retreating a couple of times to buy some healing from the Flaming Fist. For the final group of mercenaries he sent in a couple of exploding arrows which wreaked havoc and the survivors didn't last long against Caesar and the Flaming Fist. Caesar just used DUHM and rage ahead of attacking Korlasz and was able to beat her up enough to surrender while there were still several rounds left on his buffs. Back in Baldur's Gate various potential NPCs were slaughtered to raise some funds before heading off with the army. Enough money had been raised for Caesar to buy what he wanted from Belegarm, so he didn't bother doing any quests in the opening area - though he did help a vampire in the Coast Way Forest in order to get a regeneration ioun stone - Isabella dying there before she could take advantage of a successful hold undead on Tsolak. On the way back to the Coast Way Crossing Caesar overcame some trolls in order to acquire a sling upgrade - though that won't get a great deal of use anyway. On arrival he rested and then went straight to the bridge. DUHM and rage allowed him to make one kill before Caelar halted proceedings and he then attacked again after the parley and killed the remaining crusaders (though I think one of them got away before Caesar started attacking). Moving on to Troll Claw Woods Caesar came across a group of trolls and quickly worked through them using his sling to finish them off. With the earlier trolls in the ambush area cave he had either been using Necklace fireballs for that or sunstone bullets and the latter were still equipped. Thinking about it I realised there was no need to use those any more as the Firefly sling does fire damage with just normal bullets equipped. Hence I went into inventory to swap the bullets round - but the last troll was still alive at that point. I immediately came back out of inventory, thinking I had breached my conditions and started drafting this note as a final update. However, after considering it further I decided I was perhaps OK to continue on the grounds that the troll was unconscious at the time and therefore shouldn't count as active under my rules. That's a marginal decision though as my standard test for an active enemy would be whether you can save the game (and trying that out with an unconscious troll in the nearby cave, you can't). I might therefore change my mind on that, though I still suspect the decision will probably be rendered moot by something else ending the game fairly soon anyway.
Anyway, for now Caesar finished off the trolls in the cave, picking up his final SoD level in the process.
Berserker L10, 129 HPs (incl. 5 from Helm), 484 kills
Moving on to the Forest of Wyrms, Caesar quickly scooted through a cave without investigating what might be sleeping further inside. After beating up one lot of bugbears he tried some more of them, but had to run away hastily after taking too much damage - though checking on the text he saw he'd killed Snorgash before withdrawing. Coming back again he disposed of the remaining bugbears without difficulty and moved on into the old temple.
After beating up various cultists to prevent them helping Ziatar, Caesar tried to rest only to be interrupted by mutated crawlers. Without any source of free action available (ring and potions were all stuck in inventory), he hurriedly took a potion of invisibility before resting and going to confront a half-dragon. As usual, Ziatar managed to go into sanctuary before being killed (I think that must be scripted as he seems to do that successfully every time). Caesar was wearing the Necklace of Fireballs, but rather than make use of that he just waited for Ziatar to attack. That resulted in him taking a fair amount of poison damage, but he still triumphed. After opening a couple of cages Caesar tried resting prior to taking on the Neothelid. He was interrupted by some worgs, but beat them up and tried again. He was interrupted by some bugbears, but beat them up and tried again. He was interrupted by some crawlers and quickly ran away to try again. He was interrupted by more crawlers and running from those got cornered by the earlier ones arriving as well. He tried and failed for a second or two to push the door out of the way before taking an invisibility potion- but then old habits resurfaced following all the excitement and he looked in his inventory to see what could help . This time I'm afraid there's definitely no excuse for that breach of my rules, so that's the end of the run. I wasn't sure whether the save against the crawlers was a save vs spell, but testing it at the end it appeared to be an unmodified save vs death - and Caesar had a save of -1 against that, so was actually in no danger from them anyway (even without activating the Horn of Kazgaroth in his quickslot which gives a bonus of 2 to saves for 3 rounds).
@Grond0: Condolences once again. I swear, you are merciless with yourself.
Have you changed the hotkeys to prevent yourself from accidentally pausing or opening the inventory? Pressing "Y" should hide the icons on the left side of the screen, and "I" and the spacebar can be re-mapped.
I didn't change any of the controls, no. However, I normally always use my left hand for short-cut keys and to pause the game. In this run, rather than have my left hand poised above the keyboard as I usually do (in combat I'm often pausing and unpausing several times a second), I had that stroking my chin or doing something else well away .
There were a couple of times at the start of sessions where I caught myself getting ready to pause, but generally I found in this run (as with the previous attempts done some months ago) that this was a lot easier than I originally expected. It did still though require constant concentration to avoid slipping into old habits and that was a bit wearing - and ultimately I failed in that. I wouldn't fancy playing like that too often, but getting through to SoD was a good effort by my standards - so I don't feel any pressure to try again to do better for the moment anyway .
After feeling I'd made good progress with the no-pause run I thought I'd have another go at this long-running challenge where Biff is allowed to use any tactics he likes - but must never kill anything except through his own (not summons) melee attacks. I've been getting better at that in the last few attempts, but have only once I think got through BG1. On that occasion I failed immediately in Jon's dungeon by absent-mindedly killing a mephit with a magic missile (if Biff makes it past Sarevok this time, he will move on to SoD instead though). I think I've used various installations with this character, but typically I've played unmodded. This run is being done with SCS (also Ascension, but I can't imagine that will be relevant), which will make things a bit more difficult.
Biff survived the encounters in Candlekeep. Carbos was blinded (and unlike a player character he won't take the opportunity that provides to hide in shadows), but not killed with the first attack. That resulted in the slight risk of attacking him while he was running around (he has a fast weapon speed, so is capable of retaliating in advance), but that was done successfully. After watching Gorion be taken down Biff annoyed Imoen with a LMD (I don't allow recruitment of NPCs, so she needs to be discouraged from joining somehow in order to get her equipment) before trapping her at the edge of the map. I was ready to swap LMDs with Xzar, but he was killed with an initial attack anyway, while Montaron was blinded at the 5th attempt and clubbed down. It was the wrong time of the day to travel south (risk of a skeleton archer ambush) and an attempted rest was interrupted - so Biff went east instead. He blinded the belt ogre and spent a while wearing it down a bit with a non-proficient sling. A couple of LMDs then got it ready for the final attack. After resting until daytime (to avoid the risk of a bandit ambush), Biff moved on to the FAI to pick up the Ring of Wizardry. He then returned south to blind and kill some gnolls at High Hedge (as they have slow weapon speeds they're easy meat) on the way to the coast. Shoal runs around when blinded, so she was worn down with a sling before being blinded in a safe area and finished off. Those levels gave Biff the ability to identify items himself and he was soon putting that to good use on Algernon's Cloak. Looking to complete his initial preparations he then went north again where he killed some fishermen for Tenya. He also took advantage of the slow attack ankhegs make after first surfacing to blind the one near Tenya - getting to level 4 there. Dushai was charmed and pulled away from the village for disposal before Biff headed back towards Beregost. With his reputation now at its lowest point he was happy to boost that by: - sneaking in to the ankheg nest using his new invisibility power and robbing them. - giving Joia back her ring. - finding a book for Firebead. While in Beregost he also used blindness and invisibility to ensure that Neera wouldn't talk prior to handing over her gem bag. And yes, it feels great to be able to pause again .
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8 BWP Fix ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6 BWP Fix ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6 BWP Fix ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91 ~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.12 ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #200 // new and revised cleric kits: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #201 // Add Cleric of Lathander: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #202 // Add Cleric of Torm: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #208 // Add Cleric of Helm: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #210 // Add Cleric of Tempus: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #212 // Add Cleric of Leira: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #219 // Add Cleric of Loviatar: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #224 // Add Cleric of Talos: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #314 // Add Acolyte of Ilmater: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #315 // Add Acolyte of Deneir: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #316 // Add Acolyte of Sune: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #322 // Add Acolyte of Tempus: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #325 // Add Acolyte of Mystra: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #329 // Add Acolyte of Mask: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #330 // Add Acolyte of Shar: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #331 // Add Acolyte of Moander: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #332 // Add Acolyte of Beshaba: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #863 // Add Zealot of Talos: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #865 // Add Zealot of Ilmater: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #869 // Add Zealot of Mystra: 0.74n ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74n ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // Add the Meistersinger (bard kit): 3.6.5 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 3.6.5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2370 // Alter Dual-class Restrictions -> Humans can no longer dual-class: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2510 // Level-Lock Spell Scrolls (Angel): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 (Angel): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v3 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6034 // Smarter Mages -> Mages cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6044 // Smarter Priests -> Priests cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility ~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.12 ~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.12 ~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.12 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.51 BWP Fix ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.51 BWP Fix ~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2090 // Drop Equipment on Petrification: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2100 // Drop Equipment on Imprisonment: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2140 // Allow Arcane Spellcasting in Armor: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7 ~KLATU/SETUP-KLATU.TP2~ #0 #3070 // Remove Chaos Shield icons from all items: 1.7 ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1 ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16 ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5000 // Fix BG1NPC X#AJR1.ARE: ALPHA 16 ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5001 // Fix BG1NPC X#CH11.ARE: ALPHA 16 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #10000 // Rogue Rebalancing -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #14000 // Finch -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #15000 // Gavin -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #17000 // Isra: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #18000 // Valerie: 0.71 ~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #1 // Restore BG1 movies to BG:EE -> Add missing movies: v1.10 ~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v1.10 ~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.1 ~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #2 // Shader script files for lighting control -> Moderately increased contrast, brightness and gamma (recommended): v2.4 ~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #223 // Choose a class for Coran -> Make Coran a bard: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #621 // Choose a class for Neera -> Make Neera a sorcerer: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7 ~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7 // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
In addition to the weidu mods above, I gave the assassins in Candlekeep either Shadow armour or leather armour +2 and armed them with better knives or swords. None were better than +1 to avoid unbalancing the game, but they make in worthwhile to fight the assassins in Candlekeep. Mendas had a +1 short sword and when I played my first run-through with an Inquisitor, he one-shotted him.
I then had another run and he got killed so I think that I may have the balance right.
This is from an old roll, but with a new name and new portraits.
His name means "Ruler of an army".
Only one major battle so far. It is well that I saved against sleep. Tarnesh seems to have more effective spells now particularly against an inquisitor who could have effectively have dispelled the standard mirror image spell by using true sight. I will have to be careful now that I no longer know the mage's spell books.
I was really tense after all the assassination attempts, so a "massage" from Lina was just the ticket.
It's been a couple of days since my last update, and it will be a couple of days until the next one - I just don't have much time to play right now. Still, it was fun getting to fight some fire giants!
First, our party travelled to the temple area. I managed to get everyone in a good position, with the master wraith and his minions only focused on our summons:
Turns out our sunrays still can do some good work:
Anyway, the master wraith was breached and killed and I sent my summons in to deal with the skeleton group inside the temple next. Our deva landed a couple of iMoD +2 hits to great effect:
At this point, I made the mistake of not actually talking to Nyalee and instead travelling to Yaga Shura's Lair right away - why is this a mistake? We will find out later!
