I cast my final round of spells and activate the final pool. Moments later, Melissan appears, followed by the Five. They don't trigger the traps at first; they must not go hostile until after Melissan's dialogue ends.
When they do, they go hostile simultaneously. This means our traps are evenly divided and not wasted on any one enemy; all of the Five suffer.
Abazigal, Sendai, and Gromnir all die on the first round, leaving only Sarevok, Yaga-Shura, and Illasera. Of them, only Yaga-Shura is in good condition, having 99% resistance to magic damage and therefore nigh-invulnerability to Spike Traps.
Melissan arrives, but to my surprise, she opens with a divination spell instead of Time Stop. All the same, I use Frisky Bits' first round to cast PFMW.
Carl casts Spell Thrust and Asriel casts Spellstrike, allowing Mae to follow up with a Breach from the Wand of Spell Striking, wiping out all of Melissan's defenses within a single round. Meanwhile, our summons finish off the heavily-wounded Sarevok and Illasera.
Yaga-Shura is far harder to kill than his comrades, but he doesn't last much longer; there are too many swords on him at once now that our summons aren't distracted by Sarevok.
Despite having no visible Globe of Blades effect, Melissan has some sort of physical damage attack that requires no attack roll and appears to involve no spellcasting, yet does not fire often enough to be a backlash effect. Even Mae's 50% damage resistance (it used to be 100%, but Wish Hardiness has worn off by now) isn't enough to keep her safe.
Mae uses our second or third potion of the run to stay alive while our sorcerers and Onion-san attack with Energy Blades. Melissan heals herself, either in reaction to the damage or in reaction to Yaga-Shura's fall.
Notice that Chara is casting Implosion. With Spell Thrust and Spellstrike removing Melissan's Spell Trap effect, she is perfectly vulnerable to single-target spells. And it seems she has no immunity to the paralysis opcode, opcode 109, which Implosion applies with no saving throw and bypassing magic resistance. Melissan is helpless for 6 seconds, and everyone gets automatic hits on her. Notice our spirit animals attacking her because our celestials can't hit her with their +3 swords.
In my install, mage and priest HLAs are once-per-day innates, so it's not possible for me to cast more than one without a Wish-rest in between. We leave that job to Asriel; Frisky Bits needs to cast PFMW for safety's sake and we need Carl to use Pierce Shield to lower Melissan's MR.
Melissan recovers, but completely wastes her aura by Breaching Onion-san.
Unfortunately, not all of her attacks require expending her aura. Her Blade Barrier effect reappears and shreds all of the summons attacking her.
We land a Wish-rest and conjure more Energy Blades as well as freeing up an Implosion spell from Chara. Melissan uses Divine Cleansing, which I believe removes any penalties applied to her, possibly including changes to her MR.
Another Pierce Shield lowers her MR enough for us to land Greater Malison, but Mae's Wand of Paralyzation continues to fail. Implosion, however, offers no such saving throw.
The whole party gets 6 seconds of automatic hits, but we keep casting Wish; I want to make sure we have another Implosion spell when we need it. All the while, Melissan's HP rapidly goes down.
Onion-san lands the final blow.
Victory! We choose mortality; I always feel tired after these runs. Frisky Bits has worked hard enough as it is. That's one poverty no-reload tetralogy run of SCS and Ascension, complete.
I'd like to extend my thanks to @Grond0 and @Enuhal for providing so much critical advice in the early stages of the run. I don't think I would have survived BG1 or SoD without you guys.
Congrats @semiticgod - always amazed at your speed. I know once I did all of BG 2 in less than 3 days, but that was like playing 14 hours a day to do that. Not possible for me to do that anymore, unless I get a week's vacation, but only get 2 weeks year even so.
Very well done @semiticgod , congratulations on another impressive and unique success. I'm not sure how you stay motivated to play with such speed and dedication to the game, especially with something as restricting as a poverty run. The only time I ever was put into the position of playing with SCSII and no items, the result was me quitting my run in total frustration (and this was with reloads being allowed).
As requested, now that ToB is over, I'll provide the screenshots that I didn't post of the BG1 and SoD runs. I'll put the whole thing in spoilers because it covers two whole games and is very long.
Here's our party in Candlekeep:
I'm not sure how much detail I put into the previous posts, but you guys may remember me mentioning some of the events here. Naturally, Sleep and Command were critical parts of the early run, with spirit critters doing the actual damage.
Because of mod encounters, we had to go through Peldvale to reach the ankheg area so we wouldn't end up wrestling with the high-level hobgoblin spellcasters around the Friendly Arm Inn. The Peldvale wasn't perfectly safe, either, being populated with gangs of Skeleton Lords, but fortunately I had a habit of keeping my summons out in front at all times.
As always, a certain amount of luck dominated early BG1 gameplay, especially since we were taking an uncharted route thanks to those hobgoblins.
Area transitions exposed us to ambushes, but they also let us escape rest ambushes.
Command was guaranteed to knock out ankhegs, but didn't last long enough for us to kill them, and was also incompatible with Seeking Sword. Sleep lasted more than long enough to kill the ankhegs, but offered a saving throw. We had to combine both Command and Sleep with our one spirit critter to kill ankhegs. Frisky Bits' familiar also saw some action.
And here's the ankheg that sent me back to Candlekeep when we ran out of spells during a rest ambush.
Oh, and here's the other ankheg that sent me back to Candlekeep when I foolishly sent my familiar into battle against a fully conscious enemy.
Climbing back up to level 3 allowed us to use Charm Person or Mammal on Silke, though our traps ended up winning the fight when she turned hostile after being ordered to charm herself.
A level 3 Spirit Snake had the immunities to tackle basilisks, but we got into trouble when the basilisks killed a snake through brute melee force and then chased after the rest of the party even after we fled the area and came back while rested.
My plans to wipe out the basilisk area came to an end when Mutamin got involved and only a lucky saving throw kept Onion-san alive.
Summons and thrown traps got us through the Nashkel mines, including the mod-introduced duergar.
Mulahey himself failed several important saving throws in a row, making him a breeze.
We got to sorcerer level 4 and ran around under Invisibility until we triggered the Lamalha ambush, but a mis-timed area transition left half the party vulnerable for a moment until we made it to the edge of the screen. We were smarter for the next ambush, and arrived completely invisible.
Tazok was a monster and resisted all of our Blindness spells (apparently his save vs. spell was 1 or 2), but summons kept him at bay long enough for Mae to set some traps, dealing enough damage to get him to back off. We didn't bother with the rest of the bandit camp; we just nabbed the documents with Sanctuary and tanked the Lightning Bolt trap.
We might have lost Onion-san to a Flame Strike spell in a mod ambush outside the Friendly Arm Inn, but Invisibility saved her. Phase Spiders also might have doomed the run, if I hadn't scattered the party before they could poison somebody in the Cloakwood.
I believe I mentioned trying to fight Kieran in the Cloakwood so I wouldn't have to pay to cross the bridge, which felt contrary to the spirit of the poverty run. When I saw just how incredibly durable his pet wyverns were, I decided to just sneak past him.
Traps killed the mod enemies near Drasus, turning Kysus hostile but no one else. Since Genthore was neutral and Kysus was red, Genthore killed Kysus while Kysus just stood there. That left the enemy weak enough to fall to summons.
We killed Natasha with a lucky charm spell from our dryads, but skipped Hareishan entirely because Hareishan came flanked by two Skeleton Lords with infinite Lightning Bolt spells.
Killing Davaeorn and the mod enemies were supposed to be two separate fights, but they ended up getting clustered together. We had to fight them both over several rest periods. Here are some Arrows of Detonation from a mod archer, a Fireball or Sunfire from Davaeorn, and the Lightning Bolt spell that sent us running from the first fight.
Davaeorn teleported to us when we came back, forcing us to hide in a nearby room to avoid his divination spell.
Then our dryads managed to charm the mod-introduced mage, who killed a Battle Horror with the help of his modded staff before dying to Davaeorn.
Just like I was told, the guards clustered around Davaeorn when I came back, and to my surprise, Davaeorn bombed them just to get rid of my summons.
This is where Carl died, when I sent him too close to a web and Davaeorn killed him with a divination spell and Minute Meteors.
Davaeorn's MGOI went down, allowing us to kill him with the last few low-level spells we had.
Here we are using dryad charm spells to take down some overpowered mod archers by the Baldur's Gate bridge.
With the party at a much higher level, I used our superior summons to take down Mutamin and his remaining Medusas and basilisks.
Here's Mae discovering that she wasn't skilled enough to deal with Durlag's Tower traps.
Rather than fight Pride and the other wardens, I tried something easier: the Firewine ruins, using summons and Invisibility to take down the kobolds and the mages.
Anxious to get more XP to compensate for Carl's loss, we went down deep into the mod-added level beneath Ulcaster. Summons and traps won out over the undead mages and their uninterruptible spells.
We tried bombing the undead in the next area from out of range, but the enemies are erroneously scripted to cast spells at the party even if you're not anywhere near their line of sight. This cost Chara their life.
This is when I knew I absolutely needed to get Onion-san to level 9 so we could cast Raise Dead. We needed to gather lots of XP. Traps made short work of the vanilla area of the Ulcaster ruins, including mod-introduced wolfweres.
Then I went to Gullykin to farm some mod-introduced ogres. It looked like this screenshot, but maybe 20 times over.
We also nearly lost Onion-san when I got careless and let her stray too close to the ogres. Invisibility 10' Radius saved us once again.
I got bored and moved on to the main quest. I didn't believe for a second that we stood a realistic chance against the Iron Throne, so we avoided it with Sanctuary.
I can't uninstall the mod that makes you fight through dozens of high-level drow with +3 weapons in the Nashkel mines before you can enter Candlekeep, so I use the console to simulate uninstalling the mod.
Frisky Bits bought us time against the ogre ambush by using Invisibility 10' Radius.
I got tens of thousands of XP in the Candlekeep catacombs when I realized I could farm the Zombie Lord's ghasts and Greater Ghasts, but the Zombie Lord died or vanished before Onion-san could get to level 9.
But three more fights got us there. We used Mental Domination to lure the Sirines out of the temple east of Beregost, and kill them, Fireballs to kill some weak mod mages before their pre-buffs activated, and used level 11 normal snares to finally take down Kieran's wyverns.
This allowed us to resurrect both Chara and Carl, though both of them were terribly underleveled. Cythandria got paralyzed by a blind Special Snare, Slythe fell to summons, and Kristin fell to level 11 normal snares.
We got a couple more levels from farming wyverns, lost Carl to an illegal chunking against the wardens (I neglected to cover him with Tresset's anti-chunking fix), and had to re-fight them to get him back. The first fight required area transitions; the second only required more traps.
Invisibility kept Liia Jannath safe as always in the Ducal Palace, and Mae's traps wrecked the doppelgangers.
Carl lured Sarevok and company into the corner, but when Angelo killed the first summoned critter we sent after him, he teleported onto the party.
Angelo then wandered all the way into the rest of the enemy group, forcing us to tackle all of them at once. A Spirit Snake weathered many of their attacks, but the decisive factor was a lucky failed save against a Special Snare, paralyzing Angelo and allowing us to bomb him to death, along with Semaj and Tazok if not Diarmid.
The rest of the fight was a long, miserable slog in which we struggled to kill Sarevok's buddies with the limited resources at our disposal--which momentarily terrified me when I thought we were going to run out of lethal damage options before Sarevok fell, and end up in a stalemate. But Onion-san landed the final blow with her bare fists, showing us that nonlethal damage can also take down Sarevok, if no one else in that fight.
Early SoD was uneventful, largely because of spirit animals and our unwillingness to dig very far into the second dungeon, the one with the Coldhearth lich. Fireballs and traps proved instrumental in numerous fights (nine screenshots in this spoiler).
Invisibility, traps, and Insect Plague did a lot to help us against the optional Hephernaan fight while Frisky Bits poisoned the supplies (though Mae needed a Remove Paralysis spell from Onion-san when Hephernaan's Physical Mirror bounces a Special Snare back at her), but we decided to flee when Insect Plague wore off and a Fireball came our way.
Fireballs, traps, and Slow won us the first three fights during the attack on the Coalition Camp.
Insect Plague and charm effects did terrible things to the final batch of enemies, even allowing us to make one of the bosses Breach another.
Area-effect spells also won the siege on Dragonspear Castle itself. One notable strategy was using Wondrous Recall to recover an Insect Plague spell that I used to target Carl before Carl cast Invisibility, allowing us to impose spell failure on Ashatiel without endangering any party members. Spell Thrust then opened Ashatiel up to single-target spells.
In the final fight with Belhifet, our summons fared poorly but held off Belhifet long enough for Caelar to kill Hephernaan and some other demons.
We played things a little cautiously against Belhifet, afraid of losing a Lower Resistance spell to Improved Invisibility, and in the process we let the duration of Lower Resistance run out before we killed him. But we had enough spell slots to re-cast Lower Resistance and allow us to kill him with Melf's Acid Arrows and Magic Missiles.
Frisky Bits the Dragon Disciple: @semiticgod Notable mods: EET, SCS, Ascension, Wheels of Prophecy, various BG1 encounter mods Difficulty: Core Poverty run: cannot spend any gold except to complete quests; cannot use any items except for (1) quest items, and only for their intended purposes, and (2) items the player creates him or herself, such as Goodberries or Minute Meteors
(BG1 run begins here and here and ends here; text only) (SoD run begins here and ends here; text only) (BG1 and SoD screenshots here) (SoA run begins here and ends here) (ToB run begins here and ends here)
A fine achievement. Are there any more worlds left for you to conquer?
Personally, I find doing themed runs pretty fun. I've done all mages, all paladins, all cleric/mages, all fighters, etc. It's quite interesting playing a run where your party has all the same strengths and all the same weaknesses.
@Mantis37: I guess NWN. There's also the possibility of a restless no-reload run, which is essentially the polar opposite of a poverty run, and I've considered a solo run of the vanilla games, or a solo FMT or FMC in LoB mode. I've also attempted, but gave up on, a solo IWD2 run and solo HoF IWD2 run, as well as a solo HoF IWD:EE run.