It turns out that fire giants really aren't very threatening for my party, because it's easy enough to kill an entire group during the summoning duration of a mordy sword. I entered the palace invisibly and got into a good position for the opening fight:
Other fire giants were dealt with in a similiar way - make them focus on mordy swords and stay at range. They could propably destroy our party in seconds in melee combat. Clearing this area was made somewhat more easy by having access to Crom Faeyr (to instantly kill fire trolls) and The Wave (to instantly kill fire elementals and fire salamanders), as both allow no save. Aikar got the opportunity to show his skills with an unenchanted halberd against a magic golem:
For the groups containing burning men and flaming skulls, I usually stayed out of range of their special attacks, with summons tanking most of the damage and my party coming in later for ranged assistence:
We eventually made our way upstairs. There, a combination of various summons held off Berenn and his gang while Arbogast cast nature's beauty. Everything except for the mordy swords and a deva eventually went down, and I used some HLAs to speed up the killing. Berenn, who used the physical mirror spell (which is what ended up hurting Mazzy), was killed by Aikar with The Wave:
The Wave was also employed against Imix (with Aikar protected from fire) - a simple one hit kill:
Now, the party obtained both hearts and returned to the temple. At this point, I didn't realize I hadn't talked to Nyalee yet. When I walked up to her, I soon learned that, if you have the hearts in your inventory already when first talking to her, you don't get any other option except for giving them to her right away and starting the fight - and my party was unbuffed, unprepared and almost out of spells, as I hadn't rested after my Marching Mountains adventure:
Luckily, I still had at least seven charm immunity granting items in my bag of holding and used four helmets of charm protection, the Equalizer for Aikar and Adjatha for Imoen to prevent the nymphs from destroying my party. Imoen cast haste and we ran away to return with some summons (though I didn't have anything high level left, so I had to go for skeleton warriors). After taking out the spider and the first nymph (the second one didn't join the fight), I started the long process of shooting down the shambling mounds. I had to resummon new fodder all the time, eventually resorting to my final skeletons, fire elementals and, eventually, spirit animals, but we took down our opponents without any trouble (to be fair, I still had summons from items, five aerial servants and two spirit animals left):
Now, we travelled to the siege camp and returned to the pocket plane to rest. We went for a full array of buffs and added true sight (or so I thought) plus summons (elemental prince, planetar and mordy swords - only the best of the best) while fighting the first couple of soldiers. After we had our small army together, we sought out Yaga Shura to make him run away and waited for him to come back at the bridge - and come back he did:
I wasn't really scared of the fire giant himself, but his lieutenants could've been trouble. My first move was to have Mazzy and Aikar use smite to control the battlefield and take most foes out of combat (with improved haste, that's a total of 18 apr using smite). That worked great for all the fighters and the cleric, but both the mage and the thief managed to go invisble. At this point, I realized that I had, in fact, forgotten to buff with true sight. Now, all of my opponents except for the mage and thief were neutralized at this point (Yaga Shura himself was stunned thanks to smite, everyone else was either stunned or occupied with summons), but Imoen's aura wasn't clear, and everyone else isn't fast enough at casting true sight to prevent a backstab from happening - Mazzy was the chosen target. At this point, I would've excepted our foes to do somewhat better than 92 damage - I've fought thieves in SoD who managed to do much, much more!
Mazzy had enough hp to survive this one hit at this point, and Aikar managed to smite the lieutenant thief right away after that. I still expected the mage do do something, but with true sight not active yet, I had no choice but to attack Yaga Shura. It turns out that he goes down REALLY fast when faced with a couple of fighter HLAs, even on LoB, so while I eventually did get to use true sight, at this point there was no need to change targets:
A relatively clean fight, considering I had missed a crucial buff at the beginning.
In Beregost Biff charmed Silke and set her up with a fight against some spiders. The intention was to be able to attack Silke just before she died of poison, but a spider did maximum damage to her with its attack, meaning a single tick of poison killed her before Biff could get an attack in. He still inherited her staff though and soon put that to good use to kill the sirines at the temple. He hit with all his attempted killing blows there (no surprise as attacking from invisible, with strength 18, a +1 staff and a target without a melee weapon equipped gives +10 to hit), getting up to level 5 with the final victim. Biff's new web ability was first put to use against Karlat. Even blinded he can be a pain to finish off when running round the inn, but he's not so tough when stuck in a web . Despite Melicamp's death, reputation boosts from Mr Colquetle, Ardrouine and Brage ensured that Biff would learn CLW on arrival in Nashkel.
Further explorations in the south all went well - web and free action making most encounters simple. Biff picked up the charisma tome there, but not a huge amount of XP. There was a decent amount on offer for dealing with the Doomsayer though and that took Biff to level 6. The remaining reputation tasks in wilderness areas were completed successfully, though there was a narrow escape with Arabelle when Biff didn't bring sleep along and blindness only just proved sufficient to save the cow (it would probably have been a lot easier if he had used his new slow ability prior to engaging). That pushed reputation up to 19, so Biff decided to do the Nashkel Mine next. After going through there invisibly (the kobold shaman not attempting a detect invisibility), Mulahey was webbed and taken down to near death before escaping - but by that time he was running scared and a further web spelled his doom. After picking up his final reputation point, Nimbul was another opponent to get that sticky feeling and he was kind enough to leave a scroll behind allowing Biff to summon a friendly cat.
Friends and maximum reputation allowed Biff to acquire a Robe of the Archmagi at minimum cost before he ventured to Firewine to pay a visit to Meilum. I'll have to be careful to remember Biff's now wearing those bracers as that increases the chances of accidentally killing someone with a sling.
Biff was on his way to Ulgoth's Beard to upgrade his staff when he came across the Amazons. He was invisible, but he had no ability to produce summons at the time and was low on all his own spells. That meant it was very unlikely he'd be able to safely win a fight, so he just left them alone.
He's now ready to move on to Durlag's Tower.
Sorcerer L6, 39 HPs (incl. 6 from familiar), 105 kills
@Grond0 Some well thought out battles there. Perhaps it would have been better to sleep before travel, then you would have been able to take the amazons on.
Indeed @Wise_Grimwald - you may have noticed in my last no-pause game though that I'm not terribly good at remembering to get a good's night rest! In a sense it was also a blessing though as even if I'd been rested taking them on would have been a significant risk in a no-reload. As soon as I started casting anything they would activate and the backstabbers in particular would be potentially dangerous - my rules prohibit killing them with area damage and I had no summons available to tempt them out of invisibility.
Indeed @Wise_Grimwald - you may have noticed in my last no-pause game though that I'm not terribly good at remembering to get a good's night rest! In a sense it was also a blessing though as even if I'd been rested taking them on would have been a significant risk in a no-reload. As soon as I started casting anything they would activate and the backstabbers in particular would be potentially dangerous - my rules prohibit killing them with area damage and I had no summons available to tempt them out of invisibility.
It's so much simpler for us mere mortals who just do anything we can to survive, moral or immoral.
Diary of Wealdhere
From the FAI I headed northwards where I killed Hobgoblins and the undead spouse of a widow who wanted him dead.
I then agreed to help Sonner, but Tenya convinced me to help her instead. She could have killed me when I was affected by rigid thinking, but instead chose to enlist my help.
All the spoilers below are merely images that have been hidden so that you can choose whether to look at them or not.
Upon returning to Sonner, I got a bit too close to the bridge and somebody who I suspect wanted me dead approached me. I evaded him and went to meet Sonner whom I killed.
Heading south of Beregost, I killed two ogrillon and 4 Flaming Fist Mercenaries. As a result I have a surfeit of plate armour.
In Nashkel I found some ankheg armour as well and I have just visited the nearby mine workings where the Amnian soldiers helped me to kill the dwarven assassin Zargos Flintblade. He was weilding a +1 axe, so if I ever have an axe-weilding member of my party, it should come in handy.
I am living in the hope of shortly becoming a leval 3 Inquisitor.
Continued
I killed the ogre with a belt fetish and only needed 24 exp poits tom reach level 3. This I did by killing the bandit caravan leader who hurt me badly.
I then went ankheg hunting killing 20 of them to clear the fields to the north of the FAI. Heading back south, I was ambushed by 12 bandits and killed them all. Now a level 5 Inquisitor.
At Durlag's Tower the battle horrors had no answer to slow, web and blindness - and they took Biff to level 7. Inside, the ghasts were webbed to death, while on the roof the basilisks were webbed, blinded and then disposed of - quickly moving Biff on to level 8. He also picked up the tome there as well as sticking Riggilo in some stacked webs - he never broke free, though if he had done so his backstabs would have bounced off Biff's new stoneskin anyway. In search of the final wilderness tome, Biff went to the Lighthouse area. The first group of sirines were slowed and webbed and 2 of those were finished off. The final one disappeared for a while though and as Biff tried to land the killing blow his MSD ended - as an elf he would be unlikely to be affected by charm anyway, but his staff ensured he didn't have to rely on that. Sil and her friends never managed to break free of the webs at all before Biff tested out his stoneskins on the golems. In Beregost Tranzig has good saving throws - but against half a dozen webs, not quite good enough . Biff was on his way to find a lift to the Bandit Camp when he came across Molkar's crew. This time fighting seemed a perfectly reasonable option and things indeed went very smoothly with webs doing most of the damage while Molkar was blinded to take him out of the contest. Finally arriving at the Camp, Biff went invisible when Tazok attacked and went to find Taurgosz. He was charmed and challenged Tazok, but the big man had soon had enough - talking to Biff despite him being invisible. After Taurgosz was eaten by a wild dog, Biff went in to Tazok's tent. I was tempted to fight there and think Biff would have had a good chance - but in the end I wimped out and just used a potion of invisibility to escape after looting the chest. Before going to the Cloakwood I decided it was about time to get the wand of monster summoning from the Valley of the Tombs. While there Biff blinded, slowed and crushed the Revenant. He also used the Destroyer of the Hills girdle to good effect while fighting Narcillicus' jellies. The mage himself was webbed and Biff switched for the first time to dual wielding to get through his stoneskins quicker. As one girdle had been helpful it seemed only reasonable to go after another, so Biff took a detour to the basilisk area. Korax was recruited to get rid of the southern basilisks quickly - paying close attention to ensure Korax didn't land any lethal blows. That gave Biff his last BG1 level. Slightly to my surprise Korax successfully sorted out the northern basilisks as well - neatly parcelling up Mutamin together with his pets for Biff to get the glory. As always Biff showed the depth of his gratitude to his new comrade. I resisted the temptation to risk taking on all Kirian's party at once and just charmed her companions first before webbing her. Biff will be cracking on with the main quest next.
Sorcerer L9, 57 HPs (incl. 6 from familiar), 186 kills
After Sarevoks death, I woke up in a dungeon. My victory in Baldurs gate was lucky, and I knew I had to do better in Amn.. I quickly gathered some gear and set out to escape the dungeon.
I picked up Arlas Dragonbane +3 in the sewer golems room. I decided to wipe out the two lesser golems - unbuffed. It was in clear violation of my gameplan, and near fatal.
A painfull reminder of the need for poise and preperation in and before battle. I cant just rely on luck and better no-reloaders playbook if I expect to prevail.
The initial scare made me more carefull. And the dungeon was dealt with. The loot wasnt bad either
Once out of the dungeon I enhanced my reputation and my charisma
Bought the reflection shield - and went out for a armor upgrade.
Officer Dirth (an evil slaver - so I am really RPing here...), just fired arrows at me . I fired bullets at him to hasten his demise. Full plate and packing steel...
I then buffed and triggered the two first ambushes. The loot is great, but you have to watch out for the archers and the mages. The mages where taken out in one round both times, so there was never any doubt of the outcome.
I then freed Hendak and did some minor quests. Next up the slavers. I took on Captain Haegan by luring into a skeleton warrior ambush in the cellar. Everything but the two trolls where dealt with.
I then went to Nalias keep. Time for the flail of ages. I picked up the keep key and the second head by using sanctuary - worked like a charm. Then started to clean out the trolls one by one
I still needed to do the Yuanti mage. Rather than risking my neck, I to a trip to trademeet to pick up the Shield of harmony. I avoided most battles in the grove (Kyland and Dalok both). I just went for Adratha. I had the nerve to buy some potions, but seeing through her, I turned and attacked her
I let Cernd finish Faldorn for me
cashed in my rewards, and went back with the SoH, CoD and the BoIB (belt of in...).