We still have a very shiny holy grail ahead of us. That would be a solo Legacy of Bhaal mode run. In EET, the Martyr's Morningstar would negate the challenge post-Chapter 2 when combined with Critical Strike, but even though the morningstar isn't a mod-introduced item, it's only available in BG2 with EET, which is not standard in no-reload runs the way SCS and Ascension are. So it feels less legitimate than the alternative, which would be the Totemic Druid->Fighter that @Harpagornis has so masterfully developed. I've considered tackling the challenge, but I've never been very fond of solo runs or LoB mode. LoB mode is so slow, and I find it more fun to handle several weaker characters than one powerful character.
All that said, this experience has left me feeling rather tired. I'm definitely not doing another poverty run; this one was really rough. But what's it going to be like to go back to using items?
I might be better off going with a glitch exhibition-type run of the vanilla trilogy. Or maybe a Story Mode run.
However, you probably going to be dissatisfied by NWN. It wasn't made with the same scope than the BG saga : its strength lies in multiplayer and fan-made mods. The NWN OC is, as far as I remember, really easy. I actually would be surprised if you didn't no-reload it on your first try.
What NWN needs is a Sword Coast Stratagems type of AI mod, not to mention some way of introducing contingencies and offensive sequencers. Sequencers currently only exist as items that can store up to 3 buff spells.
Starting once more I've completed initial work following a standard route: - first level mainly courtesy of Tenya and some ankhegs. - second level was mainly from the remainder of the ankhegs, with Silke providing the final bit. - third level was obtained by clearing the basilisk area. Thus far no-one has taken any damage, which fairly reflects that I've been careful to date. Of course, that's unlikely to last ...
Congratulations @semiticgod! Successfully no-reloading through the entire tetralogy in a poverty run with SCS and Ascension on your first attempt is extraordinary to say the least. My main criticism is that you're a bit too good for my taste. I'd like to wonder "will he have made it?" when you've posted an update and rather than "ok three more posts and he'll have his run completed." So please more drama in your next runs. And mistakes too. Can you do that? Some tragic Charname deaths due to misclicks, miscalculations, overconfidence, unexpected game behavior? It can be late in the game for added drama, but it can also be done earlier on. It can be done in an epic boss fight but it doesn't have to be like that. It's not all that difficult really. Let me give you an example.
After Durlag's we travel to Ulgoth's Beard without the Soultaker Dagger (stored in Tenya's house), so we can go to the Isle of Balduran without assassins harrassing us. We do the fetch quests, and fight the wolfweres with the help of invisible blockers. Shar-Teel, buffed with defense, heroism x2, storm giant strength, speed, power, and regen, defeats the greater wolfwere in a duel.The islanders speak for us, so we don't have to fight Maralee. Back in Ulgoth's Beard, we use the same buffing procedure for Shar-Teel. Invisible blockers hold Baresh back, while Shar-Teel deals with Selaad Gan. Baresh transforms into two greater wolfweres glued together. Is this a bug? Even with all her buffs, Shar-Teel can't handle them. But with arcane backup (wand of paralyzation, Blindness) we prevail. This is Baresh I falling: We pick up the Soultaker Dagger and return to Ulgoth's Beard. We sneak past the cultists, straight to Aecletec's lair. I was reluctant to try this, but completionism dictated us to go for it. We enter and walk to the south of the room, where we can summon our undead army and buff. Shar-Teel and Kagain quaff many defensive and offensive potions like the former did against the greater werewolves. Kagain and our summons occupy themselves with the cult guards that Aecletec feeds on. Shar-Teel attacks the mage Tracea Carol, and importantly, poisons her with the dagger of venom shortly after she summoned a sword spider.This severely restrict the mage, which is a huge boon for us. Aecletec focuses its death gaze and remove magic innates mainly on Kain, so we make sure he keeps his potions of mirroring at hand. It's also Kain who Algernon-charms the sword spider, securing us another ally. We finish Tracea and one of the cult guards, but a Remove from Aecletec, renders several members of our party vulnerable to death gaze, members that we rather keep out of combat: Edwin, Tiax, Vicky. What is more, the demon now starts follow them to melee-attack them. Edwin casts a Teleport Field, but gets death gazed and meleed anyway. We let him fall because the last time I fought Aecletec I never managed to remove the curse on Alora, and she turned into a ghast, making us lose her permanently. I could have tried an arrow of dispelling from Shar-Teel I guess. We slay all the rather harmless cult guards without difficulty, and then Aecletec by surrounding it with wand summons while the companions attack with ranged weapons.Apparently death gazed summons also turn into ghasts. This is after the battle, so we just leave them.
Back in Baldur's Gate five buffed skeleton warriors and a ghast are too much even for Slythe.We also deal with Krystin, relying once more on summons and some arrows of dispelling to remove her buffs.
The Ducal Palace battle turns into an overwhelming victory. Five hasted skeletons and a ghast, buffed with PfE and Strength of One and Kain's song, and Shar-Teel's arrows of dispelling make the fight a walk over.Interestingly, while buffing we discovered that Strength of One also affects the blue-circled Flaming Fists.Kagain and Shar-Teel buff once again with warrior potions. We start out by casting Invisibility on Liia but that proves unnecessary. Dispels keep the doppelganger mage on the defensive, and take the sting out of the other Doppelgangers.
Both Dukes and all Flaming Fist officers survive.
We take on Rahvin's gang, one at a time by making use of the surroundings and wand summons, andShar-Teel does quite a lot of backstabbing here.
Sarevok and friends prove doable as well, mainly by luring our enemies into battle one by one. Our skeletons help out against Angelo, slaying him after Shar-Teel dispels his buffs. They also deal with the skeleton warrior that rises from Angelo's corpse, and they perform that task of slaying the skeleton warrios a couple of times.Next Kagain duels Tazok, but even with defensive stance, bard song and potion buffs, the half-ogre is more powerful. The Dwarf's companions back him up though, and we prevail. Shar-Teel, equipped with all the anti-missile gear we have then takes on Diarmid. we choose Shar-Teel over Kagain due to her bow having a longer range than Kagain's axes. When Diarmis is out of arrows, we finish him with our summons.Semaj requires repeated dispels and detects. He also casts a Chaos at invisible Kain after a the Skald casts a Detect Invisibility. But with a potionof speed and the boots of speed, Kain can run around long enough for his bard song to reactivate and protect him from confusion.We end up finishing the mage with our elemental wands, ranged attacks and a few damage spells.Finally Shar-Teel finishes Sarevok with backstabs.
It's with great pleasure that we enter the SoD portion of the game, but I mess up in Korlasz's lair. Opening a chest in the secret room on the second level causes several undead to spawn. Shar-Teel is PfU, but her companions aren't, and the undead simply move past Shar-Teel straight to the others even though they're invisible and well out of sight of the undead. This results in a lot of runnning and kiting until one of three bone bats, creatures that can see through Inivisibility, manages to Hold Kain. It's already at near death status at that point because Shar-Teel has been attacking it, but it's still faster in taking down Kain than Shar-Teel in defeating the bone bat. So, there you have it, another anti-climactic run.
Some afterthoughts:
Good thing is I've finally managed to no-reload a completionist SCS/LoB playthrough of BG1, though that doesn't make an avoidable death after many hours of hard work less frustrating. At the same time it may be for the best that I messed up. The fact that this playthrough felt like 'hard work' is telling. I was never completely happy with it as I didn't find more fulfilling ways to win battles than to use summons or to kite enemies (or worse: to just park some invisible blockers when kiting becomes too tedious). I'd love to make a party playthrough of BG1 in SCS/LoB mode more interesting than that but I don't know how (yet).
Importantly, we didn't have any level 2 arcane spells other than Invisibility, as that spell just felt necessary all the time what with all the law enforcers and bounty hunters hunting us for our villains' rep, in addition to area transition ambushes. With Invisibility 10' Radius opening up level 2 spell slots, multiple castings of Web might have provided us means to dispatch enemies without having to kit or use summons. I've seen @JuliusBorisov use Webs to good effect, so that's one strategy that I missed out on. I think I'd have enjoyed my skeleton warriors more if I could have them deal with enemies in Stinking Clouds.
Another reliable way to deal with enemies that I can think of are backstabs (especially with a HiPSing Shadow Dancer), and traps (especially with a Bounty Hunter of course), so I think I should do more with my old love, the thief class.
Finally, Chant + Doom + Malison + Archer Called Shot + Specialist Mage save penalties to optimize the probablility of disablers actually working is something else to explore.
I hope to be back with a more versatile party. This may be a custom party, though honestly I prefer NPCs, so perhaps I'll just give the NPCs that I find fitting and that are convenient for the above purposes.
I'm very sad to see the end of your run @Blackraven - I've enjoyed it greatly, and it's already a great achievement to finish BG1 with the LoB/SCS combo! The secret room spawn is exactly how my first (and blind) SoD no-reload attempt ended. And yeah, bonebats on LoB are incredibly annoying (sniping them with multiple wand of the heavens charges right away or spamming malison+webs at the undead groups are the tactics I usually ended up using against anything that included bonebats).
I agree with your thoughts on web - to me, it turned out to be one of the most reliable ways to win battles in SoD (though groups who can't detect invisibility could also often be taken down by fire elementals while the party stayed invisible).
Congratulations, @semiticgod ! it will interesting to read (and see screenshots) of your NWN runs!
@Blackraven You're rightly proud of beating BG1, no matter what happened at the start of SoD. You've had a few close calls in BG1, and yet succeeded. The lack of playing experience in SoD is what hurts here. We still don't know it as fully as we know what to expect in BG1 and BG2. Your run will serve as an example for me, - when I find time to return to my own LoB run.
Congratulations @semiticgod! Successfully no-reloading through the entire tetralogy in a poverty run with SCS and Ascension on your first attempt is extraordinary to say the least. My main criticism is that you're a bit too good for my taste. I'd like to wonder "will he have made it?" when you've posted an update and rather than "ok three more posts and he'll have his run completed." So please more drama in your next runs. And mistakes too. Can you do that? Some tragic Charname deaths due to misclicks, miscalculations, overconfidence, unexpected game behavior? It can be late in the game for added drama, but it can also be done earlier on. It can be done in an epic boss fight but it doesn't have to be like that.
I did die twice in BG1 because of ankhegs, so it was actually my third try with this party.
I also made a spectacularly stupid decision against Ithy'nassendra by sending Frisky Bits within range of her poison breath weapon, twice, despite knowing that Frisky Bits had no defense against it. Same goes for my shortsighted decision to use Time Stop on a sorcerer besides Frisky Bits during the first Throne of Bhaal fight, which gave the Fallen Solar a chance to land vorpal strikes on my main character. The chance of death was extremely high in all three cases; I just got lucky.
To be honest, I considered death to be more probable than survival when I started this challenge, simply because of the lack of rescue options. That's why I didn't bother posting screenshots from BG1 or SoD until I got to BG2; I was sure I was just going to die and then have to re-post all of them when I started over from Candlekeep.
I think the main reason there's less drama by the end of the run is because I'm more familiar with ToB, I've built up an excess of resources for Melissan, and I usually design my parties based on how they'll fare against Melissan. Most of my deaths happen early rather than late--the notable exception being my Seducer run, where I failed to keep up Charname's defenses and let Melissan kill them during Time Stop.
Maybe my next run could be with a solo cleric/illusionist. We don't have a solo tetralogy run with SCS and Ascension yet, only solo trilogy runs, and the cleric/mage ones are unmodded.
I started a cleric/illusionist in BG1 and have been doing well, but I don't think I'll continue. It feels so repetitive; I'm just doing the same stuff I normally did in BG1. And SoD and BG2 are probably going to be very similar in that respect.
Fleshy MK V is constructed and we're off to Spellhold. I just needed 1 more level to build a Greater Clay Golem, but I need to save Watcher's Keep's XP for Sarevok.
Perth is killed instantly by Coran. His pet Stone Golem does nothing to help, so its a free 8000 XP.
I got unlucky with the Book of Daily Spell, as the pages were, in order: Fireball, Lightning Bolt, and Burning Hands. I toss the book away since it can't be sold. Inside Bodhi's gauntlet, Coran levels up and gains Use Any Item. I level up as well; Faldorn's and M'khiin's magic lives on through the Planetar.
Anomen explodes another lich.
Coran levels up again and gains Danger Sense. The backstab immunity will come in handy later.
I transform into the Slayer.
At the boot dispenser, I choose the Boots of Speed and get the Boots of the North with the leftover tokens. The rest of Spellhold is not eventful. Nalia levels up and chooses the Planetar as well as Wish. Now we're cookin' with gas. After finishing the City of Caverns, Rasaad levels up. I choose Dragon Fist as his first HLA and I have modified it so that everything is vulnerable to it, because it doesn't really make sense for Liches and Rakshasas to be able to resist a Ki-based attack.
In the Underdark, I level up from spawncamping the elementals and learn that Earthquake "sticks" to characters that are in the initial AoE, while characters entering Earthquake's AoE after its been cast are immune to the aftershocks. The Underdark is simply about going through the motions at this point and its usually where I abandon playthroughs. Here's some highlights, though:
Anomen died from Illithid brain-drain because our "max stat boost" Wish wore off. I forgot Anomen only has 10 INT.
RIP Fleshy MK V
Drizzt is killed. I don't really need his help against Bodhi so I'd rather cash in his equipment so I can forge stuff from Cromwell. The fight is over in 3 rounds total thanks to Improved Alacrity.
Rasaad gains yet another level. This will be really good when he gets into ToB where everything will hit him.
Perfect Clay the Clay Golem MK I is forged.
Some choice equipment made by Cromwell, courtesy of Item Upgrade:
Now I just have to gather a couple of allies and take on Bodhi. What I'm dreading, and have been thinking about how to tackle since this playthrough started, is the fight that comes after Bodhi: The Chosen of Cyric. I know that I don't have to fight them, but their loot is too good to ignore.
@Semiticgod at some point you just know which spell and ability combos are best. The fun part for me is to use the underdog spells once in a while and have fun with that. Or to restrict some parry members from certain spell schools, that is always fun.