The keep was cleared
I now have a stronghold hold - oh happy day.
Back in the big city I finished the slavers quest, bought the SoB and I am about to start chapter 3. I need the AoP and would like a new ring.
I am planning on taking on the vampires untill I have the MoD. I have the illithium for the IMoD, which will open new doors for me... Bought the SoB and with the AoP, SoH and the iMoD I could venture into new land - hopefully...
Biff nipped invisibly through the Cloakwood to the mine. It took a while, but he eventually managed to charm all Drasus' companions and lead them away. Drasus was stuck in webs and Biff used haste to give himself 3 attacks a round to quickly kill him (free action prevents a haste effect, but doesn't cancel an existing one).
With invisibility allowing rests as required there was no need for Biff to kill most of the guards in the mine as he made his way downstairs. He charmed the guard there and used it to pull a battle horror back, but the guard got stuck in a web and the battle horror didn't - resulting in a dead guard. He replaced the guard by resting and charming one of the ambushers and eventually managed to draw the battle horrors back to be killed.
It would have been easy then to get the guard to kill Davaeorn, but that wasn't allowed under my rules. Instead, Biff embarked on a lengthy programme of pulling away the standard guards, webbing and killing the Black Talons with the odd bit of charming mixed in. He'd killed a fair number of them like that when disaster struck. I'd killed several Black Talons already with a combination of 2 sling shots and a magic missile before coming in for the final blow. Trying that once more I didn't look at how much damage the magic missile had done or check exactly how many HPs a Black Talon had left (using ctrl+m) and thought that another sling shot would be safe against one shown as already badly wounded after one sling shot and a magic missile. However, (checking afterwards on the text) this time the magic missile had done unusually high damage and a maximum damage shot exactly killed it.
I was encouraged at the temple to hunt down Bassilus which I did. Once more I was surprised by the spells he used. Nevertheless he died, though I was badly injured by the Flame Strike that he cast. src="https://forums.beamdog.com/uploads/editor/0d/g98lvigj8dpm.jpg" alt="" /> I rested before taking on Silke which proved to be a good idea.
I then went to investigate a cave on the coast. Killing the sirines on the way did not prove difficult, but the same could not be said for the flesh golems. I had to sleep after every fight in order to recover.
I then helped the architect by killing the hostile workers. I also killed Gallor who wanted Charleston dead. Heading south, I helped a dryad, and helped in the resurrection of a cat. I then proceeded to the gnoll stronghold, but didn't venture very far, though I did kill Gnarl and Hairtooth. I then took on Greywolf with the help of the Amnish guard. At the carnival Aerie begged me to save Bentha which proved to be quite easy.
Xzar and Montaron then joined up with me, though I dropped Xzar off in Beregost. Together we dealt with Tristan and Isolde south of Beregost.
Montaron aquired a cloak for me followed by several other items in Ulgoth's Beard. We left him there.
This pair started the session well enough by defeating a Dark Wraith. However, it was perhaps a bad sign when Skull asked for some magic bullets to be made from the remains there - given that he didn't have sling proficiency .
After setting up the forces in Bridgefort to attack, Skull and Ern joined the assault by the Flaming Fist. Things started well enough there with several nymphs joining in to blunt the attackers coming out of the gate. However, when that attack was finished off Skull should have produced a fresh lot of summons before going inside. He didn't though and Ern followed him in - and was immediately targeted and held by Oloneiros. Skull tried to help by belatedly producing a couple of summons and then attempting to lead various enemies away before they could finish off Ern. However, he was badly wounded in the process and couldn't save the bard anyway. That didn't seem too serious though and the intention was to lead the enemies further away before going invisible and returning - but it appeared that Oloneiros had sent a wand blast some time earlier that caught up with him outside the fort ...
Special bonus report for attempt 141 Rolling up new random classes got me a mage/thief and Gate70 a bard. They duly got a level from Shoal, but the bard was then badly hurt by a lag hit from a worg while leaving the area. Arriving at High Hedge, Gate70 declined an invitation to have a rest - after all gnolls would have no chance of catching him anyway to eliminate his last 2 HPs. While that's no doubt true, running away from gnolls needs care to avoid the possibility of activating nearby skeletons and it seems that our care supplies were running a bit short today ...
Dusting off the spreadsheet used to generate classes (after the whole 10 minute break for MP 141) got us a rather more martial pairing this time. They soon saw some level progression courtesy of Shoal, but it looked like Grott was going to suffer an early casualty when he was held by a carrion crawler while trying to switch weapons. Dexter tried to come to the rescue by activating his stunning blow and managed to stun the crawler twice before that expired. It was still touch and go, but Dexter eventually found a killing blow before Grott snuffed it. Proceeding via Beregost and Nashkel the pair moved on to harvest the XP from the basilisk area - quickly picking up further levels there. Dexter tried stunning Mutamin, but failed to hit - but for some reason the mage seemed to be struggling to complete his spells as Grott rained arrows in and soon died. Korax was recruited for the assault on Kirian's party, but he was a bit slower to attack than anticipated - which meant that everyone turned on Dexter as he stunned Baerin. That could have led to bad news when Peter managed a successful hold person, but by that stage Grott had dealt with Kirian and turned on Baerin, while Korax did an excellent job by paralysing Peter and Lindin. Grott can't use most magical equipment, so was keen to find the best quality of those items he can use - and that search took the duo to Greywolf. Dexter quickly ran from him and hid before unleashing a series of stunning blows - 3 successful stuns left Greywolf at near death and he perished before inflicting any damage. There was a different story at Firewine Bridge, however, when Dexter looked for a bracers upgrade. He failed to stun Meilum and the warrior showed his prowess with a sword as the duo were forced to resort to run and shoot tactics to finish him off. A quick flit through the Cloud Peaks bagged a charisma tome and pushed reputation up to 20, despite the death of Melicamp. That prompted a journey north where Grott rampaged through the ankheg neston the way to Ulgoth's Beard for some shopping.
Another tome was the main target of a trip to the coast. Dexter used the potion of clarity to tank the sirines without any problem before going inside the cave. Grott shot up the golems there, with Dexter helping out a bit as an invisible blocker. Grott also showed off his heritage as a wizard slayer by using magic resistance to shrug off a charm trap there. He will claim the constitution tome next time in order to activate natural regeneration.
Trio Update (Corey_Russell, Grond0, Gate70) Corthief XIV - elven thief (protagonist, controlled by Corey_Russell) Berk - dwarven berserker (controlled by Grond0) Stinkimo - dwarven defender (controlled by Gate70)
A good session today, no deaths, though a lot of near misses on that part.
We took out the undead at the Amazon map, as well as Narcillicus and his jellies. We also took out the sirens and the golems at the pirate cave.
The party attacked the bandit camp and did well. Corthief XIV has been doing a lot more backstabs to good effect. For Tazok's Tent, Corthief XIV used a potion of magic blocking and backstabbed Venkt and used a potion of fire breathing. But the others showed themselves too soon and foiled the backstab attempt. But we prevailed nevertheless.
We then worked on the Cloakwood. We made a pit stop to pick up the spider's bane, which went pretty well. We then skipped the rest and then prepared to face Drassus. We opened with 3 fireballs, and Corthief XIV added a backstab to finish off Genthore, the last survivor. Getting through the mines was no problem, we were pretty direct on our path to Daveorn. We used a classic Grond0/Gate70 trick of them hiding in a cell, with Corthief sneaking past the enemies to get to the 3rd level.
As for Daveorn, the it was a group effort, whittling down Davaeorn's mirrors. Once his mirrors were gone, then Corthief XIV went for a backstab which finished off Davaoern.
We then proceeded to Baldur's Gate, but a made a stop at the Ankheg Nest - the party cleared it successfully but was a bit battered as a result.
We were pretty focused on doing the poison quest right away for Marek's shortbow. We had to deal with Larze who was putting a beating on the dwarves, but Corthief XIV finished off Larze with a backstab. Marek was the next target. Despite poor skill, Corthief managed to lay a snare. The party grouped around Marek and attacked. He died fast, yet another Corthief XIV backstab finishing him off.
We were nearly out of time. But had just enough time to take out Razamith and his tower. We'll take on the Mountain Maulers next session.
we knew the thief guild was behind some of our troubles when they tried to stop our escape from the first dungeon so I took the precaution of laying traps when we did that little guild house cleaning quest for them and it payed off.
Bodhi asked to take out the leadership and I'm happy to oblige her... they have backstabs so I spend most the battles invisible and J let her pet fire play but the boss blocked his door with a pet of his own and I had to help Neera gas them inside the room whilst the gang dealt with it.
party; Sarah, Jaheira, Dorn, Neera, Viconia and Hexxat
Things where going really well. I had paid off the shadow thieves, and had picked up the AoP.
I did the first two jobs for Aran L. Where Lassal and the thieves where killed easily.
I decided to get some more gear and XP before spellhold. A quick tour of WK would provide me with both. I had decided to loot first and parts of the second level - if the first ambush was managable. It was memphits, so I prevailed and looted..
The XP and the loot was plenty, and I cashed in on both. I only looted the tables and caches on the second level - leaving the scepters for later. I was already at 1.5 mill XP and my power was growing.
I then decided to get me some boots and bracers. The planar prison could provide me with both. I got the gem by using sanctuary and went on to meet the sigil troupe.
I buffed for the first encounter with free action, CC and death ward. I knew that death ward was a must, but I didnt know that CC was a must also. I know that now... the Yuanti mage threw a PW stun my way, but I shrugged it off. Having the right defences really works.
For the next big test I scouted ahead
I called forth 4 skeletons thinking they would deal with the opposition. It didnt, and I had a lot of hasted enemies at my hand all of a sudden.
I had to kite the hasted enemies until their haste had run out. Not my finest hour - and I thanked heaven above for my rod of ressurection...
I was planning to be more carefull when dealing with the warden. I summoned 2 skeletons and 2 aireal servants. Just to ease them up, before I rested. I had to flee from the battle because a chaos spell had turned one of the aireal servants against me. When the chaos finally ended I went back to see what had happend. The result was a surprise..
So after the lucky escape I started the unseeing eye questline. Things where going a bit too easy.... untill I decided to face some beholders without the SoB.
I dont know what I was thinking. This is how you do it
The XP where coming in big times, and so was the loot. Facing the unseeing eye has always been easy for me. 1) You point the device at him, 2) he brings up stoneskin, 3) you use the FoA and 4) within a round he is dead. Easy.
Well this time it was different. He got up an improved mantle. And the rest is history..
He actually stunned me and tore me apart. I had CC - in my prayer book, but not on me... alas.
I was so sick of that ending. Having just afsked in the lounge for afvige on that. It really was a tragedy, and I have to take a break from this game for a long time. No reloading is fun, but damn it sucks when you fail..
The first action of the session was at Durlag's Tower. Grott wasn't really up to beating up the battle horrors single-handed, so Dexter helped out with a few charges from his Wand of the Heavens. On the roof Dexter used a potion of mirrored eyes (Grott's class restrictions meant he couldn't do that) and tried to melee. The lesser basilisk went down easily enough, but the first greater one hit him hard and forced him to run round - that was potentially dangerous due to the small area and need to keep close to the basilisk to avoid it switching attack to Grott, but was done successfully. After resting to heal up, the other 2 greater basilisks were killed with a single additional potion thanks to successful stunning blows on both. With levels coming on nicely it seemed appropriate to move on to the Nashkel Mine. Grott's capabilities against battle horrors might be questionable, but kobolds were no problem at all and the way to Mulahey's cave was soon clear. Dexter successfully tried a stealth stunning attack there and, although Mulahey recovered in time to call for help, he died before he could cast anything. Outside the mine Dexter resorted to a first use of the Greenstone Amulet in order to lead an attack on the amazons. He managed to draw most of the attempted spells onto himself and had enough HPs to conclude the contest safely. In Nashkel Nimbul saved against a stunning blow, but his attempted cast failed and he ran out of HPs before he could respond to the attack. Tranzig managed a solitary acid arrow before being cut down to open the way to the Bandit Camp. The outside of that was soon pacified with Dexter giving Taurgosz a blast from his wand to tilt a melee contest in Grott's favor. Inside the tent Venkt's attempted spells all failed thanks to Grot's assault, while Dexter tidied up the archers. Grott had replaced the Boots of Grounding with Nimbul's in order to counter the bandit arrows, but didn't bother switching them back before opening the chest - and sneered at the electrical discharge that would have killed Dexter. In the Cloakwood the most worrying moment of the session occurred when Dexter mis-clicked while trying to attack an advancing ettercap and managed to move forward instead and get stuck in a web. Fortunately Grott saved against the web and was close enough to be able to intercept 2 attacking ettercaps - giving Dexter time to escape from the web and retreat. Meanwhile Grott had got stuck himself, but a wand blast each and a couple of throwing daggers eliminated the ettercaps before they could do much damage. At the mine Grott's arrows killed one mage while Dexter's wand dealt with the other. Drasus and Genthore were pulled back to the edge of the map to ensure retreat was possible, but they won a melee fight without further need for the wand in any case. After doing the minimal fighting needed to get down to Davaeorn Grott tried to pull back one battle horror, but got a bonus with the other following as well. Dexter resorted to his wand once more there, but Grott had taken a fair amount of damage in the meantime. As a result Dexter led the assault on Davaeorn with a potion of magic blocking preventing some trap damage along with a lightning bolt and fireball. With those out of the way Grott joined in and his arrows ensured that Davaeorn failed to complete another spell. The duo completed nearly all their intended work in Baldur's Gate without much trouble (just Balduran's Cloak left to pick up). Grott did face death when multi-player lag immobilised him while Larze was attacking - Dexter saving him by taking control of his character for a few seconds to move him away before shooting down the ogre. Upstairs from that fight Marek did surprisingly well to cast not just a chaos spell, but also lightning bolt while under assault from Grott - it was less surprising that a lightning bolt used in close quarters killed its caster (a bit annoying as that means no XP award). One other nice fight in the City was with Drelik, whose high magic resistance proved useless against the non-magical stunning attack of a monk. There was though an annoying glitch when the dexterity tome disappeared somewhere between our inventories, but that's not too crucial.
Before we forgot, the last portion of the session saw the pantaloons safely bagged and an expedition to the lakes in search of better melee weapons. Dexter used potion buffs there to enhance both his melee and ranged attacks - allowing him to hit Drizzt with something like a 16. With strength of 24 ramping up the damage that meant it wasn't long before reputation took a nose-dive- but a few donations at a temple and a quick round of quests pushed that back up to maximum before we saved the game.
I noticed @Enuhal posting recently that no shaman has made it into the Hall of Fame yet. That reminded me that it was quite a few months since I had a go at the shaman in my long-life challenge. Since my last attempt I've played a fair amount with the shaman in LoB as well as getting more familiar with at least the early stages of SoD, so the chances of making progress should be somewhat better in theory. However, I've already died three times in quick succession to stupid mistakes, reflecting the gap that often yawns for me between theory and practice .
I rerolled the starting character, taking proficiencies of sling (to take advantage of half-orc strength) and sword & shield (to reduce the chance of dying in archer ambushes).
Low level spirit summons don't do much damage, so I mainly used a sling to do damage early on. The first couple of levels came from Shoal and another from charming the sirines in the Beregost temple with Algernon's cloak. After going to get Dushai's ring level 5 came from recovering a letter for Mirianne.
The basilisks provided the XP needed for level 6, giving an upgrade to the spirits. A first pair of battle horrors at Durlag's Tower were run around inside Writhing Fogs to get level 7, before another battle horror made itself a target for call lightning on the wall. Plenty more ghasts inside the Tower suffered from Fogs and slings, but I had no protection available to take on the basilisks on the roof. There was more quick XP at the Lighthouse though where sirines took me to level 8 - allowing some nymphs to be produced to help tackle the golems.
Deciding it was time to tackle Mulahey I went through the mine using a sling. Mulahey himself was annoyed by a Writhing Fog and immediately confused by nymphs - he didn't recover. Shaman 8, 64 HPs, 171 kills
Last entry I foolishly took on Durlag's Tower which is now MUCH tougher than prevbious installations. We were wiped out without a chance to do anything when the ghost cast cloudkill, something that he has never cast before in my experience. In the past he teleported away and you could use summons to wear him down. Not so this time. Clearly future games will have to leave Durlag's until later, something that was always intended when ToSC first came out.
ADDENDUM
After the death of Æthelioba, I did a temprary resurrection of him to investigate Durlag's Tower and discovered that a raid on the Tower is indeed worthwhile. It is just that certain enemies need to be avoided in this set-up.
We die and learn.
Something that I have learnt is that getting high rolls for paladins is now much harder as the charisma isn't boosted to 17 in this installaion, as a result my last paladin only had 8 intelligence. At least I have several paladins rolled from before this installation, one of whom I am going to play now. The extra intelligence point could well be vital. Sadly due to the death of my computer, I lost my paladin who had a 104 roll. Even with my old set-up that was a once in a lifetime roll!
Diary of Æthelioba
The first two incarnations of her were killed by Mendas. The third one survived and duly got the katana +1 that he was carrying. It was the only item of use that the assassins had as I was unable to use most of their equipment. It was as well that Carbos didn't land a blow as he had poisoned his weapon! When I returned to Gorion I found two bags, one for general use and one for scrolls. (Yes I put them there when I was setting up my installation. As well as the changes that are mentioned in my Weidu log above, I gave all three assassins better equipment, (Assassin's armour, +1 short sword and daggers)) If I ever do a thief's run, he will be very well equipped coming out of Candlekeep!
Diary of Æthelioba Continued
I have now got to the FAI where I killed Tarnesh and eased my tensions inthe arms of Quentin. However it was a little difficult getting in the mood with all those others looking on, even if one of them was petrified.
Outside the Nashkel mine was, well, outside and some nymphs made a nasty mess of the amazons using call lightning. I wasn't trying for it, but my own call lightning spell rather neatly finished things off by killing Lamalha as well (2 bolts being produced at level 8). In Nashkel, Nimbul found nymphs come equipped with deadly hands. The same could have been done to Tranzig, but he was another to go hostile just as a series of confusions were about to be cast.
At the Bandit Camp a group of nymphs had been whittled down to 1 by the time they got to Taurgosz, but that was enough to finish him off with call lightning. After dealing with the rest of the bandits I rested before going inside Tazok's tent to draw out enemies piecemeal for disposal by more nymphs. At the Cloakwood Mine call lightning immediately halved the odds. Even multiple entangles failed to hold Drasus in place, but he died shortly anyway of more lightning damage while Rezdan was confused by the nymphs. Inside the mine more confusions caused havoc among Hareishan's forces and I was able to mop them up pretty easily. Most of the guards downstairs were tempted up into another nymph trap. After resting I went down to find Davaeorn and a battle horror there was covered by insects to get me my final BG1 level. The second battle horror was also in the process of being nibbled to death, but a first use of a spirit fire hastened it on the way. I was out of higher level spells after that, but there was no need to rest for Davaeorn as he was unable to determine why there was a sudden nip in the air. After a bit of looting I tried to rest and picked up a second Bhaal horror ability in the process. With no more need to keep reputation down I didn't dodge the slave after I flooded the mine and left. A round of reputation quests then mainly went well, though I didn't notice until getting to the FAI that Samuel's body had been bumped out of my inventory by Hafiz giving me a scroll. Despite that loss reputation was soon up to 20 and I moved on to Baldur's Gate.
An early target in the city was Jardak to get the Helm of Glory - his magic resistance proved insufficient to protect him from nymphs. That bumped charisma up to 18 - still leading to poor prices by my standards, but the best that I can do until SoD. I cashed in all the 110k or so gold earned to date to upgrade equipment. Seeking a bit more funding I cleared the ankheg nest. I haven't used spirit summons much so far this run, but they proved able to deal with the ankhegs after nymphs led them into the right positions. For the Red Wizards though it was back to just nymphs. Shaman 9, 74 HPs, 277 kills
Comments
Caesar, dwarf berserker {6} (update 4)
Previous updates
https://forums.beamdog.com/discussion/comment/910291/#Comment_910291
https://forums.beamdog.com/discussion/comment/910334/#Comment_910334
In the SoD prologue dungeon Caesar fought his way through to Porios without trouble and convinced him to surrender. Downstairs, he didn't resort to a PfU scroll, but just targeted the troublesome undead (like Shadowed Souls and wraiths) first before beating up others - retreating a couple of times to buy some healing from the Flaming Fist. For the final group of mercenaries he sent in a couple of exploding arrows which wreaked havoc and the survivors didn't last long against Caesar and the Flaming Fist. Caesar just used DUHM and rage ahead of attacking Korlasz and was able to beat her up enough to surrender while there were still several rounds left on his buffs.
Back in Baldur's Gate various potential NPCs were slaughtered to raise some funds before heading off with the army. Enough money had been raised for Caesar to buy what he wanted from Belegarm, so he didn't bother doing any quests in the opening area - though he did help a vampire in the Coast Way Forest in order to get a regeneration ioun stone - Isabella dying there before she could take advantage of a successful hold undead on Tsolak.
On the way back to the Coast Way Crossing Caesar overcame some trolls in order to acquire a sling upgrade - though that won't get a great deal of use anyway. On arrival he rested and then went straight to the bridge. DUHM and rage allowed him to make one kill before Caelar halted proceedings and he then attacked again after the parley and killed the remaining crusaders (though I think one of them got away before Caesar started attacking).
Moving on to Troll Claw Woods Caesar came across a group of trolls and quickly worked through them using his sling to finish them off. With the earlier trolls in the ambush area cave he had either been using Necklace fireballs for that or sunstone bullets and the latter were still equipped. Thinking about it I realised there was no need to use those any more as the Firefly sling does fire damage with just normal bullets equipped. Hence I went into inventory to swap the bullets round - but the last troll was still alive at that point. I immediately came back out of inventory, thinking I had breached my conditions and started drafting this note as a final update. However, after considering it further I decided I was perhaps OK to continue on the grounds that the troll was unconscious at the time and therefore shouldn't count as active under my rules. That's a marginal decision though as my standard test for an active enemy would be whether you can save the game (and trying that out with an unconscious troll in the nearby cave, you can't). I might therefore change my mind on that, though I still suspect the decision will probably be rendered moot by something else ending the game fairly soon anyway.
Anyway, for now Caesar finished off the trolls in the cave, picking up his final SoD level in the process.
Berserker L10, 129 HPs (incl. 5 from Helm), 484 kills
Caesar, dwarf berserker {6} (5th and final update)
Previous updates
https://forums.beamdog.com/discussion/comment/910291/#Comment_910291
https://forums.beamdog.com/discussion/comment/910334/#Comment_910334
https://forums.beamdog.com/discussion/comment/910365/#Comment_910365
Moving on to the Forest of Wyrms, Caesar quickly scooted through a cave without investigating what might be sleeping further inside. After beating up one lot of bugbears he tried some more of them, but had to run away hastily after taking too much damage - though checking on the text he saw he'd killed Snorgash before withdrawing. Coming back again he disposed of the remaining bugbears without difficulty and moved on into the old temple.