@semiticgod Yeah, you better wait for the love of the game to come back instead of pushing it. You seemed tired even on Mae's run, so it probably hasn't got better during the poverty run. And also, please, have mercy for that beautiful game : you've been beating the hell out of it for quite a while now !
Spellhold, here we come ! We trudged around it without much of a problem, because it seems that I didn't install the Bodhi's hunt part of SCS, which is weird because I usually always do. Our items were taken away from us, but Bodhi didn't appear after a set time, so we could rest as much as we wanted. It's better that way anyway, because I usually trigger her near an entrance point and, as soon as she appears, we just get out of the room to avoid fighting her. So, it ends up being the same.
Dace Sontan was easy : we rushed him with a bunch of buffed melee goons and summons; he only transformed into a wolf, not into an untargettable bat. He went down quick and easy. It also seems that we were not high level enough to trigger a Lich fight, which is ok in my book. So, the only really meaningful fight was the Yuan-ti group near the first exit. We buffed up, set some traps and went to town. The traps hurted their melee goons while Jaheira and Gavin blinded most of the enemies with False Dawn and Sunray. Miluiel and Xan were on debuff duties while Alora and Kivan on range damage. Under our pressure, the group didn't last long.
We fought through the Tome of Summons to get a ring of Free Action for Miluiel : blitzkrieg strat worked well here. After that, no real significant fights were fought until we reached Bodhi. Miluiel transformed into the Slayer while everyone was away to make sure she didn't kill anyone.
Then, I gathered all the coins for the Token Machine. I decided to go for the armor, because I thought that IR changed the Jester Armor to allow casting in it. I was wrong : the Prismatic Chain, while good, is not a arcane-friendly chainmail.
I wasted my coins on that armor, which I won't really use. Would have preferred a pair of boots of speed... Oh well.
So, the Irenicus fight. The Irenicus fight. Oh f?%$... From what I remembered, I thought that you could talk to Lonk the Sane and have a little break before fighting Irenicus. So, I thought that I could bribe Lonk the Sane and take the time to buff before going meeting Irenicus, but it seems that I chose the wrong dialog options, so he went aggro instead. Since Alora was invisible when he talked to us, she didn't trigger his defenses. Alora closed the door, set some traps, went invisible again and backstab the dude. She killed him outright. Nice.
However... Jaheira started to talk right away, we freed the prisoners and were thrown straight into the Irenicus fight. Without buffs.
So, I had to fight Irenicus practically naked. When I arrived, I was saying : "Oh shit ! Oh shit ! Oh shit ! ..." throughout the fight. One badly placed Dragon's Breath and Miluiel's gone... I unequipped my team's weapon, so the clone Irenicus spawn would be less dangerous. The first thing I did was to cast Improved Invisibility with Miluiel, went into a corner far away and used a scroll of Fire Protection on her. Dispelling Screen was next for her. Kivan and Alora were on clone killing duty, while Xan, Jaheira and Gavin were going for Irenicus himself. Xan casted Spell Deflection first, but then I hesitated between a Fire Protection spell and True Seeing to be able to debuff Irenicus. Wrong choice : a Dragon's Breath killed him. Gavin and Jaheira also took damage, but they made their save, so their survived. I'm just happy Miluiel wasn't in the area of that spell...
Losing Xan was a problem, because he's the best debuffer we got. However, I don't know if SR buff up the crazy mages with us, but they actually did a fantastic job : they filled the place with summons and managed to strip Irenicus of some of his buffs. After a few rounds, Miluiel only had to Breach Irenicus to make him vulnerable. I got him to Near Death, but he refused to say his line for a long time. He finished to cast a spell and finally said his line.
Phew !! Miluiel survived that one ! Doing that fight without buffs was something really uncomfortable. We went back in Brynnlaw, sold some stuff and bought our first +3 Scimitar for Jaheira : the Water's Edge. In IR, that sword is really nice : it drains Strength and Dex on a fail save vs death. That and Kivan's Called Shot is potentially really strong together.
In the Sahuagin City, I sided with the King Ixilthetocal, killed the rebel Prince and went into the Underdark. The first group of drow wasn't too bad to fight, but the second one was more complicated, because the Myconids close by decided to join them. We had to retreat to relieve some pressure, but we pulled through anyway.
After that, I met Dak'kon from PST (from a mod), who offered me to upgrade his blade. I gave him Malakar+2 and a regular katana+2 so he could forge the Dak'kon Zerth blade+3, which gives Miluiel +2 to AC and +1 bonus spells from level 1 to 6. A perfect weapon for a bard.
We fought through the Prison Globe. Only Raevilin Strathi posed a bit of a challenge, because, after a few fights, we decided to pose a few traps before releasing someone, just in case. It might be a bit cheesy, but come on : that's just the logical thing to do. That's how Alchra Diagott was destroyed.
The Balor that was troubling the Svirfneblin was killed without trouble. We buffed up to the gills and slew him real fast and good.
Just for fun, I decided to take a pic of a fully buffed Miluiel. She can become quite beastly, and she's not even a Blade :
So, after some small talk with Adalon, we went into Ust Natha. I'm just soooo uncomfortable in here usually, even moreso now that it's my first time I made it there no-reload. Ugh... Just the thought of having the whole city going aggro on us is frightening. Anyway, we took the time to buy the Greenstone Amulet (IR replace it there) and a scroll of Magic Protection, depleting us of almost all our money (money is much harder to come by in IR). The good news is that Miluiel is now protected by Mind Shield and Free Action at all time. With Death Ward on, she'll be hard to take down.
As Durlag's Tower was nearby that offered an obvious opportunity to go and get another level. A rapidly moving skeleton on the walls there managed to get a shot at Aspire as he went invisible at one point - but missed to preserve the party's undamaged record to that point. The upper Tower didn't provide quite enough XP for another level, so they briefly dipped down to sort out a few greater dopplegangers. With a decent number of levels under their belts the Opera undertook a programme of slum area clearance. They successfully did that for 8 more map areas without anyone getting injured when I absent-mindedly attacked a dog in melee forgetting I'd been trying to avoid any damage . Carrying on they cleared a few more areas without particular problems. That included disposing of Thalantyr after he had successfully revived Melicamp. I couldn't remember whether killing Melicamp as well was worthwhile - it's not. Losing concentration a bit I went straight to kill Kelddath in the Beregost Temple - not waiting until after getting the reward for Bassilus.
I continued to take less care and Aspire could have been killed by a hobgoblin ambush when travelling while visibly. Hardup got closer to death when trying to clear the xvart caves using Writhing Fog. He avoided being hit at all in 2 of the caves, but in the third 2 xvarts hit with criticals almost together to take him down to 2 HPs. Most of the work done was pretty low value, but every little helps and another level each was finally achieved when Brage was accompanied back to Nashkel. All but a few of the wilderness areas have now been totally cleared - including Firewine Bridge. I've done Kahrk a few times with this party now, so he wasn't really a challenge. However, the Firewine Ruins took a while. I'd cleared most of that before deciding to rest prior to taking on Lendarn - only to find the kobolds repopulated the place despite having rested inside the ruins. I felt I needed to clear the place properly to tick it off the list, so another clearance programme using a wide variety of tactics - in particular Writhing Fog, magic missiles, traps, summons, punching followed by shamanic summons and Shillelaghs - eventually led through to Lendarn. The only summons left by then were nymphs, but one of those did a nice job by holding the mage to act as a punchbag. The ogre mage then found itself doomed, webbed, silenced - and dead. After skipping through Jenkal's home without alerting him the party rested to get spells back and ensure they could kill him quickly and neatly finish off the work in that area. I think I might want another level before risking Ulcaster, so it's probably back to Durlag's next.
After the ambush in which Gorion died, I headed for the FAI where I was attacked by Tarnesh. My true sight eliminated his mirror image and he put me to sleep. Fortunately the guards killed him. I made my way to Tanya who became the first to join my party.
Tanya summoned a couple of skeletons, cast bless and spiritual hammer before taking on an ankheg which we killed quite easily.
This is a fresh installation as my last one was a bit buggy. Weidu below.
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~SETUP-WEIDU.TP2~ #0 #0 // 24200 ~SETUP-BWS.TP2~ #0 #0 // Expert Mod In Selection: Drake ~SETUP-BWS.TP2~ #0 #1 // 20161130 - Updated by agb1 (installation started 28/11/2017) ~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: 2.01 ~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 ~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.1 ~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05 ~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04 ~ANIMUS/ANIMUS.TP2~ #0 #0 // Animus Weapon: v1.1 ~SETUP-WMART.TP2~ #0 #0 // Deidre and Joluv in BG:EE ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23 ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23 ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23 ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23 ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23 ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23 ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23 ~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v23 ~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v23 ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23 ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23 ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23 ~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v23 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3 ~MUR'NETH/MUR'NETH.TP2~ #0 #0 // The Mur'Neth NPC mod for Baldur's Gate Tutu or Baldur's Gate Trilogy-WeiDU: v11 BWP Fix ~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: 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 ~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 ~SIRENE/SETUP-SIRENE.TP2~ #0 #4 // Choose an alternate class for Sirene? -> Inquisitor ~SIRENE/SETUP-SIRENE.TP2~ #0 #7 // Alternate Portrait (BG2 style) by Isandir ~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-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE ~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: 1.0 ~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 #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: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1 ~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) ~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 #1 // Add EE Items to Shops -> Copy EE Items to Shops: v1.0 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: 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: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #200 // new and revised cleric kits: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #201 // Add Cleric of Lathander: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #202 // Add Cleric of Torm: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #208 // Add Cleric of Helm: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #210 // Add Cleric of Tempus: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #212 // Add Cleric of Leira: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #219 // Add Cleric of Loviatar: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #224 // Add Cleric of Talos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #314 // Add Acolyte of Ilmater: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #315 // Add Acolyte of Deneir: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #316 // Add Acolyte of Sune: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #322 // Add Acolyte of Tempus: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #325 // Add Acolyte of Mystra: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #329 // Add Acolyte of Mask: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #330 // Add Acolyte of Shar: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #331 // Add Acolyte of Moander: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #332 // Add Acolyte of Beshaba: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #863 // Add Zealot of Talos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #865 // Add Zealot of Ilmater: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #869 // Add Zealot of Mystra: 0.74r ~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.7 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.6.7 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v4 ~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): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4130 // Make Xan a Generalist Mage (Mike1072): v4 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
Mollyboo's Solo Legacy of Bhaal Run: Just Screwing Around
I finally decided to give a shot at nabbing the holy grail: a solo no-reload Legacy of Bhaal mode run with SCS and Ascension. I rolled up a Fighter/Mage/Thief named Mollyboo and got cracking.
But, midway through the challenge, I realized that I am too much of a lazy, entitled millenial to complete the challenge in any remotely reasonable, fair, or legitimate way. So this is not the holy grail run. This is just me screwing around, and it happens to be a solo run with LoB mode on. I think the holy grail will end up going to some relentless maniac like @Harpagornis or @histamiini.
Anyway, Mollyboo earned 10,000 gold largely by looting the inventory of Morwen, a mod NPC in the Jovial Juggler who happens to be filthy rich. Our first kill is Algernon, because his cloak is absolutely indispensable in early LoB. Check out our kitty cat's backstab!
In case you're wondering, the reason it did so much damage is because Algernon had no melee weapon equipped (+4 to hit and damage) and LoB mode gave the cat +12 levels, granting it the maximum x5 backstab multiplier. With a base 1d3 weapon, the cat rolled the maximum damage without a critical hit: (3+4)*5=35.
That cloak allows us to charm Silke and a mod-introduced dwarven cleric named Magnus, who are more than capable of thrashing the spiders for Mollyboo.
Once the deed is done, we hurry over to Silke's normal spot, remove her Haste with Magnus' Dispel Magic, and then have Magnus smash her head in while our kitty stands watch.
Algernon's Cloak also makes excellent headway at the Friendly Arm Inn, as it lets us bring Gallena Mirrorshade out to butcher Tarnesh and some grubby hobgoblins...
...and recruit some mod-introduced guards with paralyzing arrows to kill some pesky mod-introduced mages.
Over at Mutamin's garden (I'm really itching for that Invisibility spell so I can travel safely), I foolishly leave Korax to his own devices, which costs me a Greater Basilisk I wanted to use for the basilisk XP loop.
I'm forced to use a Medusa instead, which gives less XP. They're actually more convenient, though, since the Medusas have a short-ranged gaze attack and you can sort of kite them while your pet basilisk keeps trying to petrify them.
But we need money to buy Stone to Flesh scrolls to start the basilisk XP loop, and right now we're at low reputation due to murdering Algernon. But before we start spending money at the temple to raise our reputation, we have to kill Dushai.
Well, we don't have to. But we do.
Anyway, once I've got our reputation back up to a reasonable number and learned Friends with the help of some Potions of Genius, I buy the scrolls and go back to Mutamin's garden to gather some levels.
That still leaves the question of how I'm going to kill things as a solo character. The first answer lies in the Beregost manor.
The second answer lies in a tomb, or so I thought. Thanks to the Ring of Free Action, we don't have to worry about getting paralyzed by ghouls or ghasts, but I fail to consider that they can still disrupt my spells.
We have to spend a precious Potion of Invisibility to escape.
I buy a Potion of Explosions from Thalantyr and go all the way back to chuck it 6 times at Narcillicus using the Wand of Lightning. But then I realize that he has way too much HP for even a WoL-boosted fireball to kill him. So I head back to the ankheg nest in search of more offensive options.
When I realize that I can use the Wand of Lightning in combination with the Wand of Monster Summoning to summon a humongous, meaty blob of LoB-jacked ogres, I gave up on the prospect of a fair LoB run. This is the point where I decided to just screw around.
It's not like it's even necessary, since I'm already using the basilisk XP loop and Mollyboo is already very high level...
...but I don't want to kite monsters. I'd rather just crush everything with the meat blob wand.
Well, not everything. The kobolds of the Nashkel mines would take up too many charges from the wand. It's better to sneak past them. I use an Oil of Speed to hurry past the traps before Mulahey--not because I can't disarm them, but because I don't want to spend time trying to detect them while there's a shaman nearby ready to use a divination spell.