After beating up various cultists to prevent them helping Ziatar, Caesar tried to rest only to be interrupted by mutated crawlers. Without any source of free action available (ring and potions were all stuck in inventory), he hurriedly took a potion of invisibility before resting and going to confront a half-dragon. As usual, Ziatar managed to go into sanctuary before being killed (I think that must be scripted as he seems to do that successfully every time). Caesar was wearing the Necklace of Fireballs, but rather than make use of that he just waited for Ziatar to attack. That resulted in him taking a fair amount of poison damage, but he still triumphed.
After opening a couple of cages Caesar tried resting prior to taking on the Neothelid. He was interrupted by some worgs, but beat them up and tried again. He was interrupted by some bugbears, but beat them up and tried again. He was interrupted by some crawlers and quickly ran away to try again. He was interrupted by more crawlers and running from those got cornered by the earlier ones arriving as well. He tried and failed for a second or two to push the door out of the way before taking an invisibility potion- but then old habits resurfaced following all the excitement and he looked in his inventory to see what could help . This time I'm afraid there's definitely no excuse for that breach of my rules, so that's the end of the run. I wasn't sure whether the save against the crawlers was a save vs spell, but testing it at the end it appeared to be an unmodified save vs death - and Caesar had a save of -1 against that, so was actually in no danger from them anyway (even without activating the Horn of Kazgaroth in his quickslot which gives a bonus of 2 to saves for 3 rounds).
*shudder*
Have you changed the hotkeys to prevent yourself from accidentally pausing or opening the inventory? Pressing "Y" should hide the icons on the left side of the screen, and "I" and the spacebar can be re-mapped.
There were a couple of times at the start of sessions where I caught myself getting ready to pause, but generally I found in this run (as with the previous attempts done some months ago) that this was a lot easier than I originally expected. It did still though require constant concentration to avoid slipping into old habits and that was a bit wearing - and ultimately I failed in that. I wouldn't fancy playing like that too often, but getting through to SoD was a good effort by my standards - so I don't feel any pressure to try again to do better for the moment anyway .
Previous run:
After feeling I'd made good progress with the no-pause run I thought I'd have another go at this long-running challenge where Biff is allowed to use any tactics he likes - but must never kill anything except through his own (not summons) melee attacks. I've been getting better at that in the last few attempts, but have only once I think got through BG1. On that occasion I failed immediately in Jon's dungeon by absent-mindedly killing a mephit with a magic missile (if Biff makes it past Sarevok this time, he will move on to SoD instead though). I think I've used various installations with this character, but typically I've played unmodded. This run is being done with SCS (also Ascension, but I can't imagine that will be relevant), which will make things a bit more difficult.
Biff survived the encounters in Candlekeep. Carbos was blinded (and unlike a player character he won't take the opportunity that provides to hide in shadows), but not killed with the first attack. That resulted in the slight risk of attacking him while he was running around (he has a fast weapon speed, so is capable of retaliating in advance), but that was done successfully.
After watching Gorion be taken down Biff annoyed Imoen with a LMD (I don't allow recruitment of NPCs, so she needs to be discouraged from joining somehow in order to get her equipment) before trapping her at the edge of the map. I was ready to swap LMDs with Xzar, but he was killed with an initial attack anyway, while Montaron was blinded at the 5th attempt and clubbed down. It was the wrong time of the day to travel south (risk of a skeleton archer ambush) and an attempted rest was interrupted - so Biff went east instead. He blinded the belt ogre and spent a while wearing it down a bit with a non-proficient sling. A couple of LMDs then got it ready for the final attack.
After resting until daytime (to avoid the risk of a bandit ambush), Biff moved on to the FAI to pick up the Ring of Wizardry. He then returned south to blind and kill some gnolls at High Hedge (as they have slow weapon speeds they're easy meat) on the way to the coast. Shoal runs around when blinded, so she was worn down with a sling before being blinded in a safe area and finished off.
Those levels gave Biff the ability to identify items himself and he was soon putting that to good use on Algernon's Cloak. Looking to complete his initial preparations he then went north again where he killed some fishermen for Tenya. He also took advantage of the slow attack ankhegs make after first surfacing to blind the one near Tenya - getting to level 4 there.
Dushai was charmed and pulled away from the village for disposal before Biff headed back towards Beregost. With his reputation now at its lowest point he was happy to boost that by:
- sneaking in to the ankheg nest using his new invisibility power and robbing them.
- giving Joia back her ring.
- finding a book for Firebead.
While in Beregost he also used blindness and invisibility to ensure that Neera wouldn't talk prior to handing over her gem bag.
And yes, it feels great to be able to pause again .
Sorcerer L4, 21 HPs, 29 kills
My Weidu log that I don't intend changing unless there is a major problem is below.
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24200
~SETUP-BWS.TP2~ #0 #0 // Expert Mod In Selection: Drake
~SETUP-BWS.TP2~ #0 #1 // 20161130 - Updated by agb1 (installation started 09/10/2017)
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213 BWP Fix
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #1 // The Drizzt Saga for BGEE/Tutu/BGT -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15
~SETUP-TGC1E.TP2~ #0 #0 // The Grey Clan Episode One: In Candlelight, BGT-WeiDU/EET/BG:EE edition v1.9 -> Normal edition: v1.9 BWP Fix
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v14
~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.0
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119 BWP Fix
~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur: v1 BWP fix
~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v22.8
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v22.8
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v22.8
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v10
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 10
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 13
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): 13
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): 13
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu: 2.0 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter?: 2.0 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?: 2.0 BWP Fix
~WHITE/WHITE.TP2~ #0 #0 // White NPC for BG:EE, BGT and TuTu: v1.4 BWP Fix
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~SIRENE/SETUP-SIRENE.TP2~ #0 #1 // Sirene NPC for Baldur's Gate: Siege of Dragonspear
~VERRSZA/VERRSZA.TP2~ #0 #0 // Verr'Sza - the rakshasa NPC for BG1EE
~VERRSZA/VERRSZA.TP2~ #0 #1 // Verr'Sza: Siege of Dragonspear
~VERRSZA/VERRSZA.TP2~ #0 #2 // Crossmod: talks between Verr'Sza and Sirene
~SIRENE/SETUP-SIRENE.TP2~ #0 #8 // Crossmod: Sirene-White - banters
~SIRENE/SETUP-SIRENE.TP2~ #0 #9 // Crossmod: Sirene-Verr'Sza - banters
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1
~SETUP-VYND.TP2~ #0 #0 // Vynd for BGTutu, BGT and BG:EE: 1 BWP Fix
~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #9 // Bartus' Seduction, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #41 // The Messenger 2: Rain or Snow or Gloom of Night, by Thimblerig and tibicina: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #42 // Camryn and Tamah, by tibicina: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #43 // Minor Disclosures, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #44 // Cloakwood Lovers, by tibicina: v2.3
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.1
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #0 // Kit Tomes for BG:EE, BGT and TuTu: v2.0 BWP Fix
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #4 // Panver's Merchandise -> Panver Sells No Tomes: v2.0 BWP Fix
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #5 // Tome Locations -> Merchandise & Quest Rewards-> Panver is in the Elfsong Tavern: v2.0 BWP Fix
~BG_TRAVEL/SETUP-BG_TRAVEL.TP2~ #0 #66 // New travel system between Baldur's Gate City areas -> Full version of component: v2.1
~JKLHEL/JKLHEL.TP2~ #0 #0 // Helarine for BGEE (alpha): 1.0 alpha BWP Fix
~MARGARITA/SETUP-MARGARITA.TP2~ #0 #0 // Margarita for Baldur's Gate: Enhanced Edition
~KITPACK.TP2~ #0 #2 // Update default Helm kit? (BG:EE)
~KITPACK.TP2~ #0 #4 // Update default Lathander kit? (BG:EE)
~KITPACK.TP2~ #0 #6 // Update default Talos kit? (BG:EE)
~BEARWALKER/SETUP-BEARWALKER.TP2~ #0 #0 // BEAR WALKER KIT for Enhanced Editions.
~WARSLINGSNIPERKIT/SETUP-WARSLINGSNIPERKIT.TP2~ #0 #0 // Warsling Sniper Kit for Fighters
~JKITS/SETUP-JKITS.TP2~ #0 #0 // Kenshei: v6
~JKITS/SETUP-JKITS.TP2~ #0 #1 // Undead Eliminator: v6
~JKITS/SETUP-JKITS.TP2~ #0 #2 // Amazon: v6
~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #0 // Add EE Items to Shops -> Move EE Items to Shops: v1.0
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8 BWP Fix
~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6 BWP Fix
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.91
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.91
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.91
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.91
~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.12
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #103 // Select an installation method below: -> choose components individually: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #200 // new and revised cleric kits: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #201 // Add Cleric of Lathander: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #202 // Add Cleric of Torm: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #208 // Add Cleric of Helm: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #210 // Add Cleric of Tempus: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #212 // Add Cleric of Leira: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #219 // Add Cleric of Loviatar: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #224 // Add Cleric of Talos: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #314 // Add Acolyte of Ilmater: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #315 // Add Acolyte of Deneir: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #316 // Add Acolyte of Sune: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #322 // Add Acolyte of Tempus: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #325 // Add Acolyte of Mystra: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #329 // Add Acolyte of Mask: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #330 // Add Acolyte of Shar: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #331 // Add Acolyte of Moander: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #332 // Add Acolyte of Beshaba: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #863 // Add Zealot of Talos: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #865 // Add Zealot of Ilmater: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #869 // Add Zealot of Mystra: 0.74n
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74n
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #420 // Add the Scout (thief kit) and revise the Swashbuckler: 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // Add the Meistersinger (bard kit): 3.6.5
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 3.6.5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1035 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> First Area Only: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2035 // Two-Handed Axes: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2370 // Alter Dual-class Restrictions -> Humans can no longer dual-class: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2510 // Level-Lock Spell Scrolls (Angel): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3008 // Allow HP Rolls Through Level 20 (Angel): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v3
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6034 // Smarter Mages -> Mages cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6044 // Smarter Priests -> Priests cast short-duration spells instantly at start of combat on difficulty settings of Hard or higher: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility
~WSR/SETUP-WSR.TP2~ #0 #200 // Wizard Slayer High Level Ability revision: v1.12
~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.12
~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.12
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.91
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.91
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.51 BWP Fix
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.51 BWP Fix
~KLATU/SETUP-KLATU.TP2~ #0 #1010 // The Manual of War: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2040 // Fix Wild Mage Items and Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2060 // Standardize Poison Immunity: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2070 // Free Action does not prevent Haste or Movement Rate Bonus: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2080 // Drop Equipment on Disintegration: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2090 // Drop Equipment on Petrification: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2100 // Drop Equipment on Imprisonment: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2110 // Treat all Innate Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2120 // Treat all Psionic Abilities as Non-Magical (Unaffected by Wild/Dead Magic and Silence): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2130 // Treat all Bardsong Effects as Non-Magical (Unaffected by Wild/Dead Magic): 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2140 // Allow Arcane Spellcasting in Armor: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #2160 // Remove Delay from Improved Haste Spells: 1.7
~KLATU/SETUP-KLATU.TP2~ #0 #3070 // Remove Chaos Shield icons from all items: 1.7
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.1
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5000 // Fix BG1NPC X#AJR1.ARE: ALPHA 16
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #5001 // Fix BG1NPC X#CH11.ARE: ALPHA 16
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #10000 // Rogue Rebalancing -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #14000 // Finch -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #15000 // Gavin -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #17000 // Isra: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #18000 // Valerie: 0.71
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #1 // Restore BG1 movies to BG:EE -> Add missing movies: v1.10
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v1.10
~RECOLOREDBUTTONS/SETUP-RECOLOREDBUTTONS.TP2~ #0 #0 // Recolored character's toolbar buttons (BG:EE) -> Bluish color scheme: v4.1
~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #2 // Shader script files for lighting control -> Moderately increased contrast, brightness and gamma (recommended): v2.4
~NPC_EE/NPC_EE.TP2~ #0 #102 // Choose a class for Imoen -> Make Imoen a multiclass mage/thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #223 // Choose a class for Coran -> Make Coran a bard: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #302 // Choose a class for Xzar -> Make Xzar a necromancer/cleric: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #583 // Choose a class for Viconia -> Make Viconia a cleric/thief: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #621 // Choose a class for Neera -> Make Neera a sorcerer: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.7
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.7
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
In addition to the weidu mods above, I gave the assassins in Candlekeep either Shadow armour or leather armour +2 and armed them with better knives or swords. None were better than +1 to avoid unbalancing the game, but they make in worthwhile to fight the assassins in Candlekeep. Mendas had a +1 short sword and when I played my first run-through with an Inquisitor, he one-shotted him.