We run past all the kobolds and smash Mulahey with a meat blob.
There are disadvantages to using the Wand of Lightning trick, though. If you forget to switch out one wand for another, you might end up firing a volley of lightning bolts into a crowded street, instead of summoning ogres to kill Nimbul.
I immediately hide in shadows, afraid that the whole town is going to descend upon me, but when I investigate the situation, it appears that the local guards are too busy killing each other to hunt me down.
The good news is that they kill Nimbul, who doesn't know enough to fight back. The bad news is that Berrun Ghastkill is hostile.
As an elf, he's 90% immune to charm effects, so the chance of successfully charming him is 1 in 30. After about 30 attempts, I give up trying to talk to him and just continue with the main questline.
We deploy the meat blob against Tazok, and it proves devastatingly effective.
But when the fight ends, the cutscene stalls indefinitely because Tazok can't escape the blob and speak to Mollyboo. We have to do it all over again, constantly pulling back our summons so they don't box him in.
A Potion of Insulation and a Potion of Invisibility complete the bandit camp questline, though the former is unnecessary since Mollyboo can disarm the trap.
We're down to 2 charges from the Wand of Meat Blobs, so I spend the last one taking down a party of mod-introduced bounty hunters. Unfortunately, when I sell the wand...
...it turns out that we're several thousand gold short of being able to afford the recharged version.
So I sell the loot from the various mod enemies in my install (I'm opting not to use any mod items and probably no mod spells in this run) and collect over 35,000 gold. We buy back the wand and can now summon 50 meat blobs before it runs out. We also get the Greenstone Amulet.
One of the neat things I've learned in this run about the Wand of Lightning trick is that it's actually possible to summon meat blobs from across the map without breaking invisibility:
1. Approach the enemy while invisible, then order the character to walk out of their line of sight. 2. While paused, choose the first 5 targets for the Wand of Lightning. 3. Unpause and wait until the character leaves the enemy's line of sight. Pause and choose the character as the 6th and final target. 4. Switch the Wand of Lightning for the Wand of Monster Summoning.
Most of the meat blob will appear on the enemy across the map; a single charge will appear on top of the character, who will remain invisible.
But Drasus and company, and the mod enemies that come with them, are very tough, and the mod critters survive two whole blobs.
But they can't survive four whole blobs.
We skip all of the fights in the mines except for the last one. We blob the mod enemies and then blob the Battle Horrors. Both of them fall.
Mollyboo nearly gets webbed, but a WoL Potion of Magic Protection gives her over 127% MR in a single frame.
Over the course of many rounds and many blobs, we blob Davaeorn into oblivion.
Since I'm already abusing the WoL trick in this run, I decide to apply it to the stat tomes, which means a visit to the Flesh Golem cave. I don't fight the golems or the sirines or anything like that; Mollyboo already has too much XP for a run that doesn't involve the Wand of Meat Blobs.
Although, to be fair, the stat tomes are equally unnecessary. What do we need stat boosts for? Mollyboo's not even doing any fighting!
I know there's a Zombie Lord in the cave near the gnoll fortress in my install, so I buff Mollyboo with a scroll of Protection from Undead, only to find that the Zombie Lord can see right through it.
Paranoid that BG1 priests might not have Restoration for some reason, I burn a Potion of Magic Shielding to make sure we make our save against the level drain effect.
We blob a few more mod critters, earning us over 130,000 gold at Sorcerous Sundries. We spend about 100,000 of that just buying extra scrolls and potions and wands.
We blob Ragefast and blob Ramazith. Note that I ran downstairs when Ramazith began casting a necromancy spell; I was afraid it was a Death Spell that would instantly kill level 8 Mollyboo.
It happened several times. I'm all but positive they were all Animate Dead spells, but sometimes even a 0% chance of death is too high.
In the sewers, we blob the carrion crawlers, only to discover that they absolute thrive on meat blobs, paralyzing basically every critter I throw at them. I use a WoL Fireball to burn off the wounded creepy crawlies from a safe distance.
See that orange blotch to the left? I chose that container as my final target, which means that I could throw a bunch of Fireballs at the carrion crawlers without getting close to them; I only needed to be in range of that container.
I didn't fight the guys at the top of the Iron Throne; I just snuck past them. A Potion of Invisibility bought me enough time from the ogre mages at Candlekeep to blob them from afar, and I used a Resist Fear spell to counter a troublesome Horror spell.
Critters and containers aren't the only valid targets for the WoL trick. You can also drop an arrow on the ground and use it as a target.
We blob Rieltar and company. Mollyboo has to be visible for some fights to start, but she can summon the blob without breaking invisibility. She can then use talking to break invisibility instead of a spell, ensuring that her aura is clear on the first round of combat.
We grab the tome from the catacombs, but don't bother fighting the Zombie Lord guarding one of the chests, and I completely forget to fight the ghasts. This means we failed to collect the Ring of Fire Resistance and probably some other nice goodies. But the tome is what's important, because I like cranking up the numbers on Mollyboo's Record screen.
The WoL trick just has so many uses, each one just as overpowered and game-breaking as the last. On the way to collecting the second WIS tome so Mollyboo could have 18 WIS for Wish (she started out with 6 WIS), Mollyboo triggers a trap I didn't know about. All I see is the shiny projectile, so I take a gamble and use a WoL Potion of Magic Protection instead of Magic Shielding. Luckily, whatever it was, the trap doesn't bypass MR.
We pick a fight with Cythandria because I can't find any documents showing the way to Slythe and Krystin (in retrospect, I realize that Slythe and Krystin are already there regardless of whether you've met Cythandra). An Invisibility spell fails to interrupt Cythandria's Remove Magic spell, costing Mollyboo all of her buffs. But we have an Invisibility scroll on hand, our meat blob is keeping the enemy busy, and we have WoL potions to cover our defenses.
Most of the critters in the meat blob use nonmagical weapons, but apparently ogres use a +1 morningstar.
Despite my reliance on the Wand of Meat Blobs, I stay vigilant and manage to spot a Horror spell about to reach Mollyboo, and her clear aura lets her drink a Potion of Clarity in time.
I charmed Quenash before the fight, hoping that she would die to a damage spell from Krystin and give us the Cloak of Balduran without costing us reputation, but a Chaos spell ended up turning her hostile when a confused summons attacked her. Through great luck, though, I manage to re-charm Quenash with the Nymph Cloak (which is a once-per-day charge in my install).
But a Remove Magic spell dispels the charm. We end up killing Quenash ourselves after the fight is over.
I don't know if there's a way to get the cloak without killing Quenash. Too late now.
We summon the blob to distract the doppelgangers and turn Liia Jannath invisible at the Ducal Palace.
Per @Blackraven's example, I've bought lots of scrolls of Greater Malison and Chaos to use on the doppelgangers. I use the WoL trick to cast them into the main room while hiding in the adjacent rooms.
I throw another 6 Chaos spells into the room for good measure, confusing the mage--the one big threat, I assume.
I notice Belt is about to die, so I use the WoL trick to fire off a Wand of Paralyzation charge at each of the doppelgangers, stunning every one except for the mage, who shrugs off the effects of Chaos just in time to see the last of its defenses go down.
I skip the Undercity party. I skipped a lot of stuff in this run.
Per @Grond0's example, I lure Sarevok into the southeast corner and use a Potion of Invisibility to hide. Then, like in my previous run, I use quick-saving to determine Angelo's position.
I blob Angelo, but unfortunately some of them wander into Sarevok's field of vision. Now all of the enemies have joined the fight, spoiling my hopes of bombing them from the fog of war once Angelo is dead.
But rather than try to contain the situation, I decide to just roll with it, knowing that we have far too many blobs for the enemy to survive. All I need to do is keep Mollyboo from getting hit by a disabler. A WoL Potion of Magic Protection, drunk before the fight started, is more than enough coverage.
Mollyboo wanders around under Invisibility, using Detect Illusions and periodically falling back just in case we see a surprise Remove Magic spell. She summons more blobs, always from a safe distance.
Angelo has broken his sword and Tazok dies, leaving Diarmid as the only viable enemy fighter.
The mages lose their defenses, and the collective APR of the meat blob is too much for them to get even a fast-casting Stoneskin off the ground.
The meat blob vanishes just as the last of Sarevok's allies go down. Rather than summon a new blob, I decide to have Mollyboo go toe-to-toe with Sarevok, since he's bugged to deal no damage. This is the same install as the last one, and I never bothered to correct the bug that causes Sarevok to fight with 7 gold pieces instead of a sword.
This is Mollyboo at the start of Siege of Dragonspear. None of the numbers are supposed to be that high; it's all mods and glitches.
Thanks to CTRL-J, the basilisk XP loop, the console, and the Wand of Lightning (which only has six targets because of EET), this whole process took a single day.
The Wand of Lightning won basically every fight and kept Mollyboo safe from every threat that came her way. It's even more stupidly overpowered than I thought it was.
The Wand of Lightning won basically every fight and kept Mollyboo safe from every threat that came her way. It's even more stupidly overpowered than I thought it was.
Take no offence but I just wonder, how it could be interesting to play like that... all over again? I can understand if one like to *dissect* the game to find/inspect new opportunities and techniques, hidden under the hide, but go with the same... engine glitch (I can't call it a trick) - I don't know...
Back at Durlag's Tower I worked through the first level. There was a nervous moment when Aspire was paralysed after activating the warders, but Skint quickly nipped in to make him invisible. Traps for most of them and summons for Love cleared the warders without further problems.
Moving on to the second level I was again careless at one point when sending in summons to flush out an invisible doppleganger - Aspire this time being the one left with only 2 HPs after loitering just close enough to be caught in a fireball. Eventually though the final doppleganger on the level was confused by a nymph from out of sight and magic missiled to death to allow everyone to level up again. On the third level I'd killed the Ashirikuru, the skeletons and was just finishing off the second of the greater wyverns when the game bugged out again. Fortunately this time I had a save just prior to the wyverns so didn't lose enough progress to be too annoying to redo it and pocketed the XP for killing the statues as a bonus.
In the cold area Kaldran acted like he could see through invisible by charging straight at the party as they entered, but he didn't actually attack. He did though paralyse Aspire when he tried to fire off a skull trap, but Skint just had time to make Aspire invisible before he went down.Trying to assess how quickly Kaldran attacked I tried casting magic missiles and running, but Kaldran retaliated so fast Aspire was paralysed again before he could get away. This time I'd made the mistake of casting with Skint as well so couldn't make Aspire invisible again straight away. Pauper therefore attacked with his fists to draw an attack on himself instead and it looked like that would successfully save the day - only for 2 more winter wolves to arrive and attack just as Pauper was trying to run with Hardup. I assumed that he hadn't quite reached the exit point, but when the others tried to exit they couldn't either - possibly Aspire had been paralysed actually on the exit point (although on the map his position wasn't the same as the movement marker for those trying to exit). Hardup had also tried dancing to attract attention and he was targeted and also killed before Skint became the final visible victim. One death or three didn't really make a difference and the remaining trio went to the coast to find Shoal, where Washout sacrificed himself in order to bring the others back. After resting invisibly, summons quickly gobbled Ogre Droth and ensured that Shoal would not escape to claim any more innocent victims. Back at Durlags I didn't feel I could let Kaldran get away with murder. Fortunately, on returning he was just far enough away from the entrance to allow Beggar to summon a spirit bear. That was immune to both cold damage and paralysation and that enabled the sorcerers to finish off the opposition without further trouble. The Air Aspect and its invisible stalkers had no distance attacks, so could be killed from behind an invisible wall. The bug hit again at that point - it has previously been noted in reports to Beamdog that this area is particularly susceptible to that. However, I redid those areas and added some phoenix guards. I left though the fission slime - the SCS chessboard battle isn't easy even with items available and I decided that (even) I wasn't foolish enough to take it on .
It seems like a long time since our last session, but as our characters appeared outside the Cloakwood Mine the next step seemed obvious enough. They quickly moved down to Davaeorn's level, but struggled to make an impression on the first battle horror there. After both taking plenty of damage, Melody switched to stealth attacks while Grisol took advantage of his boots of speed to run the battle horror round. Melody got a few attacks in, but it was slow going and after several failed attempts she took the last few HPs away with a couple of wand magic missiles. Grisol compromised his principles a bit by gulping a couple of healing potions before trying his luck on the second battle horror - and finding this time his luck was in. Melody used a potion of magic blocking and stealthed down to Davaeorn to allow her to get a couple of whacks in before the mage teleported away. She then switched to bow and loosed what she hoped would be a fatal shot, but grumbled as that missed. However, in the background I heard a voice saying "I didn't" - reflecting that Grisol had sprinted forward and let fly with a dagger as Davaeorn was teleporting again. We had to quickly traverse the mine again after forgetting to pick up Davaeorn's gear, but then flooded the place before moving on to the City. The first tasks there were to do the poison quest in order to get the Eagle Bow. With acid arrows equipped and a few helpful potions it was then time to seek out Drizzt. He vainly chased Grisol around while Melody rained arrows in. She only needed a 17 to hit, so the rain didn't have to last too long. We'd postponed a few reputation quests to compensate for Drizzt's death, so did a quick round up of those. Melicamp unfortunately failed to recover, but a few quests in the City we don't normally bother with (like Brielbara) were able to push reputation up to 19 (and we've still got Nadine to go). One glitch saw the game crash as Grisol was passing across the tome of intelligence and that was lost in translation. We tend not to reload for that type of event, but Gate70 did suggest perhaps I should make an exception in order to allow Melody to survive an extra suck by a mind-flayer. I didn't bother though - which will no doubt result in more than one form of grief if Melody does eventually suffer from brain-fade .
After picking up her final level, Melody led the assault on the Iron Throne. A straight fight didn't seem wise and she hadn't yet bought any exploding arrows, so she started by taking pot-shots at the casters and running away to try and draw them downstairs. They didn't want to play that game though, so she threw in a few fireballs to reduce the opposition before Grisol joined in the fun to finish things off. Melody, Ranger 8, 74 HPs, 216 kills Grisol, Wizard Slayer 8, 101 HPs (inc. 5 from helm), 225 kills, 1 death
Comments
I cast my final round of spells and activate the final pool. Moments later, Melissan appears, followed by the Five. They don't trigger the traps at first; they must not go hostile until after Melissan's dialogue ends.