I then had another run and he got killed so I think that I may have the balance right.
This is from an old roll, but with a new name and new portraits.
His name means "Ruler of an army".
Only one major battle so far. It is well that I saved against sleep. Tarnesh seems to have more effective spells now particularly against an inquisitor who could have effectively have dispelled the standard mirror image spell by using true sight. I will have to be careful now that I no longer know the mage's spell books.
I was really tense after all the assassination attempts, so a "massage" from Lina was just the ticket.
Previous posts:
BG1 end: https://forums.beamdog.com/discussion/comment/904835/#Comment_904835
SoD start: https://forums.beamdog.com/discussion/comment/904866/#Comment_904866
SoD end: https://forums.beamdog.com/discussion/comment/906579/#Comment_906579
BG2 start: https://forums.beamdog.com/discussion/comment/906698/#Comment_906698
BG2 end: https://forums.beamdog.com/discussion/comment/909375/#Comment_909375
ToB start: https://forums.beamdog.com/discussion/comment/909665/#Comment_909665
It's been a couple of days since my last update, and it will be a couple of days until the next one - I just don't have much time to play right now. Still, it was fun getting to fight some fire giants!
First, our party travelled to the temple area. I managed to get everyone in a good position, with the master wraith and his minions only focused on our summons:
Turns out our sunrays still can do some good work:
Anyway, the master wraith was breached and killed and I sent my summons in to deal with the skeleton group inside the temple next. Our deva landed a couple of iMoD +2 hits to great effect:
At this point, I made the mistake of not actually talking to Nyalee and instead travelling to Yaga Shura's Lair right away - why is this a mistake? We will find out later!
It turns out that fire giants really aren't very threatening for my party, because it's easy enough to kill an entire group during the summoning duration of a mordy sword. I entered the palace invisibly and got into a good position for the opening fight:
Other fire giants were dealt with in a similiar way - make them focus on mordy swords and stay at range. They could propably destroy our party in seconds in melee combat. Clearing this area was made somewhat more easy by having access to Crom Faeyr (to instantly kill fire trolls) and The Wave (to instantly kill fire elementals and fire salamanders), as both allow no save. Aikar got the opportunity to show his skills with an unenchanted halberd against a magic golem:
For the groups containing burning men and flaming skulls, I usually stayed out of range of their special attacks, with summons tanking most of the damage and my party coming in later for ranged assistence:
We eventually made our way upstairs. There, a combination of various summons held off Berenn and his gang while Arbogast cast nature's beauty. Everything except for the mordy swords and a deva eventually went down, and I used some HLAs to speed up the killing. Berenn, who used the physical mirror spell (which is what ended up hurting Mazzy), was killed by Aikar with The Wave:
The Wave was also employed against Imix (with Aikar protected from fire) - a simple one hit kill:
Now, the party obtained both hearts and returned to the temple. At this point, I didn't realize I hadn't talked to Nyalee yet. When I walked up to her, I soon learned that, if you have the hearts in your inventory already when first talking to her, you don't get any other option except for giving them to her right away and starting the fight - and my party was unbuffed, unprepared and almost out of spells, as I hadn't rested after my Marching Mountains adventure:
Luckily, I still had at least seven charm immunity granting items in my bag of holding and used four helmets of charm protection, the Equalizer for Aikar and Adjatha for Imoen to prevent the nymphs from destroying my party. Imoen cast haste and we ran away to return with some summons (though I didn't have anything high level left, so I had to go for skeleton warriors). After taking out the spider and the first nymph (the second one didn't join the fight), I started the long process of shooting down the shambling mounds. I had to resummon new fodder all the time, eventually resorting to my final skeletons, fire elementals and, eventually, spirit animals, but we took down our opponents without any trouble (to be fair, I still had summons from items, five aerial servants and two spirit animals left):
Now, we travelled to the siege camp and returned to the pocket plane to rest. We went for a full array of buffs and added true sight (or so I thought) plus summons (elemental prince, planetar and mordy swords - only the best of the best) while fighting the first couple of soldiers. After we had our small army together, we sought out Yaga Shura to make him run away and waited for him to come back at the bridge - and come back he did:
I wasn't really scared of the fire giant himself, but his lieutenants could've been trouble. My first move was to have Mazzy and Aikar use smite to control the battlefield and take most foes out of combat (with improved haste, that's a total of 18 apr using smite). That worked great for all the fighters and the cleric, but both the mage and the thief managed to go invisble. At this point, I realized that I had, in fact, forgotten to buff with true sight. Now, all of my opponents except for the mage and thief were neutralized at this point (Yaga Shura himself was stunned thanks to smite, everyone else was either stunned or occupied with summons), but Imoen's aura wasn't clear, and everyone else isn't fast enough at casting true sight to prevent a backstab from happening - Mazzy was the chosen target. At this point, I would've excepted our foes to do somewhat better than 92 damage - I've fought thieves in SoD who managed to do much, much more!
Mazzy had enough hp to survive this one hit at this point, and Aikar managed to smite the lieutenant thief right away after that. I still expected the mage do do something, but with true sight not active yet, I had no choice but to attack Yaga Shura. It turns out that he goes down REALLY fast when faced with a couple of fighter HLAs, even on LoB, so while I eventually did get to use true sight, at this point there was no need to change targets:
A relatively clean fight, considering I had missed a crucial buff at the beginning.
That's it for now- two down, three to go!
Enuhal
Previous updates:
In Beregost Biff charmed Silke and set her up with a fight against some spiders. The intention was to be able to attack Silke just before she died of poison, but a spider did maximum damage to her with its attack, meaning a single tick of poison killed her before Biff could get an attack in. He still inherited her staff though and soon put that to good use to kill the sirines at the temple. He hit with all his attempted killing blows there (no surprise as attacking from invisible, with strength 18, a +1 staff and a target without a melee weapon equipped gives +10 to hit), getting up to level 5 with the final victim.
Biff's new web ability was first put to use against Karlat. Even blinded he can be a pain to finish off when running round the inn, but he's not so tough when stuck in a web .
Despite Melicamp's death, reputation boosts from Mr Colquetle, Ardrouine and Brage ensured that Biff would learn CLW on arrival in Nashkel.
Further explorations in the south all went well - web and free action making most encounters simple. Biff picked up the charisma tome there, but not a huge amount of XP. There was a decent amount on offer for dealing with the Doomsayer though and that took Biff to level 6.
The remaining reputation tasks in wilderness areas were completed successfully, though there was a narrow escape with Arabelle when Biff didn't bring sleep along and blindness only just proved sufficient to save the cow (it would probably have been a lot easier if he had used his new slow ability prior to engaging). That pushed reputation up to 19, so Biff decided to do the Nashkel Mine next. After going through there invisibly (the kobold shaman not attempting a detect invisibility), Mulahey was webbed and taken down to near death before escaping - but by that time he was running scared and a further web spelled his doom.
After picking up his final reputation point, Nimbul was another opponent to get that sticky feeling and he was kind enough to leave a scroll behind allowing Biff to summon a friendly cat.
Friends and maximum reputation allowed Biff to acquire a Robe of the Archmagi at minimum cost before he ventured to Firewine to pay a visit to Meilum. I'll have to be careful to remember Biff's now wearing those bracers as that increases the chances of accidentally killing someone with a sling.
Biff was on his way to Ulgoth's Beard to upgrade his staff when he came across the Amazons. He was invisible, but he had no ability to produce summons at the time and was low on all his own spells. That meant it was very unlikely he'd be able to safely win a fight, so he just left them alone.
He's now ready to move on to Durlag's Tower.
Sorcerer L6, 39 HPs (incl. 6 from familiar), 105 kills
Diary of Wealdhere
From the FAI I headed northwards where I killed Hobgoblins and the undead spouse of a widow who wanted him dead.I then agreed to help Sonner, but Tenya convinced me to help her instead. She could have killed me when I was affected by rigid thinking, but instead chose to enlist my help.
All the spoilers below are merely images that have been hidden so that you can choose whether to look at them or not.
Upon returning to Sonner, I got a bit too close to the bridge and somebody who I suspect wanted me dead approached me. I evaded him and went to meet Sonner whom I killed.
Heading south of Beregost, I killed two ogrillon and 4 Flaming Fist Mercenaries. As a result I have a surfeit of plate armour.
In Nashkel I found some ankheg armour as well and I have just visited the nearby mine workings where the Amnian soldiers helped me to kill the dwarven assassin Zargos Flintblade. He was weilding a +1 axe, so if I ever have an axe-weilding member of my party, it should come in handy.
I am living in the hope of shortly becoming a leval 3 Inquisitor.
Continued
I killed the ogre with a belt fetish and only needed 24 exp poits tom reach level 3. This I did by killing the bandit caravan leader who hurt me badly.I then went ankheg hunting killing 20 of them to clear the fields to the north of the FAI. Heading back south, I was ambushed by 12 bandits and killed them all. Now a level 5 Inquisitor.
Previous updates:
https://forums.beamdog.com/discussion/comment/910496/#Comment_910496
At Durlag's Tower the battle horrors had no answer to slow, web and blindness - and they took Biff to level 7. Inside, the ghasts were webbed to death, while on the roof the basilisks were webbed, blinded and then disposed of - quickly moving Biff on to level 8. He also picked up the tome there as well as sticking Riggilo in some stacked webs - he never broke free, though if he had done so his backstabs would have bounced off Biff's new stoneskin anyway.
In search of the final wilderness tome, Biff went to the Lighthouse area. The first group of sirines were slowed and webbed and 2 of those were finished off. The final one disappeared for a while though and as Biff tried to land the killing blow his MSD ended - as an elf he would be unlikely to be affected by charm anyway, but his staff ensured he didn't have to rely on that. Sil and her friends never managed to break free of the webs at all before Biff tested out his stoneskins on the golems.
In Beregost Tranzig has good saving throws - but against half a dozen webs, not quite good enough .
Biff was on his way to find a lift to the Bandit Camp when he came across Molkar's crew. This time fighting seemed a perfectly reasonable option and things indeed went very smoothly with webs doing most of the damage while Molkar was blinded to take him out of the contest.
Finally arriving at the Camp, Biff went invisible when Tazok attacked and went to find Taurgosz. He was charmed and challenged Tazok, but the big man had soon had enough - talking to Biff despite him being invisible. After Taurgosz was eaten by a wild dog, Biff went in to Tazok's tent. I was tempted to fight there and think Biff would have had a good chance - but in the end I wimped out and just used a potion of invisibility to escape after looting the chest.
Before going to the Cloakwood I decided it was about time to get the wand of monster summoning from the Valley of the Tombs. While there Biff blinded, slowed and crushed the Revenant. He also used the Destroyer of the Hills girdle to good effect while fighting Narcillicus' jellies. The mage himself was webbed and Biff switched for the first time to dual wielding to get through his stoneskins quicker.