When they do, they go hostile simultaneously. This means our traps are evenly divided and not wasted on any one enemy; all of the Five suffer.
Abazigal, Sendai, and Gromnir all die on the first round, leaving only Sarevok, Yaga-Shura, and Illasera. Of them, only Yaga-Shura is in good condition, having 99% resistance to magic damage and therefore nigh-invulnerability to Spike Traps.
Melissan arrives, but to my surprise, she opens with a divination spell instead of Time Stop. All the same, I use Frisky Bits' first round to cast PFMW.
Carl casts Spell Thrust and Asriel casts Spellstrike, allowing Mae to follow up with a Breach from the Wand of Spell Striking, wiping out all of Melissan's defenses within a single round. Meanwhile, our summons finish off the heavily-wounded Sarevok and Illasera.
Yaga-Shura is far harder to kill than his comrades, but he doesn't last much longer; there are too many swords on him at once now that our summons aren't distracted by Sarevok.
Despite having no visible Globe of Blades effect, Melissan has some sort of physical damage attack that requires no attack roll and appears to involve no spellcasting, yet does not fire often enough to be a backlash effect. Even Mae's 50% damage resistance (it used to be 100%, but Wish Hardiness has worn off by now) isn't enough to keep her safe.
Mae uses our second or third potion of the run to stay alive while our sorcerers and Onion-san attack with Energy Blades. Melissan heals herself, either in reaction to the damage or in reaction to Yaga-Shura's fall.
Notice that Chara is casting Implosion. With Spell Thrust and Spellstrike removing Melissan's Spell Trap effect, she is perfectly vulnerable to single-target spells. And it seems she has no immunity to the paralysis opcode, opcode 109, which Implosion applies with no saving throw and bypassing magic resistance. Melissan is helpless for 6 seconds, and everyone gets automatic hits on her. Notice our spirit animals attacking her because our celestials can't hit her with their +3 swords.
In my install, mage and priest HLAs are once-per-day innates, so it's not possible for me to cast more than one without a Wish-rest in between. We leave that job to Asriel; Frisky Bits needs to cast PFMW for safety's sake and we need Carl to use Pierce Shield to lower Melissan's MR.
Melissan recovers, but completely wastes her aura by Breaching Onion-san.
Unfortunately, not all of her attacks require expending her aura. Her Blade Barrier effect reappears and shreds all of the summons attacking her.
We land a Wish-rest and conjure more Energy Blades as well as freeing up an Implosion spell from Chara. Melissan uses Divine Cleansing, which I believe removes any penalties applied to her, possibly including changes to her MR.
Another Pierce Shield lowers her MR enough for us to land Greater Malison, but Mae's Wand of Paralyzation continues to fail. Implosion, however, offers no such saving throw.
The whole party gets 6 seconds of automatic hits, but we keep casting Wish; I want to make sure we have another Implosion spell when we need it. All the while, Melissan's HP rapidly goes down.
Onion-san lands the final blow.
Victory! We choose mortality; I always feel tired after these runs. Frisky Bits has worked hard enough as it is. That's one poverty no-reload tetralogy run of SCS and Ascension, complete.
I'd like to extend my thanks to @Grond0 and @Enuhal for providing so much critical advice in the early stages of the run. I don't think I would have survived BG1 or SoD without you guys.
As requested, now that ToB is over, I'll provide the screenshots that I didn't post of the BG1 and SoD runs. I'll put the whole thing in spoilers because it covers two whole games and is very long.
Here's our party in Candlekeep:
I'm not sure how much detail I put into the previous posts, but you guys may remember me mentioning some of the events here. Naturally, Sleep and Command were critical parts of the early run, with spirit critters doing the actual damage.
Because of mod encounters, we had to go through Peldvale to reach the ankheg area so we wouldn't end up wrestling with the high-level hobgoblin spellcasters around the Friendly Arm Inn. The Peldvale wasn't perfectly safe, either, being populated with gangs of Skeleton Lords, but fortunately I had a habit of keeping my summons out in front at all times.
As always, a certain amount of luck dominated early BG1 gameplay, especially since we were taking an uncharted route thanks to those hobgoblins.
Area transitions exposed us to ambushes, but they also let us escape rest ambushes.
Command was guaranteed to knock out ankhegs, but didn't last long enough for us to kill them, and was also incompatible with Seeking Sword. Sleep lasted more than long enough to kill the ankhegs, but offered a saving throw. We had to combine both Command and Sleep with our one spirit critter to kill ankhegs. Frisky Bits' familiar also saw some action.
And here's the ankheg that sent me back to Candlekeep when we ran out of spells during a rest ambush.
Oh, and here's the other ankheg that sent me back to Candlekeep when I foolishly sent my familiar into battle against a fully conscious enemy.
Climbing back up to level 3 allowed us to use Charm Person or Mammal on Silke, though our traps ended up winning the fight when she turned hostile after being ordered to charm herself.
A level 3 Spirit Snake had the immunities to tackle basilisks, but we got into trouble when the basilisks killed a snake through brute melee force and then chased after the rest of the party even after we fled the area and came back while rested.
My plans to wipe out the basilisk area came to an end when Mutamin got involved and only a lucky saving throw kept Onion-san alive.
Summons and thrown traps got us through the Nashkel mines, including the mod-introduced duergar.
Mulahey himself failed several important saving throws in a row, making him a breeze.
We got to sorcerer level 4 and ran around under Invisibility until we triggered the Lamalha ambush, but a mis-timed area transition left half the party vulnerable for a moment until we made it to the edge of the screen. We were smarter for the next ambush, and arrived completely invisible.
Tazok was a monster and resisted all of our Blindness spells (apparently his save vs. spell was 1 or 2), but summons kept him at bay long enough for Mae to set some traps, dealing enough damage to get him to back off. We didn't bother with the rest of the bandit camp; we just nabbed the documents with Sanctuary and tanked the Lightning Bolt trap.
We might have lost Onion-san to a Flame Strike spell in a mod ambush outside the Friendly Arm Inn, but Invisibility saved her. Phase Spiders also might have doomed the run, if I hadn't scattered the party before they could poison somebody in the Cloakwood.
I believe I mentioned trying to fight Kieran in the Cloakwood so I wouldn't have to pay to cross the bridge, which felt contrary to the spirit of the poverty run. When I saw just how incredibly durable his pet wyverns were, I decided to just sneak past him.
Traps killed the mod enemies near Drasus, turning Kysus hostile but no one else. Since Genthore was neutral and Kysus was red, Genthore killed Kysus while Kysus just stood there. That left the enemy weak enough to fall to summons.
We killed Natasha with a lucky charm spell from our dryads, but skipped Hareishan entirely because Hareishan came flanked by two Skeleton Lords with infinite Lightning Bolt spells.
Killing Davaeorn and the mod enemies were supposed to be two separate fights, but they ended up getting clustered together. We had to fight them both over several rest periods. Here are some Arrows of Detonation from a mod archer, a Fireball or Sunfire from Davaeorn, and the Lightning Bolt spell that sent us running from the first fight.
Davaeorn teleported to us when we came back, forcing us to hide in a nearby room to avoid his divination spell.
Then our dryads managed to charm the mod-introduced mage, who killed a Battle Horror with the help of his modded staff before dying to Davaeorn.
Just like I was told, the guards clustered around Davaeorn when I came back, and to my surprise, Davaeorn bombed them just to get rid of my summons.
This is where Carl died, when I sent him too close to a web and Davaeorn killed him with a divination spell and Minute Meteors.
Davaeorn's MGOI went down, allowing us to kill him with the last few low-level spells we had.
Here we are using dryad charm spells to take down some overpowered mod archers by the Baldur's Gate bridge.
With the party at a much higher level, I used our superior summons to take down Mutamin and his remaining Medusas and basilisks.
Here's Mae discovering that she wasn't skilled enough to deal with Durlag's Tower traps.
Rather than fight Pride and the other wardens, I tried something easier: the Firewine ruins, using summons and Invisibility to take down the kobolds and the mages.
Anxious to get more XP to compensate for Carl's loss, we went down deep into the mod-added level beneath Ulcaster. Summons and traps won out over the undead mages and their uninterruptible spells.
We tried bombing the undead in the next area from out of range, but the enemies are erroneously scripted to cast spells at the party even if you're not anywhere near their line of sight. This cost Chara their life.
This is when I knew I absolutely needed to get Onion-san to level 9 so we could cast Raise Dead. We needed to gather lots of XP. Traps made short work of the vanilla area of the Ulcaster ruins, including mod-introduced wolfweres.
Then I went to Gullykin to farm some mod-introduced ogres. It looked like this screenshot, but maybe 20 times over.
We also nearly lost Onion-san when I got careless and let her stray too close to the ogres. Invisibility 10' Radius saved us once again.
I got bored and moved on to the main quest. I didn't believe for a second that we stood a realistic chance against the Iron Throne, so we avoided it with Sanctuary.
I can't uninstall the mod that makes you fight through dozens of high-level drow with +3 weapons in the Nashkel mines before you can enter Candlekeep, so I use the console to simulate uninstalling the mod.
Frisky Bits bought us time against the ogre ambush by using Invisibility 10' Radius.
I got tens of thousands of XP in the Candlekeep catacombs when I realized I could farm the Zombie Lord's ghasts and Greater Ghasts, but the Zombie Lord died or vanished before Onion-san could get to level 9.
But three more fights got us there. We used Mental Domination to lure the Sirines out of the temple east of Beregost, and kill them, Fireballs to kill some weak mod mages before their pre-buffs activated, and used level 11 normal snares to finally take down Kieran's wyverns.
This allowed us to resurrect both Chara and Carl, though both of them were terribly underleveled. Cythandria got paralyzed by a blind Special Snare, Slythe fell to summons, and Kristin fell to level 11 normal snares.
We got a couple more levels from farming wyverns, lost Carl to an illegal chunking against the wardens (I neglected to cover him with Tresset's anti-chunking fix), and had to re-fight them to get him back. The first fight required area transitions; the second only required more traps.
Invisibility kept Liia Jannath safe as always in the Ducal Palace, and Mae's traps wrecked the doppelgangers.
Carl lured Sarevok and company into the corner, but when Angelo killed the first summoned critter we sent after him, he teleported onto the party.
Angelo then wandered all the way into the rest of the enemy group, forcing us to tackle all of them at once. A Spirit Snake weathered many of their attacks, but the decisive factor was a lucky failed save against a Special Snare, paralyzing Angelo and allowing us to bomb him to death, along with Semaj and Tazok if not Diarmid.
The rest of the fight was a long, miserable slog in which we struggled to kill Sarevok's buddies with the limited resources at our disposal--which momentarily terrified me when I thought we were going to run out of lethal damage options before Sarevok fell, and end up in a stalemate. But Onion-san landed the final blow with her bare fists, showing us that nonlethal damage can also take down Sarevok, if no one else in that fight.
Early SoD was uneventful, largely because of spirit animals and our unwillingness to dig very far into the second dungeon, the one with the Coldhearth lich. Fireballs and traps proved instrumental in numerous fights (nine screenshots in this spoiler).
Invisibility, traps, and Insect Plague did a lot to help us against the optional Hephernaan fight while Frisky Bits poisoned the supplies (though Mae needed a Remove Paralysis spell from Onion-san when Hephernaan's Physical Mirror bounces a Special Snare back at her), but we decided to flee when Insect Plague wore off and a Fireball came our way.
Fireballs, traps, and Slow won us the first three fights during the attack on the Coalition Camp.
Insect Plague and charm effects did terrible things to the final batch of enemies, even allowing us to make one of the bosses Breach another.
Area-effect spells also won the siege on Dragonspear Castle itself. One notable strategy was using Wondrous Recall to recover an Insect Plague spell that I used to target Carl before Carl cast Invisibility, allowing us to impose spell failure on Ashatiel without endangering any party members. Spell Thrust then opened Ashatiel up to single-target spells.
In the final fight with Belhifet, our summons fared poorly but held off Belhifet long enough for Caelar to kill Hephernaan and some other demons.
We played things a little cautiously against Belhifet, afraid of losing a Lower Resistance spell to Improved Invisibility, and in the process we let the duration of Lower Resistance run out before we killed him. But we had enough spell slots to re-cast Lower Resistance and allow us to kill him with Melf's Acid Arrows and Magic Missiles.
Frisky Bits the Dragon Disciple: @semiticgod
Notable mods: EET, SCS, Ascension, Wheels of Prophecy, various BG1 encounter mods
Difficulty: Core
Poverty run: cannot spend any gold except to complete quests; cannot use any items except for (1) quest items, and only for their intended purposes, and (2) items the player creates him or herself, such as Goodberries or Minute Meteors
(BG1 run begins here and here and ends here; text only)
(SoD run begins here and ends here; text only)
(BG1 and SoD screenshots here)
(SoA run begins here and ends here)
(ToB run begins here and ends here)
We still have a very shiny holy grail ahead of us. That would be a solo Legacy of Bhaal mode run. In EET, the Martyr's Morningstar would negate the challenge post-Chapter 2 when combined with Critical Strike, but even though the morningstar isn't a mod-introduced item, it's only available in BG2 with EET, which is not standard in no-reload runs the way SCS and Ascension are. So it feels less legitimate than the alternative, which would be the Totemic Druid->Fighter that @Harpagornis has so masterfully developed. I've considered tackling the challenge, but I've never been very fond of solo runs or LoB mode. LoB mode is so slow, and I find it more fun to handle several weaker characters than one powerful character.
All that said, this experience has left me feeling rather tired. I'm definitely not doing another poverty run; this one was really rough. But what's it going to be like to go back to using items?
I might be better off going with a glitch exhibition-type run of the vanilla trilogy. Or maybe a Story Mode run.