As one girdle had been helpful it seemed only reasonable to go after another, so Biff took a detour to the basilisk area. Korax was recruited to get rid of the southern basilisks quickly - paying close attention to ensure Korax didn't land any lethal blows. That gave Biff his last BG1 level. Slightly to my surprise Korax successfully sorted out the northern basilisks as well - neatly parcelling up Mutamin together with his pets for Biff to get the glory. As always Biff showed the depth of his gratitude to his new comrade.
I resisted the temptation to risk taking on all Kirian's party at once and just charmed her companions first before webbing her.
Biff will be cracking on with the main quest next.
Sorcerer L9, 57 HPs (incl. 6 from familiar), 186 kills
After Sarevoks death, I woke up in a dungeon. My victory in Baldurs gate was lucky, and I knew I had to do better in Amn.. I quickly gathered some gear and set out to escape the dungeon.
I picked up Arlas Dragonbane +3 in the sewer golems room. I decided to wipe out the two lesser golems - unbuffed. It was in clear violation of my gameplan, and near fatal.
A painfull reminder of the need for poise and preperation in and before battle. I cant just rely on luck and better no-reloaders playbook if I expect to prevail.
The initial scare made me more carefull. And the dungeon was dealt with. The loot wasnt bad either
Once out of the dungeon I enhanced my reputation and my charisma
Bought the reflection shield - and went out for a armor upgrade.
Officer Dirth (an evil slaver - so I am really RPing here...), just fired arrows at me . I fired bullets at him to hasten his demise. Full plate and packing steel...
I then buffed and triggered the two first ambushes. The loot is great, but you have to watch out for the archers and the mages. The mages where taken out in one round both times, so there was never any doubt of the outcome.
I then freed Hendak and did some minor quests. Next up the slavers. I took on Captain Haegan by luring into a skeleton warrior ambush in the cellar. Everything but the two trolls where dealt with.
I then went to Nalias keep. Time for the flail of ages. I picked up the keep key and the second head by using sanctuary - worked like a charm. Then started to clean out the trolls one by one
I still needed to do the Yuanti mage. Rather than risking my neck, I to a trip to trademeet to pick up the Shield of harmony. I avoided most battles in the grove (Kyland and Dalok both). I just went for Adratha. I had the nerve to buy some potions, but seeing through her, I turned and attacked her
I let Cernd finish Faldorn for me
cashed in my rewards, and went back with the SoH, CoD and the BoIB (belt of in...).
The keep was cleared
I now have a stronghold hold - oh happy day.
Back in the big city I finished the slavers quest, bought the SoB and I am about to start chapter 3. I need the AoP and would like a new ring.
I am planning on taking on the vampires untill I have the MoD. I have the illithium for the IMoD, which will open new doors for me... Bought the SoB and with the AoP, SoH and the iMoD I could venture into new land - hopefully...
Previous updates:
https://forums.beamdog.com/discussion/comment/910496/#Comment_910496
https://forums.beamdog.com/discussion/comment/910578/#Comment_910578
Biff nipped invisibly through the Cloakwood to the mine. It took a while, but he eventually managed to charm all Drasus' companions and lead them away. Drasus was stuck in webs and Biff used haste to give himself 3 attacks a round to quickly kill him (free action prevents a haste effect, but doesn't cancel an existing one).
With invisibility allowing rests as required there was no need for Biff to kill most of the guards in the mine as he made his way downstairs. He charmed the guard there and used it to pull a battle horror back, but the guard got stuck in a web and the battle horror didn't - resulting in a dead guard. He replaced the guard by resting and charming one of the ambushers and eventually managed to draw the battle horrors back to be killed.
It would have been easy then to get the guard to kill Davaeorn, but that wasn't allowed under my rules. Instead, Biff embarked on a lengthy programme of pulling away the standard guards, webbing and killing the Black Talons with the odd bit of charming mixed in. He'd killed a fair number of them like that when disaster struck. I'd killed several Black Talons already with a combination of 2 sling shots and a magic missile before coming in for the final blow. Trying that once more I didn't look at how much damage the magic missile had done or check exactly how many HPs a Black Talon had left (using ctrl+m) and thought that another sling shot would be safe against one shown as already badly wounded after one sling shot and a magic missile. However, (checking afterwards on the text) this time the magic missile had done unusually high damage and a maximum damage shot exactly killed it.
Diary of Wealdhere
I was encouraged at the temple to hunt down Bassilus which I did. Once more I was surprised by the spells he used. Nevertheless he died, though I was badly injured by the Flame Strike that he cast.src="https://forums.beamdog.com/uploads/editor/0d/g98lvigj8dpm.jpg" alt="" />
I rested before taking on Silke which proved to be a good idea.
I then helped the architect by killing the hostile workers. I also killed Gallor who wanted Charleston dead. Heading south, I helped a dryad, and helped in the resurrection of a cat.
I then proceeded to the gnoll stronghold, but didn't venture very far, though I did kill Gnarl and Hairtooth.
I then took on Greywolf with the help of the Amnish guard. At the carnival Aerie begged me to save Bentha which proved to be quite easy.
Skull (Half-elf Totemic Druid, Grond0); Ern (Human Bard, Gate70)
Previous updates
https://forums.beamdog.com/discussion/comment/904615/#Comment_904615
https://forums.beamdog.com/discussion/comment/904876/#Comment_904876
https://forums.beamdog.com/discussion/comment/907689/#Comment_907689
https://forums.beamdog.com/discussion/comment/909672/#Comment_909672
This pair started the session well enough by defeating a Dark Wraith. However, it was perhaps a bad sign when Skull asked for some magic bullets to be made from the remains there - given that he didn't have sling proficiency .
After setting up the forces in Bridgefort to attack, Skull and Ern joined the assault by the Flaming Fist. Things started well enough there with several nymphs joining in to blunt the attackers coming out of the gate. However, when that attack was finished off Skull should have produced a fresh lot of summons before going inside. He didn't though and Ern followed him in - and was immediately targeted and held by Oloneiros. Skull tried to help by belatedly producing a couple of summons and then attempting to lead various enemies away before they could finish off Ern. However, he was badly wounded in the process and couldn't save the bard anyway. That didn't seem too serious though and the intention was to lead the enemies further away before going invisible and returning - but it appeared that Oloneiros had sent a wand blast some time earlier that caught up with him outside the fort ...
Special bonus report for attempt 141
Rolling up new random classes got me a mage/thief and Gate70 a bard. They duly got a level from Shoal, but the bard was then badly hurt by a lag hit from a worg while leaving the area. Arriving at High Hedge, Gate70 declined an invitation to have a rest - after all gnolls would have no chance of catching him anyway to eliminate his last 2 HPs. While that's no doubt true, running away from gnolls needs care to avoid the possibility of activating nearby skeletons and it seems that our care supplies were running a bit short today ...
Dexter (Human Monk, Grond0); Grott (Dwarf Wizard Slayer, Gate70)
Dusting off the spreadsheet used to generate classes (after the whole 10 minute break for MP 141) got us a rather more martial pairing this time. They soon saw some level progression courtesy of Shoal, but it looked like Grott was going to suffer an early casualty when he was held by a carrion crawler while trying to switch weapons. Dexter tried to come to the rescue by activating his stunning blow and managed to stun the crawler twice before that expired. It was still touch and go, but Dexter eventually found a killing blow before Grott snuffed it.
Proceeding via Beregost and Nashkel the pair moved on to harvest the XP from the basilisk area - quickly picking up further levels there. Dexter tried stunning Mutamin, but failed to hit - but for some reason the mage seemed to be struggling to complete his spells as Grott rained arrows in and soon died.
Korax was recruited for the assault on Kirian's party, but he was a bit slower to attack than anticipated - which meant that everyone turned on Dexter as he stunned Baerin. That could have led to bad news when Peter managed a successful hold person, but by that stage Grott had dealt with Kirian and turned on Baerin, while Korax did an excellent job by paralysing Peter and Lindin.
Grott can't use most magical equipment, so was keen to find the best quality of those items he can use -
and that search took the duo to Greywolf. Dexter quickly ran from him and hid before unleashing a series of stunning blows - 3 successful stuns left Greywolf at near death and he perished before inflicting any damage. There was a different story at Firewine Bridge, however, when Dexter looked for a bracers upgrade. He failed to stun Meilum and the warrior showed his prowess with a sword as the duo were forced to resort to run and shoot tactics to finish him off.
A quick flit through the Cloud Peaks bagged a charisma tome and pushed reputation up to 20, despite the death of Melicamp. That prompted a journey north where Grott rampaged through the ankheg neston the way to Ulgoth's Beard for some shopping.
Another tome was the main target of a trip to the coast. Dexter used the potion of clarity to tank the sirines without any problem before going inside the cave. Grott shot up the golems there, with Dexter helping out a bit as an invisible blocker. Grott also showed off his heritage as a wizard slayer by using magic resistance to shrug off a charm trap there. He will claim the constitution tome next time in order to activate natural regeneration.
Dexter, Monk 6, 54 HPs, 62 kills
Grott, Wizard Slayer 6, 71 HPs, 77 kills, 0 deaths
Corthief XIV - elven thief (protagonist, controlled by Corey_Russell)
Berk - dwarven berserker (controlled by Grond0)
Stinkimo - dwarven defender (controlled by Gate70)
A good session today, no deaths, though a lot of near misses on that part.
We took out the undead at the Amazon map, as well as Narcillicus and his jellies. We also took out the sirens and the golems at the pirate cave.
The party attacked the bandit camp and did well. Corthief XIV has been doing a lot more backstabs to good effect. For Tazok's Tent, Corthief XIV used a potion of magic blocking and backstabbed Venkt and used a potion of fire breathing. But the others showed themselves too soon and foiled the backstab attempt. But we prevailed nevertheless.
We then worked on the Cloakwood. We made a pit stop to pick up the spider's bane, which went pretty well. We then skipped the rest and then prepared to face Drassus. We opened with 3 fireballs, and Corthief XIV added a backstab to finish off Genthore, the last survivor. Getting through the mines was no problem, we were pretty direct on our path to Daveorn. We used a classic Grond0/Gate70 trick of them hiding in a cell, with Corthief sneaking past the enemies to get to the 3rd level.
As for Daveorn, the it was a group effort, whittling down Davaeorn's mirrors. Once his mirrors were gone, then Corthief XIV went for a backstab which finished off Davaoern.
We then proceeded to Baldur's Gate, but a made a stop at the Ankheg Nest - the party cleared it successfully but was a bit battered as a result.
We were pretty focused on doing the poison quest right away for Marek's shortbow. We had to deal with Larze who was putting a beating on the dwarves, but Corthief XIV finished off Larze with a backstab. Marek was the next target. Despite poor skill, Corthief managed to lay a snare. The party grouped around Marek and attacked. He died fast, yet another Corthief XIV backstab finishing him off.
We were nearly out of time. But had just enough time to take out Razamith and his tower. We'll take on the Mountain Maulers next session.
SP-10,
I am the law,we knew the thief guild was behind some of our troubles when they tried to stop our escape from the first dungeon so I took the precaution of laying traps when we did that little guild house cleaning quest for them and it payed off.
Bodhi asked to take out the leadership and I'm happy to oblige her... they have backstabs so I spend most the battles invisible and J let her pet fire play but the boss blocked his door with a pet of his own and I had to help Neera gas them inside the room whilst the gang dealt with it.
party;
Sarah,
Jaheira, Dorn, Neera, Viconia and Hexxat
Previously in Amn
Things where going really well. I had paid off the shadow thieves, and had picked up the AoP.