However, you probably going to be dissatisfied by NWN. It wasn't made with the same scope than the BG saga : its strength lies in multiplayer and fan-made mods. The NWN OC is, as far as I remember, really easy. I actually would be surprised if you didn't no-reload it on your first try.
Previous run
Starting once more I've completed initial work following a standard route:
- first level mainly courtesy of Tenya and some ankhegs.
- second level was mainly from the remainder of the ankhegs, with Silke providing the final bit.
- third level was obtained by clearing the basilisk area.
Thus far no-one has taken any damage, which fairly reflects that I've been careful to date. Of course, that's unlikely to last ...
Beggar, Totemic Druid - L4, 32 HPs, 0 kills
Pauper, Priest of Helm - L4, 37 HPs, 33 kills, 0 deaths
Hardup, Shaman - L4, 34 HPs, 22 kills, 0 deaths
Washout, Bounty Hunter - L5, 36 HPs, 11 kills, 0 deaths
Aspire, Sorcerer - L4, 21 HPs, 2 kills, 0 deaths
Skint, Sorcerer - L4, 22 HPs, 4 kills, 0 deaths
Kain, NE LoB Skald (8th and final report)
1st report
2nd report
3rd report
4th report
6th report
7th report
After Durlag's we travel to Ulgoth's Beard without the Soultaker Dagger (stored in Tenya's house), so we can go to the Isle of Balduran without assassins harrassing us.
We do the fetch quests, and fight the wolfweres with the help of invisible blockers. Shar-Teel, buffed with defense, heroism x2, storm giant strength, speed, power, and regen, defeats the greater wolfwere in a duel.The islanders speak for us, so we don't have to fight Maralee.
Back in Ulgoth's Beard, we use the same buffing procedure for Shar-Teel. Invisible blockers hold Baresh back, while Shar-Teel deals with Selaad Gan. Baresh transforms into two greater wolfweres glued together. Is this a bug? Even with all her buffs, Shar-Teel can't handle them. But with arcane backup (wand of paralyzation, Blindness) we prevail. This is Baresh I falling:
We pick up the Soultaker Dagger and return to Ulgoth's Beard. We sneak past the cultists, straight to Aecletec's lair. I was reluctant to try this, but completionism dictated us to go for it. We enter and walk to the south of the room, where we can summon our undead army and buff. Shar-Teel and Kagain quaff many defensive and offensive potions like the former did against the greater werewolves.
Kagain and our summons occupy themselves with the cult guards that Aecletec feeds on. Shar-Teel attacks the mage Tracea Carol, and importantly, poisons her with the dagger of venom shortly after she summoned a sword spider.This severely restrict the mage, which is a huge boon for us. Aecletec focuses its death gaze and remove magic innates mainly on Kain, so we make sure he keeps his potions of mirroring at hand. It's also Kain who Algernon-charms the sword spider, securing us another ally.
We finish Tracea and one of the cult guards, but a Remove from Aecletec, renders several members of our party vulnerable to death gaze, members that we rather keep out of combat: Edwin, Tiax, Vicky. What is more, the demon now starts follow them to melee-attack them. Edwin casts a Teleport Field, but gets death gazed and meleed anyway. We let him fall because the last time I fought Aecletec I never managed to remove the curse on Alora, and she turned into a ghast, making us lose her permanently. I could have tried an arrow of dispelling from Shar-Teel I guess.
We slay all the rather harmless cult guards without difficulty, and then Aecletec by surrounding it with wand summons while the companions attack with ranged weapons.Apparently death gazed summons also turn into ghasts. This is after the battle, so we just leave them.
Back in Baldur's Gate five buffed skeleton warriors and a ghast are too much even for Slythe.We also deal with Krystin, relying once more on summons and some arrows of dispelling to remove her buffs.
The Ducal Palace battle turns into an overwhelming victory. Five hasted skeletons and a ghast, buffed with PfE and Strength of One and Kain's song, and Shar-Teel's arrows of dispelling make the fight a walk over.Interestingly, while buffing we discovered that Strength of One also affects the blue-circled Flaming Fists.Kagain and Shar-Teel buff once again with warrior potions. We start out by casting Invisibility on Liia but that proves unnecessary. Dispels keep the doppelganger mage on the defensive, and take the sting out of the other Doppelgangers.
We take on Rahvin's gang, one at a time by making use of the surroundings and wand summons, andShar-Teel does quite a lot of backstabbing here.
Sarevok and friends prove doable as well, mainly by luring our enemies into battle one by one. Our skeletons help out against Angelo, slaying him after Shar-Teel dispels his buffs. They also deal with the skeleton warrior that rises from Angelo's corpse, and they perform that task of slaying the skeleton warrios a couple of times.Next Kagain duels Tazok, but even with defensive stance, bard song and potion buffs, the half-ogre is more powerful. The Dwarf's companions back him up though, and we prevail. Shar-Teel, equipped with all the anti-missile gear we have then takes on Diarmid. we choose Shar-Teel over Kagain due to her bow having a longer range than Kagain's axes. When Diarmis is out of arrows, we finish him with our summons.Semaj requires repeated dispels and detects. He also casts a Chaos at invisible Kain after a the Skald casts a Detect Invisibility. But with a potionof speed and the boots of speed, Kain can run around long enough for his bard song to reactivate and protect him from confusion.We end up finishing the mage with our elemental wands, ranged attacks and a few damage spells.Finally Shar-Teel finishes Sarevok with backstabs.
It's with great pleasure that we enter the SoD portion of the game, but I mess up in Korlasz's lair. Opening a chest in the secret room on the second level causes several undead to spawn. Shar-Teel is PfU, but her companions aren't, and the undead simply move past Shar-Teel straight to the others even though they're invisible and well out of sight of the undead. This results in a lot of runnning and kiting until one of three bone bats, creatures that can see through Inivisibility, manages to Hold Kain. It's already at near death status at that point because Shar-Teel has been attacking it, but it's still faster in taking down Kain than Shar-Teel in defeating the bone bat. So, there you have it, another anti-climactic run.
Some afterthoughts:
Good thing is I've finally managed to no-reload a completionist SCS/LoB playthrough of BG1, though that doesn't make an avoidable death after many hours of hard work less frustrating. At the same time it may be for the best that I messed up. The fact that this playthrough felt like 'hard work' is telling. I was never completely happy with it as I didn't find more fulfilling ways to win battles than to use summons or to kite enemies (or worse: to just park some invisible blockers when kiting becomes too tedious). I'd love to make a party playthrough of BG1 in SCS/LoB mode more interesting than that but I don't know how (yet).
Importantly, we didn't have any level 2 arcane spells other than Invisibility, as that spell just felt necessary all the time what with all the law enforcers and bounty hunters hunting us for our villains' rep, in addition to area transition ambushes. With Invisibility 10' Radius opening up level 2 spell slots, multiple castings of Web might have provided us means to dispatch enemies without having to kit or use summons. I've seen @JuliusBorisov use Webs to good effect, so that's one strategy that I missed out on. I think I'd have enjoyed my skeleton warriors more if I could have them deal with enemies in Stinking Clouds.
Another reliable way to deal with enemies that I can think of are backstabs (especially with a HiPSing Shadow Dancer), and traps (especially with a Bounty Hunter of course), so I think I should do more with my old love, the thief class.
Finally, Chant + Doom + Malison + Archer Called Shot + Specialist Mage save penalties to optimize the probablility of disablers actually working is something else to explore.
I hope to be back with a more versatile party. This may be a custom party, though honestly I prefer NPCs, so perhaps I'll just give the NPCs that I find fitting and that are convenient for the above purposes.
I agree with your thoughts on web - to me, it turned out to be one of the most reliable ways to win battles in SoD (though groups who can't detect invisibility could also often be taken down by fire elementals while the party stayed invisible).
Good luck with any future attempts!
@Blackraven You're rightly proud of beating BG1, no matter what happened at the start of SoD. You've had a few close calls in BG1, and yet succeeded. The lack of playing experience in SoD is what hurts here. We still don't know it as fully as we know what to expect in BG1 and BG2. Your run will serve as an example for me, - when I find time to return to my own LoB run.
I also made a spectacularly stupid decision against Ithy'nassendra by sending Frisky Bits within range of her poison breath weapon, twice, despite knowing that Frisky Bits had no defense against it. Same goes for my shortsighted decision to use Time Stop on a sorcerer besides Frisky Bits during the first Throne of Bhaal fight, which gave the Fallen Solar a chance to land vorpal strikes on my main character. The chance of death was extremely high in all three cases; I just got lucky.
To be honest, I considered death to be more probable than survival when I started this challenge, simply because of the lack of rescue options. That's why I didn't bother posting screenshots from BG1 or SoD until I got to BG2; I was sure I was just going to die and then have to re-post all of them when I started over from Candlekeep.
I think the main reason there's less drama by the end of the run is because I'm more familiar with ToB, I've built up an excess of resources for Melissan, and I usually design my parties based on how they'll fare against Melissan. Most of my deaths happen early rather than late--the notable exception being my Seducer run, where I failed to keep up Charname's defenses and let Melissan kill them during Time Stop.
Maybe I'll just take a break for a while.
Brunash the Red (Headed) Giant Halfling Enchanter!
BG1: 1, 2, 3, 4, 5, 6, 7, 8, 9SoD: 1, 2, 3, 4, 5, 6
SoA: 1, 2, 3, 4, 5
Fleshy MK V is constructed and we're off to Spellhold. I just needed 1 more level to build a Greater Clay Golem, but I need to save Watcher's Keep's XP for Sarevok.
Perth is killed instantly by Coran. His pet Stone Golem does nothing to help, so its a free 8000 XP.
I got unlucky with the Book of Daily Spell, as the pages were, in order: Fireball, Lightning Bolt, and Burning Hands. I toss the book away since it can't be sold. Inside Bodhi's gauntlet, Coran levels up and gains Use Any Item. I level up as well; Faldorn's and M'khiin's magic lives on through the Planetar.
Anomen explodes another lich.
Coran levels up again and gains Danger Sense. The backstab immunity will come in handy later.
I transform into the Slayer.
At the boot dispenser, I choose the Boots of Speed and get the Boots of the North with the leftover tokens. The rest of Spellhold is not eventful. Nalia levels up and chooses the Planetar as well as Wish. Now we're cookin' with gas. After finishing the City of Caverns, Rasaad levels up. I choose Dragon Fist as his first HLA and I have modified it so that everything is vulnerable to it, because it doesn't really make sense for Liches and Rakshasas to be able to resist a Ki-based attack.
In the Underdark, I level up from spawncamping the elementals and learn that Earthquake "sticks" to characters that are in the initial AoE, while characters entering Earthquake's AoE after its been cast are immune to the aftershocks. The Underdark is simply about going through the motions at this point and its usually where I abandon playthroughs. Here's some highlights, though:
Anomen died from Illithid brain-drain because our "max stat boost" Wish wore off. I forgot Anomen only has 10 INT.
RIP Fleshy MK V
Drizzt is killed. I don't really need his help against Bodhi so I'd rather cash in his equipment so I can forge stuff from Cromwell. The fight is over in 3 rounds total thanks to Improved Alacrity.
Rasaad gains yet another level. This will be really good when he gets into ToB where everything will hit him.
Perfect Clay the Clay Golem MK I is forged.
Some choice equipment made by Cromwell, courtesy of Item Upgrade:
Now I just have to gather a couple of allies and take on Bodhi. What I'm dreading, and have been thinking about how to tackle since this playthrough started, is the fight that comes after Bodhi: The Chosen of Cyric. I know that I don't have to fight them, but their loot is too good to ignore.
Brunash - Enchanter 20
Sir Anomen - Fighter 7 -> Priest of Helm 25
Korgan - Berserker 23
Rasaad - Sun Soul Monk 25
Coran - Fighter 16/Bounty Hunter 19
Nalia - Sorcerer 20
Miluiel, the elven bard
BG1 posts : 1, 2, 3, 4, 5, 6SoD posts : 1, 2, 3, 4
SoA posts : 1, 2, 3, 4, 5
Notable mods
- SCS (full prebuffs, full Tactical Challenges)
- IR/SR
- Rogue Rebalancing
- plenty of NPC mods
- Tweak Anthology
- Refinements
Spellhold, here we come ! We trudged around it without much of a problem, because it seems that I didn't install the Bodhi's hunt part of SCS, which is weird because I usually always do. Our items were taken away from us, but Bodhi didn't appear after a set time, so we could rest as much as we wanted. It's better that way anyway, because I usually trigger her near an entrance point and, as soon as she appears, we just get out of the room to avoid fighting her. So, it ends up being the same.
Dace Sontan was easy : we rushed him with a bunch of buffed melee goons and summons; he only transformed into a wolf, not into an untargettable bat. He went down quick and easy. It also seems that we were not high level enough to trigger a Lich fight, which is ok in my book. So, the only really meaningful fight was the Yuan-ti group near the first exit. We buffed up, set some traps and went to town. The traps hurted their melee goons while Jaheira and Gavin blinded most of the enemies with False Dawn and Sunray. Miluiel and Xan were on debuff duties while Alora and Kivan on range damage. Under our pressure, the group didn't last long.
We fought through the Tome of Summons to get a ring of Free Action for Miluiel : blitzkrieg strat worked well here. After that, no real significant fights were fought until we reached Bodhi. Miluiel transformed into the Slayer while everyone was away to make sure she didn't kill anyone.
Then, I gathered all the coins for the Token Machine. I decided to go for the armor, because I thought that IR changed the Jester Armor to allow casting in it. I was wrong : the Prismatic Chain, while good, is not a arcane-friendly chainmail.
I wasted my coins on that armor, which I won't really use. Would have preferred a pair of boots of speed... Oh well.
So, the Irenicus fight. The Irenicus fight. Oh f?%$... From what I remembered, I thought that you could talk to Lonk the Sane and have a little break before fighting Irenicus. So, I thought that I could bribe Lonk the Sane and take the time to buff before going meeting Irenicus, but it seems that I chose the wrong dialog options, so he went aggro instead. Since Alora was invisible when he talked to us, she didn't trigger his defenses. Alora closed the door, set some traps, went invisible again and backstab the dude. She killed him outright. Nice.
However... Jaheira started to talk right away, we freed the prisoners and were thrown straight into the Irenicus fight. Without buffs.
So, I had to fight Irenicus practically naked. When I arrived, I was saying : "Oh shit ! Oh shit ! Oh shit ! ..." throughout the fight. One badly placed Dragon's Breath and Miluiel's gone... I unequipped my team's weapon, so the clone Irenicus spawn would be less dangerous. The first thing I did was to cast Improved Invisibility with Miluiel, went into a corner far away and used a scroll of Fire Protection on her. Dispelling Screen was next for her. Kivan and Alora were on clone killing duty, while Xan, Jaheira and Gavin were going for Irenicus himself. Xan casted Spell Deflection first, but then I hesitated between a Fire Protection spell and True Seeing to be able to debuff Irenicus. Wrong choice : a Dragon's Breath killed him. Gavin and Jaheira also took damage, but they made their save, so their survived. I'm just happy Miluiel wasn't in the area of that spell...
Losing Xan was a problem, because he's the best debuffer we got. However, I don't know if SR buff up the crazy mages with us, but they actually did a fantastic job : they filled the place with summons and managed to strip Irenicus of some of his buffs. After a few rounds, Miluiel only had to Breach Irenicus to make him vulnerable. I got him to Near Death, but he refused to say his line for a long time. He finished to cast a spell and finally said his line.
Phew !! Miluiel survived that one ! Doing that fight without buffs was something really uncomfortable. We went back in Brynnlaw, sold some stuff and bought our first +3 Scimitar for Jaheira : the Water's Edge. In IR, that sword is really nice : it drains Strength and Dex on a fail save vs death. That and Kivan's Called Shot is potentially really strong together.
In the Sahuagin City, I sided with the King Ixilthetocal, killed the rebel Prince and went into the Underdark. The first group of drow wasn't too bad to fight, but the second one was more complicated, because the Myconids close by decided to join them. We had to retreat to relieve some pressure, but we pulled through anyway.
After that, I met Dak'kon from PST (from a mod), who offered me to upgrade his blade. I gave him Malakar+2 and a regular katana+2 so he could forge the Dak'kon Zerth blade+3, which gives Miluiel +2 to AC and +1 bonus spells from level 1 to 6. A perfect weapon for a bard.
We fought through the Prison Globe. Only Raevilin Strathi posed a bit of a challenge, because, after a few fights, we decided to pose a few traps before releasing someone, just in case. It might be a bit cheesy, but come on : that's just the logical thing to do. That's how Alchra Diagott was destroyed.
The Balor that was troubling the Svirfneblin was killed without trouble. We buffed up to the gills and slew him real fast and good.
Just for fun, I decided to take a pic of a fully buffed Miluiel. She can become quite beastly, and she's not even a Blade :
So, after some small talk with Adalon, we went into Ust Natha. I'm just soooo uncomfortable in here usually, even moreso now that it's my first time I made it there no-reload. Ugh... Just the thought of having the whole city going aggro on us is frightening. Anyway, we took the time to buy the Greenstone Amulet (IR replace it there) and a scroll of Magic Protection, depleting us of almost all our money (money is much harder to come by in IR). The good news is that Miluiel is now protected by Mind Shield and Free Action at all time. With Death Ward on, she'll be hard to take down.
Here we go, Ust Natha ! Here we come...
Previous updates
As Durlag's Tower was nearby that offered an obvious opportunity to go and get another level. A rapidly moving skeleton on the walls there managed to get a shot at Aspire as he went invisible at one point - but missed to preserve the party's undamaged record to that point. The upper Tower didn't provide quite enough XP for another level, so they briefly dipped down to sort out a few greater dopplegangers.
With a decent number of levels under their belts the Opera undertook a programme of
slumarea clearance. They successfully did that for 8 more map areas without anyone getting injured when I absent-mindedly attacked a dog in melee forgetting I'd been trying to avoid any damage .Carrying on they cleared a few more areas without particular problems. That included disposing of Thalantyr after he had successfully revived Melicamp. I couldn't remember whether killing Melicamp as well was worthwhile - it's not. Losing concentration a bit I went straight to kill Kelddath in the Beregost Temple - not waiting until after getting the reward for Bassilus.
I continued to take less care and Aspire could have been killed by a hobgoblin ambush when travelling while visibly. Hardup got closer to death when trying to clear the xvart caves using Writhing Fog. He avoided being hit at all in 2 of the caves, but in the third 2 xvarts hit with criticals almost together to take him down to 2 HPs.
Most of the work done was pretty low value, but every little helps and another level each was finally achieved when Brage was accompanied back to Nashkel. All but a few of the wilderness areas have now been totally cleared - including Firewine Bridge. I've done Kahrk a few times with this party now, so he wasn't really a challenge. However, the Firewine Ruins took a while. I'd cleared most of that before deciding to rest prior to taking on Lendarn - only to find the kobolds repopulated the place despite having rested inside the ruins. I felt I needed to clear the place properly to tick it off the list, so another clearance programme using a wide variety of tactics - in particular Writhing Fog, magic missiles, traps, summons, punching followed by shamanic summons and Shillelaghs - eventually led through to Lendarn. The only summons left by then were nymphs, but one of those did a nice job by holding the mage to act as a punchbag.
The ogre mage then found itself doomed, webbed, silenced - and dead. After skipping through Jenkal's home without alerting him the party rested to get spells back and ensure they could kill him quickly and neatly finish off the work in that area.
I think I might want another level before risking Ulcaster, so it's probably back to Durlag's next.
Beggar, Totemic Druid - L7, 58 HPs, 12 kills
Pauper, Priest of Helm - L6, 54 HPs, 66 kills, 0 deaths
Hardup, Shaman - L6, 43 HPs, 236 kills, 0 deaths
Washout, Bounty Hunter - L7, 51 HPs, 36 kills, 0 deaths
Aspire, Sorcerer - L6, 31 HPs, 116 kills, 0 deaths
Skint, Sorcerer - L6, 31 HPs, 89 kills, 0 deaths
Journal of the third incarnation of Æthelioba
After the ambush in which Gorion died, I headed for the FAI where I was attacked by Tarnesh. My true sight eliminated his mirror image and he put me to sleep. Fortunately the guards killed him. I made my way to Tanya who became the first to join my party.Tanya summoned a couple of skeletons, cast bless and spiritual hammer before taking on an ankheg which we killed quite easily.
This is a fresh installation as my last one was a bit buggy. Weidu 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 28/11/2017)
~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: 2.01
~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
~THALAN/THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: v4.2.1
~SETUP-BGEEAR.TP2~ #0 #0 // TeamBG's Armors for BG:EE, BGT and TuTu Version 1.05
~SETUP-BGEEW.TP2~ #0 #0 // TeamBG's Weapons Pack for BG:EE, BGT and TuTu Version 1.04
~ANIMUS/ANIMUS.TP2~ #0 #0 // Animus Weapon: v1.1
~SETUP-WMART.TP2~ #0 #0 // Deidre and Joluv in BG:EE
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23
~BG1NPC/BG1NPC.TP2~ #0 #2 // The BG1 NPC Project: Give Edwin his BG2 portrait: v23
~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v23
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23
~BG1NPC/BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v23
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~INDINPC/SETUP-INDINPC.TP2~ #0 #0 // Indira NPC: v12.0 BETA 3
~MUR'NETH/MUR'NETH.TP2~ #0 #0 // The Mur'Neth NPC mod for Baldur's Gate Tutu or Baldur's Gate Trilogy-WeiDU: v11 BWP Fix
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: 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
~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
~SIRENE/SETUP-SIRENE.TP2~ #0 #4 // Choose an alternate class for Sirene? -> Inquisitor
~SIRENE/SETUP-SIRENE.TP2~ #0 #7 // Alternate Portrait (BG2 style) by Isandir
~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-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
~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: 1.0
~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 #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: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1
~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)
~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 #1 // Add EE Items to Shops -> Copy EE Items to Shops: v1.0
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: 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: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #200 // new and revised cleric kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #201 // Add Cleric of Lathander: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #202 // Add Cleric of Torm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #208 // Add Cleric of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #210 // Add Cleric of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #212 // Add Cleric of Leira: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #219 // Add Cleric of Loviatar: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #224 // Add Cleric of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #314 // Add Acolyte of Ilmater: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #315 // Add Acolyte of Deneir: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #316 // Add Acolyte of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #322 // Add Acolyte of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #325 // Add Acolyte of Mystra: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #329 // Add Acolyte of Mask: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #330 // Add Acolyte of Shar: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #331 // Add Acolyte of Moander: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #332 // Add Acolyte of Beshaba: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #800 // new and revised paladin kits: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #802 // Add Champion of Kelemvor: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #803 // Add Champion of Tempus: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #804 // Add Champion of Bane: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #805 // Add Champion of Helm: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #806 // Add Champion of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #807 // Add Champion of Moradin: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #808 // Add Champion of Azuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #862 // Add Zealot of Gruumsh: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #863 // Add Zealot of Talos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #864 // Add Zealot of Kossuth: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #865 // Add Zealot of Ilmater: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #866 // Add Zealot of Garagos: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #867 // Add Zealot of Corellon Larethian: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #868 // Add Zealot of Sune: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #869 // Add Zealot of Mystra: 0.74r
~FAITHS_AND_POWERS/FAITHS_AND_POWERS.TP2~ #0 #870 // Add Zealot of Eilistraee: 0.74r
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.6.7
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.6.7
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2040 // Universal Clubs: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2520 // Allow Mages to Use Bucklers and Thieves to Use Small Shields (Angel): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2999 // Max HP at Level One: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v4
~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): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4130 // Make Xan a Generalist Mage (Mike1072): v4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
Weidu continued
~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 #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 #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 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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 #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 #105 // PnP Dimension Door: 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 #2020 // No Item Deprecation: 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 #2160 // Remove Delay from Improved Haste Spells: 1.7
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.2
~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
~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: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #621 // Choose a class for Neera -> Make Neera a sorcerer: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v2.8
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
I finally decided to give a shot at nabbing the holy grail: a solo no-reload Legacy of Bhaal mode run with SCS and Ascension. I rolled up a Fighter/Mage/Thief named Mollyboo and got cracking.
But, midway through the challenge, I realized that I am too much of a lazy, entitled millenial to complete the challenge in any remotely reasonable, fair, or legitimate way. So this is not the holy grail run. This is just me screwing around, and it happens to be a solo run with LoB mode on. I think the holy grail will end up going to some relentless maniac like @Harpagornis or @histamiini.
Anyway, Mollyboo earned 10,000 gold largely by looting the inventory of Morwen, a mod NPC in the Jovial Juggler who happens to be filthy rich. Our first kill is Algernon, because his cloak is absolutely indispensable in early LoB. Check out our kitty cat's backstab!
In case you're wondering, the reason it did so much damage is because Algernon had no melee weapon equipped (+4 to hit and damage) and LoB mode gave the cat +12 levels, granting it the maximum x5 backstab multiplier. With a base 1d3 weapon, the cat rolled the maximum damage without a critical hit: (3+4)*5=35.
That cloak allows us to charm Silke and a mod-introduced dwarven cleric named Magnus, who are more than capable of thrashing the spiders for Mollyboo.
Once the deed is done, we hurry over to Silke's normal spot, remove her Haste with Magnus' Dispel Magic, and then have Magnus smash her head in while our kitty stands watch.
Algernon's Cloak also makes excellent headway at the Friendly Arm Inn, as it lets us bring Gallena Mirrorshade out to butcher Tarnesh and some grubby hobgoblins...
...and recruit some mod-introduced guards with paralyzing arrows to kill some pesky mod-introduced mages.
Over at Mutamin's garden (I'm really itching for that Invisibility spell so I can travel safely), I foolishly leave Korax to his own devices, which costs me a Greater Basilisk I wanted to use for the basilisk XP loop.
I'm forced to use a Medusa instead, which gives less XP. They're actually more convenient, though, since the Medusas have a short-ranged gaze attack and you can sort of kite them while your pet basilisk keeps trying to petrify them.
But we need money to buy Stone to Flesh scrolls to start the basilisk XP loop, and right now we're at low reputation due to murdering Algernon. But before we start spending money at the temple to raise our reputation, we have to kill Dushai.
Well, we don't have to. But we do.
Anyway, once I've got our reputation back up to a reasonable number and learned Friends with the help of some Potions of Genius, I buy the scrolls and go back to Mutamin's garden to gather some levels.
That still leaves the question of how I'm going to kill things as a solo character. The first answer lies in the Beregost manor.
The second answer lies in a tomb, or so I thought. Thanks to the Ring of Free Action, we don't have to worry about getting paralyzed by ghouls or ghasts, but I fail to consider that they can still disrupt my spells.
We have to spend a precious Potion of Invisibility to escape.
I buy a Potion of Explosions from Thalantyr and go all the way back to chuck it 6 times at Narcillicus using the Wand of Lightning. But then I realize that he has way too much HP for even a WoL-boosted fireball to kill him. So I head back to the ankheg nest in search of more offensive options.
When I realize that I can use the Wand of Lightning in combination with the Wand of Monster Summoning to summon a humongous, meaty blob of LoB-jacked ogres, I gave up on the prospect of a fair LoB run. This is the point where I decided to just screw around.
It's not like it's even necessary, since I'm already using the basilisk XP loop and Mollyboo is already very high level...
...but I don't want to kite monsters. I'd rather just crush everything with the meat blob wand.
Well, not everything. The kobolds of the Nashkel mines would take up too many charges from the wand. It's better to sneak past them. I use an Oil of Speed to hurry past the traps before Mulahey--not because I can't disarm them, but because I don't want to spend time trying to detect them while there's a shaman nearby ready to use a divination spell.
We run past all the kobolds and smash Mulahey with a meat blob.
There are disadvantages to using the Wand of Lightning trick, though. If you forget to switch out one wand for another, you might end up firing a volley of lightning bolts into a crowded street, instead of summoning ogres to kill Nimbul.
I immediately hide in shadows, afraid that the whole town is going to descend upon me, but when I investigate the situation, it appears that the local guards are too busy killing each other to hunt me down.