I did the first two jobs for Aran L. Where Lassal and the thieves where killed easily.
I decided to get some more gear and XP before spellhold. A quick tour of WK would provide me with both. I had decided to loot first and parts of the second level - if the first ambush was managable. It was memphits, so I prevailed and looted..
The XP and the loot was plenty, and I cashed in on both. I only looted the tables and caches on the second level - leaving the scepters for later. I was already at 1.5 mill XP and my power was growing.
I then decided to get me some boots and bracers. The planar prison could provide me with both. I got the gem by using sanctuary and went on to meet the sigil troupe.
I buffed for the first encounter with free action, CC and death ward. I knew that death ward was a must, but I didnt know that CC was a must also. I know that now... the Yuanti mage threw a PW stun my way, but I shrugged it off. Having the right defences really works.
For the next big test I scouted ahead
I called forth 4 skeletons thinking they would deal with the opposition. It didnt, and I had a lot of hasted enemies at my hand all of a sudden.
I had to kite the hasted enemies until their haste had run out. Not my finest hour - and I thanked heaven above for my rod of ressurection...
I was planning to be more carefull when dealing with the warden. I summoned 2 skeletons and 2 aireal servants. Just to ease them up, before I rested. I had to flee from the battle because a chaos spell had turned one of the aireal servants against me. When the chaos finally ended I went back to see what had happend. The result was a surprise..
So after the lucky escape I started the unseeing eye questline. Things where going a bit too easy.... untill I decided to face some beholders without the SoB.
I dont know what I was thinking. This is how you do it
The XP where coming in big times, and so was the loot. Facing the unseeing eye has always been easy for me.
1) You point the device at him,
2) he brings up stoneskin,
3) you use the FoA and
4) within a round he is dead. Easy.
Well this time it was different. He got up an improved mantle. And the rest is history..
He actually stunned me and tore me apart. I had CC - in my prayer book, but not on me... alas.
I was so sick of that ending. Having just afsked in the lounge for afvige on that. It really was a tragedy, and I have to take a break from this game for a long time. No reloading is fun, but damn it sucks when you fail..
Dexter (Human Monk, Grond0); Grott (Dwarf Wizard Slayer, Gate70)
Previous updates:
The first action of the session was at Durlag's Tower. Grott wasn't really up to beating up the battle horrors single-handed, so Dexter helped out with a few charges from his Wand of the Heavens. On the roof Dexter used a potion of mirrored eyes (Grott's class restrictions meant he couldn't do that) and tried to melee. The lesser basilisk went down easily enough, but the first greater one hit him hard and forced him to run round - that was potentially dangerous due to the small area and need to keep close to the basilisk to avoid it switching attack to Grott, but was done successfully. After resting to heal up, the other 2 greater basilisks were killed with a single additional potion thanks to successful stunning blows on both.
With levels coming on nicely it seemed appropriate to move on to the Nashkel Mine. Grott's capabilities against battle horrors might be questionable, but kobolds were no problem at all and the way to Mulahey's cave was soon clear. Dexter successfully tried a stealth stunning attack there and, although Mulahey recovered in time to call for help, he died before he could cast anything.
Outside the mine Dexter resorted to a first use of the Greenstone Amulet in order to lead an attack on the amazons. He managed to draw most of the attempted spells onto himself and had enough HPs to conclude the contest safely.
In Nashkel Nimbul saved against a stunning blow, but his attempted cast failed and he ran out of HPs before he could respond to the attack.
Tranzig managed a solitary acid arrow before being cut down to open the way to the Bandit Camp. The outside of that was soon pacified with Dexter giving Taurgosz a blast from his wand to tilt a melee contest in Grott's favor. Inside the tent Venkt's attempted spells all failed thanks to Grot's assault, while Dexter tidied up the archers. Grott had replaced the Boots of Grounding with Nimbul's in order to counter the bandit arrows, but didn't bother switching them back before opening the chest - and sneered at the electrical discharge that would have killed Dexter.
In the Cloakwood the most worrying moment of the session occurred when Dexter mis-clicked while trying to attack an advancing ettercap and managed to move forward instead and get stuck in a web. Fortunately Grott saved against the web and was close enough to be able to intercept 2 attacking ettercaps - giving Dexter time to escape from the web and retreat. Meanwhile Grott had got stuck himself, but a wand blast each and a couple of throwing daggers eliminated the ettercaps before they could do much damage.
At the mine Grott's arrows killed one mage while Dexter's wand dealt with the other. Drasus and Genthore were pulled back to the edge of the map to ensure retreat was possible, but they won a melee fight without further need for the wand in any case.
After doing the minimal fighting needed to get down to Davaeorn Grott tried to pull back one battle horror, but got a bonus with the other following as well. Dexter resorted to his wand once more there, but Grott had taken a fair amount of damage in the meantime. As a result Dexter led the assault on Davaeorn with a potion of magic blocking preventing some trap damage along with a lightning bolt and fireball. With those out of the way Grott joined in and his arrows ensured that Davaeorn failed to complete another spell.
The duo completed nearly all their intended work in Baldur's Gate without much trouble (just Balduran's Cloak left to pick up). Grott did face death when multi-player lag immobilised him while Larze was attacking - Dexter saving him by taking control of his character for a few seconds to move him away before shooting down the ogre. Upstairs from that fight Marek did surprisingly well to cast not just a chaos spell, but also lightning bolt while under assault from Grott - it was less surprising that a lightning bolt used in close quarters killed its caster (a bit annoying as that means no XP award). One other nice fight in the City was with Drelik, whose high magic resistance proved useless against the non-magical stunning attack of a monk. There was though an annoying glitch when the dexterity tome disappeared somewhere between our inventories, but that's not too crucial.
Before we forgot, the last portion of the session saw the pantaloons safely bagged and an expedition to the lakes in search of better melee weapons. Dexter used potion buffs there to enhance both his melee and ranged attacks - allowing him to hit Drizzt with something like a 16. With strength of 24 ramping up the damage that meant it wasn't long before reputation took a nose-dive- but a few donations at a temple and a quick round of quests pushed that back up to maximum before we saved the game.
Dexter, Monk 8, 73 HPs, 160 kills
Grott, Wizard Slayer 8, 102 HPs (incl. 5 from Helm), 213 kills, 0 deaths
I noticed @Enuhal posting recently that no shaman has made it into the Hall of Fame yet. That reminded me that it was quite a few months since I had a go at the shaman in my long-life challenge. Since my last attempt I've played a fair amount with the shaman in LoB as well as getting more familiar with at least the early stages of SoD, so the chances of making progress should be somewhat better in theory. However, I've already died three times in quick succession to stupid mistakes, reflecting the gap that often yawns for me between theory and practice .
I rerolled the starting character, taking proficiencies of sling (to take advantage of half-orc strength) and sword & shield (to reduce the chance of dying in archer ambushes).
Low level spirit summons don't do much damage, so I mainly used a sling to do damage early on. The first couple of levels came from Shoal and another from charming the sirines in the Beregost temple with Algernon's cloak. After going to get Dushai's ring level 5 came from recovering a letter for Mirianne.
The basilisks provided the XP needed for level 6, giving an upgrade to the spirits. A first pair of battle horrors at Durlag's Tower were run around inside Writhing Fogs to get level 7, before another battle horror made itself a target for call lightning on the wall. Plenty more ghasts inside the Tower suffered from Fogs and slings, but I had no protection available to take on the basilisks on the roof. There was more quick XP at the Lighthouse though where sirines took me to level 8 - allowing some nymphs to be produced to help tackle the golems.
Deciding it was time to tackle Mulahey I went through the mine using a sling. Mulahey himself was annoyed by a Writhing Fog and immediately confused by nymphs - he didn't recover.
Shaman 8, 64 HPs, 171 kills
Diary of Wealdhere
Last entryI foolishly took on Durlag's Tower which is now MUCH tougher than prevbious installations. We were wiped out without a chance to do anything when the ghost cast cloudkill, something that he has never cast before in my experience. In the past he teleported away and you could use summons to wear him down. Not so this time. Clearly future games will have to leave Durlag's until later, something that was always intended when ToSC first came out.
ADDENDUM
After the death of Æthelioba, I did a temprary resurrection of him to investigate Durlag's Tower and discovered that a raid on the Tower is indeed worthwhile. It is just that certain enemies need to be avoided in this set-up.We die and learn.
Something that I have learnt is that getting high rolls for paladins is now much harder as the charisma isn't boosted to 17 in this installaion, as a result my last paladin only had 8 intelligence. At least I have several paladins rolled from before this installation, one of whom I am going to play now. The extra intelligence point could well be vital. Sadly due to the death of my computer, I lost my paladin who had a 104 roll. Even with my old set-up that was a once in a lifetime roll!
Diary of Æthelioba
The first two incarnations of her were killed by Mendas. The third one survived and duly got the katana +1 that he was carrying. It was the only item of use that the assassins had as I was unable to use most of their equipment. It was as well that Carbos didn't land a blow as he had poisoned his weapon! When I returned to Gorion I found two bags, one for general use and one for scrolls.(Yes I put them there when I was setting up my installation.
As well as the changes that are mentioned in my Weidu log above, I gave all three assassins better equipment, (Assassin's armour, +1 short sword and daggers))
If I ever do a thief's run, he will be very well equipped coming out of Candlekeep!
Diary of Æthelioba Continued
I have now got to the FAI where I killed Tarnesh and eased my tensions inthe arms of Quentin. However it was a little difficult getting in the mood with all those others looking on, even if one of them was petrified.Previous updates at:
Outside the Nashkel mine was, well, outside and some nymphs made a nasty mess of the amazons using call lightning. I wasn't trying for it, but my own call lightning spell rather neatly finished things off by killing Lamalha as well (2 bolts being produced at level 8).
In Nashkel, Nimbul found nymphs come equipped with deadly hands. The same could have been done to Tranzig, but he was another to go hostile just as a series of confusions were about to be cast.
At the Bandit Camp a group of nymphs had been whittled down to 1 by the time they got to Taurgosz, but that was enough to finish him off with call lightning. After dealing with the rest of the bandits I rested before going inside Tazok's tent to draw out enemies piecemeal for disposal by more nymphs.
At the Cloakwood Mine call lightning immediately halved the odds. Even multiple entangles failed to hold Drasus in place, but he died shortly anyway of more lightning damage while Rezdan was confused by the nymphs. Inside the mine more confusions caused havoc among Hareishan's forces and I was able to mop them up pretty easily. Most of the guards downstairs were tempted up into another nymph trap. After resting I went down to find Davaeorn and a battle horror there was covered by insects to get me my final BG1 level. The second battle horror was also in the process of being nibbled to death, but a first use of a spirit fire hastened it on the way. I was out of higher level spells after that, but there was no need to rest for Davaeorn as he was unable to determine why there was a sudden nip in the air.
After a bit of looting I tried to rest and picked up a second Bhaal horror ability in the process. With no more need to keep reputation down I didn't dodge the slave after I flooded the mine and left. A round of reputation quests then mainly went well, though I didn't notice until getting to the FAI that Samuel's body had been bumped out of my inventory by Hafiz giving me a scroll. Despite that loss reputation was soon up to 20 and I moved on to Baldur's Gate.
An early target in the city was Jardak to get the Helm of Glory - his magic resistance proved insufficient to protect him from nymphs. That bumped charisma up to 18 - still leading to poor prices by my standards, but the best that I can do until SoD. I cashed in all the 110k or so gold earned to date to upgrade equipment. Seeking a bit more funding I cleared the ankheg nest. I haven't used spirit summons much so far this run, but they proved able to deal with the ankhegs after nymphs led them into the right positions. For the Red Wizards though it was back to just nymphs.
Shaman 9, 74 HPs, 277 kills