The good news is that they kill Nimbul, who doesn't know enough to fight back. The bad news is that Berrun Ghastkill is hostile.
As an elf, he's 90% immune to charm effects, so the chance of successfully charming him is 1 in 30. After about 30 attempts, I give up trying to talk to him and just continue with the main questline.
We deploy the meat blob against Tazok, and it proves devastatingly effective.
But when the fight ends, the cutscene stalls indefinitely because Tazok can't escape the blob and speak to Mollyboo. We have to do it all over again, constantly pulling back our summons so they don't box him in.
A Potion of Insulation and a Potion of Invisibility complete the bandit camp questline, though the former is unnecessary since Mollyboo can disarm the trap.
We're down to 2 charges from the Wand of Meat Blobs, so I spend the last one taking down a party of mod-introduced bounty hunters. Unfortunately, when I sell the wand...
...it turns out that we're several thousand gold short of being able to afford the recharged version.
So I sell the loot from the various mod enemies in my install (I'm opting not to use any mod items and probably no mod spells in this run) and collect over 35,000 gold. We buy back the wand and can now summon 50 meat blobs before it runs out. We also get the Greenstone Amulet.
One of the neat things I've learned in this run about the Wand of Lightning trick is that it's actually possible to summon meat blobs from across the map without breaking invisibility:
1. Approach the enemy while invisible, then order the character to walk out of their line of sight.
2. While paused, choose the first 5 targets for the Wand of Lightning.
3. Unpause and wait until the character leaves the enemy's line of sight. Pause and choose the character as the 6th and final target.
4. Switch the Wand of Lightning for the Wand of Monster Summoning.
Most of the meat blob will appear on the enemy across the map; a single charge will appear on top of the character, who will remain invisible.
But Drasus and company, and the mod enemies that come with them, are very tough, and the mod critters survive two whole blobs.
But they can't survive four whole blobs.
We skip all of the fights in the mines except for the last one. We blob the mod enemies and then blob the Battle Horrors. Both of them fall.
Mollyboo nearly gets webbed, but a WoL Potion of Magic Protection gives her over 127% MR in a single frame.
Over the course of many rounds and many blobs, we blob Davaeorn into oblivion.
Since I'm already abusing the WoL trick in this run, I decide to apply it to the stat tomes, which means a visit to the Flesh Golem cave. I don't fight the golems or the sirines or anything like that; Mollyboo already has too much XP for a run that doesn't involve the Wand of Meat Blobs.
Although, to be fair, the stat tomes are equally unnecessary. What do we need stat boosts for? Mollyboo's not even doing any fighting!
I know there's a Zombie Lord in the cave near the gnoll fortress in my install, so I buff Mollyboo with a scroll of Protection from Undead, only to find that the Zombie Lord can see right through it.
Paranoid that BG1 priests might not have Restoration for some reason, I burn a Potion of Magic Shielding to make sure we make our save against the level drain effect.
We blob a few more mod critters, earning us over 130,000 gold at Sorcerous Sundries. We spend about 100,000 of that just buying extra scrolls and potions and wands.
We blob Ragefast and blob Ramazith. Note that I ran downstairs when Ramazith began casting a necromancy spell; I was afraid it was a Death Spell that would instantly kill level 8 Mollyboo.
It happened several times. I'm all but positive they were all Animate Dead spells, but sometimes even a 0% chance of death is too high.
In the sewers, we blob the carrion crawlers, only to discover that they absolute thrive on meat blobs, paralyzing basically every critter I throw at them. I use a WoL Fireball to burn off the wounded creepy crawlies from a safe distance.
See that orange blotch to the left? I chose that container as my final target, which means that I could throw a bunch of Fireballs at the carrion crawlers without getting close to them; I only needed to be in range of that container.
I didn't fight the guys at the top of the Iron Throne; I just snuck past them. A Potion of Invisibility bought me enough time from the ogre mages at Candlekeep to blob them from afar, and I used a Resist Fear spell to counter a troublesome Horror spell.
Critters and containers aren't the only valid targets for the WoL trick. You can also drop an arrow on the ground and use it as a target.
We blob Rieltar and company. Mollyboo has to be visible for some fights to start, but she can summon the blob without breaking invisibility. She can then use talking to break invisibility instead of a spell, ensuring that her aura is clear on the first round of combat.
We grab the tome from the catacombs, but don't bother fighting the Zombie Lord guarding one of the chests, and I completely forget to fight the ghasts. This means we failed to collect the Ring of Fire Resistance and probably some other nice goodies. But the tome is what's important, because I like cranking up the numbers on Mollyboo's Record screen.
The WoL trick just has so many uses, each one just as overpowered and game-breaking as the last. On the way to collecting the second WIS tome so Mollyboo could have 18 WIS for Wish (she started out with 6 WIS), Mollyboo triggers a trap I didn't know about. All I see is the shiny projectile, so I take a gamble and use a WoL Potion of Magic Protection instead of Magic Shielding. Luckily, whatever it was, the trap doesn't bypass MR.
We pick a fight with Cythandria because I can't find any documents showing the way to Slythe and Krystin (in retrospect, I realize that Slythe and Krystin are already there regardless of whether you've met Cythandra). An Invisibility spell fails to interrupt Cythandria's Remove Magic spell, costing Mollyboo all of her buffs. But we have an Invisibility scroll on hand, our meat blob is keeping the enemy busy, and we have WoL potions to cover our defenses.
Most of the critters in the meat blob use nonmagical weapons, but apparently ogres use a +1 morningstar.
Despite my reliance on the Wand of Meat Blobs, I stay vigilant and manage to spot a Horror spell about to reach Mollyboo, and her clear aura lets her drink a Potion of Clarity in time.
I charmed Quenash before the fight, hoping that she would die to a damage spell from Krystin and give us the Cloak of Balduran without costing us reputation, but a Chaos spell ended up turning her hostile when a confused summons attacked her. Through great luck, though, I manage to re-charm Quenash with the Nymph Cloak (which is a once-per-day charge in my install).
But a Remove Magic spell dispels the charm. We end up killing Quenash ourselves after the fight is over.
I don't know if there's a way to get the cloak without killing Quenash. Too late now.
We summon the blob to distract the doppelgangers and turn Liia Jannath invisible at the Ducal Palace.
Per @Blackraven's example, I've bought lots of scrolls of Greater Malison and Chaos to use on the doppelgangers. I use the WoL trick to cast them into the main room while hiding in the adjacent rooms.
I throw another 6 Chaos spells into the room for good measure, confusing the mage--the one big threat, I assume.
I notice Belt is about to die, so I use the WoL trick to fire off a Wand of Paralyzation charge at each of the doppelgangers, stunning every one except for the mage, who shrugs off the effects of Chaos just in time to see the last of its defenses go down.
I skip the Undercity party. I skipped a lot of stuff in this run.
Per @Grond0's example, I lure Sarevok into the southeast corner and use a Potion of Invisibility to hide. Then, like in my previous run, I use quick-saving to determine Angelo's position.
I blob Angelo, but unfortunately some of them wander into Sarevok's field of vision. Now all of the enemies have joined the fight, spoiling my hopes of bombing them from the fog of war once Angelo is dead.
But rather than try to contain the situation, I decide to just roll with it, knowing that we have far too many blobs for the enemy to survive. All I need to do is keep Mollyboo from getting hit by a disabler. A WoL Potion of Magic Protection, drunk before the fight started, is more than enough coverage.
Mollyboo wanders around under Invisibility, using Detect Illusions and periodically falling back just in case we see a surprise Remove Magic spell. She summons more blobs, always from a safe distance.
Angelo has broken his sword and Tazok dies, leaving Diarmid as the only viable enemy fighter.
The mages lose their defenses, and the collective APR of the meat blob is too much for them to get even a fast-casting Stoneskin off the ground.
The meat blob vanishes just as the last of Sarevok's allies go down. Rather than summon a new blob, I decide to have Mollyboo go toe-to-toe with Sarevok, since he's bugged to deal no damage. This is the same install as the last one, and I never bothered to correct the bug that causes Sarevok to fight with 7 gold pieces instead of a sword.
This is Mollyboo at the start of Siege of Dragonspear. None of the numbers are supposed to be that high; it's all mods and glitches.
Thanks to CTRL-J, the basilisk XP loop, the console, and the Wand of Lightning (which only has six targets because of EET), this whole process took a single day.
The Wand of Lightning won basically every fight and kept Mollyboo safe from every threat that came her way. It's even more stupidly overpowered than I thought it was.
Previous updates
https://forums.beamdog.com/discussion/comment/924712/#Comment_924712
Back at Durlag's Tower I worked through the first level. There was a nervous moment when Aspire was paralysed after activating the warders, but Skint quickly nipped in to make him invisible. Traps for most of them and summons for Love cleared the warders without further problems.
Moving on to the second level I was again careless at one point when sending in summons to flush out an invisible doppleganger - Aspire this time being the one left with only 2 HPs after loitering just close enough to be caught in a fireball. Eventually though the final doppleganger on the level was confused by a nymph from out of sight and magic missiled to death to allow everyone to level up again.
On the third level I'd killed the Ashirikuru, the skeletons and was just finishing off the second of the greater wyverns when the game bugged out again. Fortunately this time I had a save just prior to the wyverns so didn't lose enough progress to be too annoying to redo it and pocketed the XP for killing the statues as a bonus.
In the cold area Kaldran acted like he could see through invisible by charging straight at the party as they entered, but he didn't actually attack. He did though paralyse Aspire when he tried to fire off a skull trap, but Skint just had time to make Aspire invisible before he went down.Trying to assess how quickly Kaldran attacked I tried casting magic missiles and running, but Kaldran retaliated so fast Aspire was paralysed again before he could get away. This time I'd made the mistake of casting with Skint as well so couldn't make Aspire invisible again straight away. Pauper therefore attacked with his fists to draw an attack on himself instead and it looked like that would successfully save the day - only for 2 more winter wolves to arrive and attack just as Pauper was trying to run with Hardup. I assumed that he hadn't quite reached the exit point, but when the others tried to exit they couldn't either - possibly Aspire had been paralysed actually on the exit point (although on the map his position wasn't the same as the movement marker for those trying to exit). Hardup had also tried dancing to attract attention and he was targeted and also killed before Skint became the final visible victim.
One death or three didn't really make a difference and the remaining trio went to the coast to find Shoal, where Washout sacrificed himself in order to bring the others back. After resting invisibly, summons quickly gobbled Ogre Droth and ensured that Shoal would not escape to claim any more innocent victims.
Back at Durlags I didn't feel I could let Kaldran get away with murder. Fortunately, on returning he was just far enough away from the entrance to allow Beggar to summon a spirit bear. That was immune to both cold damage and paralysation and that enabled the sorcerers to finish off the opposition without further trouble. The Air Aspect and its invisible stalkers had no distance attacks, so could be killed from behind an invisible wall. The bug hit again at that point - it has previously been noted in reports to Beamdog that this area is particularly susceptible to that. However, I redid those areas and added some phoenix guards. I left though the fission slime - the SCS chessboard battle isn't easy even with items available and I decided that (even) I wasn't foolish enough to take it on .
Beggar, Totemic Druid - L8, 65 HPs, 12 kills
Pauper, Priest of Helm - L8, 60 HPs, 68 kills, 1 death
Hardup, Shaman - L8, 50 HPs, 236 kills, 1 death
Washout, Bounty Hunter - L8, 56 HPs, 42 kills, 1 death
Aspire, Sorcerer - L8, 37 HPs, 141 kills, 0 deaths
Skint, Sorcerer - L8, 37 HPs, 99 kills, 1 death
Melody (Elf Ranger, Grond0); Grisol (Dwarf Wizard Slayer, Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/918189/#Comment_918189
It seems like a long time since our last session, but as our characters appeared outside the Cloakwood Mine the next step seemed obvious enough. They quickly moved down to Davaeorn's level, but struggled to make an impression on the first battle horror there. After both taking plenty of damage, Melody switched to stealth attacks while Grisol took advantage of his boots of speed to run the battle horror round. Melody got a few attacks in, but it was slow going and after several failed attempts she took the last few HPs away with a couple of wand magic missiles. Grisol compromised his principles a bit by gulping a couple of healing potions before trying his luck on the second battle horror - and finding this time his luck was in. Melody used a potion of magic blocking and stealthed down to Davaeorn to allow her to get a couple of whacks in before the mage teleported away. She then switched to bow and loosed what she hoped would be a fatal shot, but grumbled as that missed. However, in the background I heard a voice saying "I didn't" - reflecting that Grisol had sprinted forward and let fly with a dagger as Davaeorn was teleporting again.
We had to quickly traverse the mine again after forgetting to pick up Davaeorn's gear, but then flooded the place before moving on to the City. The first tasks there were to do the poison quest in order to get the Eagle Bow. With acid arrows equipped and a few helpful potions it was then time to seek out Drizzt. He vainly chased Grisol around while Melody rained arrows in. She only needed a 17 to hit, so the rain didn't have to last too long.
We'd postponed a few reputation quests to compensate for Drizzt's death, so did a quick round up of those. Melicamp unfortunately failed to recover, but a few quests in the City we don't normally bother with (like Brielbara) were able to push reputation up to 19 (and we've still got Nadine to go). One glitch saw the game crash as Grisol was passing across the tome of intelligence and that was lost in translation. We tend not to reload for that type of event, but Gate70 did suggest perhaps I should make an exception in order to allow Melody to survive an extra suck by a mind-flayer. I didn't bother though - which will no doubt result in more than one form of grief if Melody does eventually suffer from brain-fade .
After picking up her final level, Melody led the assault on the Iron Throne. A straight fight didn't seem wise and she hadn't yet bought any exploding arrows, so she started by taking pot-shots at the casters and running away to try and draw them downstairs. They didn't want to play that game though, so she threw in a few fireballs to reduce the opposition before Grisol joined in the fun to finish things off.
Melody, Ranger 8, 74 HPs, 216 kills
Grisol, Wizard Slayer 8, 101 HPs (inc. 5 from helm), 225 kills, 1 death