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...
No offense taken; I don't take any pride in this run.
I keep coming back to the Wand of Lightning trick because I keep finding slightly new ways to use it. Overpowered doesn't always mean simple; the WoL trick actually has tons of unique uses, and the ability to use the wand without breaking invisibility is something new I've discovered. The WoL trick is actually a very long list of different tricks that all feature the same engine glitch.
I don't consider this to be a serious run. Like I said, I'm just screwing around. I've been pushing myself too hard on this game and I think that's why I'm tired. After the poverty run, I needed to do something easy and stress-free for once. That's why I considered doing a story mode run.
This run isn't meant to be a challenge. If it ever makes it to the Hall, I would put an asterisk calling attention to the rampant abuse of the game engine. Not because I think there's anything wrong with the glitch, but out of respect for folks who complete the game without using it. That's why I made a point of announcing that this was not the holy grail run.
Brilliant work as always, @Grond0, especially using Shoal to handle those deaths. I can't wait to see you in SoD.
Sometimes the WoL trick is fun because it's so hilariously stupid. It's like fatigue boosting in Oblivion--it completely wrecks the challenge of the game, even if you crank up the difficulty to the maximum and install OOO, but it's just very satisfying to one-shot giant monsters with a shortbow.
We helped get Mellicamp get back into shape after which I spent time with him and discovered that he is a very good kisser. We then took on Bassilus. Tonya was held, but I and a summoned skeleton killed him. We then turned our attention to zargal and killed him.
I entered the fire giant temple protected by invisibility and fire immunity, ignoring most of the giants. I skipped all the fire giant battles on the first floor, but the other enemies were killed, as their physical damage isn't quite that annoying and I wasn't 100% sure which of them could maybe see through invisibility (I can easily kill fire giants while under the effect of hardiness, but why bother?). In the second level, I skipped a couple of more battles, but the prince of fire and Berenn were taken out. The latter forced me to go through most of my summons, but in the end, my trusted moon dog was still standing:
After killing Nyalee (and leaving the shambling mounds) it was time to injure Yaga-Shura. When he returned, I found myself in a rather bad position, being confronted with all of his officers. I tried to seperate the giant from the troops, but failed to do so - eventually, I decided to just kill some of them and ignore the mage and hope he wouldn't use any unexpected spells. A single GWW was enough to take Yaga-Shura from 100% to death:
Next, I skipped the oasis (though walking through the place while invisible was a challenge on its own, as the troops kept following and almost surrounding Iloïnen) and ignored the Amkethran sidequests, though I did help the smugglers in order to buy some useful items. Before entering Sendai's Lair, I also completed the second pocket plane challenge. Here, I re-learned that I actually need to be really careful with physical damage - I was equipped with my most aggressive gear setup, and evil Iloïnen dealt so much damage to me that I had to use a RoR charge to ensure survival. I swapped in defensive items, activated AoF and Hardiness and after Semaj wasn't able to do anything dangerous during his timestop, it was a simple matter of GWWing down foe after foe:
Sendai will (hopefully) be next. She's the last of the five I feel relatively comfortable about defeating. The big hurdles are propably going to be Draconis, Abazigal and especially Amelyssan (who I've never beaten in a solo no-reload game).
@Enuhal: Correct me if I'm wrong, but I believe your cleric/ranger would be the first solo tetralogy no-reload we've got. We haven't had a solo saga run that included SoD before.
I thought that it was a close call against Irenicus... Guess again, buddy...
In Ust Natha, I did a few quests, saved Phaere, told an Aboleth to get bent, killed an Eye Tyrant. Everything was going smooth until I decided to tackle the Kuo-toan cave. Fights there were a bit of a mess, but I managed to pull through without problems. Among those fights, the Kuo-toan Prince decide to show up. We gang up on him, he dies.
Ok. That's it for the smooth stuff... I go back to Ust Natha, I go to the tavern to sleep. When we wake up...
...the whole city turns on us...
That's the SCS Ust Natha, which is not meant to be possible. This is not a team with HLAs. I'm not @semiticgod. I have to get out !!!! One thing on my mind : scramble like there's no tomorrow, because otherwise, there will be no tomorrow for Miluiel. My state of mind : SHIT FUCK BLEH BLEH !!!
Xan cast Improved Haste (it's a group haste in IR), we get out of the Tavern. We rush to the exit. Gavin gets Commanded. He gets surrounded, he will go down. Jaheira near the exit gets her strength reduced to 3 by Ray of Enfeeblement. She can't get to the exit, she will be gone. Miluiel cast Invis 10' Radius and we send Alora get their stuff. Somehow, Kivan get caught by Hold Person. We still can't get out. A priest get close to us and cast Invisibility Purge. War parties are ready to arrive, we're visible and we can't get out. Only one thing to do : sorry Kivan, but we gang up on you 'til you die.
We pick up his stuff and finally managed to exit the city !!!! Fleh !!!
The worst is I don't even know why it happened. I thought I had three days ahead of me before the next quest. Nope. Sorry Adalon, can't help ya !!
Smart work, @Arctodus. The Siege of Ust Natha is definitely something you should only do intentionally; getting caught off-guard is a very easy way to die unless you've got some sort of insane trump card like the Staff of Zoltan. Good decision to put down Kivan so you could flee before the drow descended upon the party.
The best no-reloader isn't the one who kills the enemy; it's the one who survives the fight. Knowing when not to engage in combat is very important.
@semiticgod now if you'd said "the best no-reloader isn't the one who kills the enemy; it's the one who kills his friends" that would be my kind of saying .
Glad to see you got out of a sticky situation @Arctodus - always nice when you benefit from a free shot of adrenalin ...
Heh, if you're rping then that could be a serious dilemma. You chop off a limb from Kivan so you can resurrect him later... but is he going to be cool with that? Maybe... given what the drow would do to him... You might want to make a charisma roll though!
Summons made short work of the kobolds in the Nashkel Mine and a rest in Mulahey's cave allowed another lot to be produced to take care of him. I tried returning to the mine to pick up Joseph's forgotten ring, but the guards wouldn't let me back in. Nymph domination changed their minds, but that had required a rest and the ring took the chance to evaporate, so that was a waste of time. I'd also not checked reputation before resting and got a CLW rather than the intended LMD.
Nimbul was silenced and made no sound as the lightning hammered down on him. Tranzig failed to cope with summons, opening up a route to the Bandit Camp. First though the Opera conducted a sneak attack on the Red Wizards of Thay. Larswood and Peldvale were also cleared, leaving Ulcaster as the only wilderness area not yet dealt with.
Moving on to the Bandit Camp the Opera set themselves up in a corner and invited an audience to face the music. Webs and summons did the most damage as they successfully fought off an initial assault before resting. They cleared the remainder of the area before investigating Tazok's tent and setting off for the Cloakwood. Once again though I realised that I'd been too kind to the innocents and picked up a useless slow poison instead of horror .
In the first Cloakwood area summons did the bulk of the work before Seniyad got a dose of his own druidic medicine. In the second there was an oddity when Pauper started taking poison damage from a phase spider without actually showing as being poisoned. That was complicated by the lack of space available there, but slow poison still got to him in time. In the third area more druids contributed to the soil fertility, though there was one potentially dangerous moment when Beggar was charmed - resulting in him taking 'friendly lightning' from an ongoing call lightning spell by Hardup. Amarande was silenced after he came downstairs and didn't last long. On the way to the fourth area Molkar finally made his move. However, with everyone invisible it was easy to put up summons and demonstrate they were a lot better fighting in webs than the attackers. The area itself was again mainly cleared by summons, though invisible blockers made short work of the wyvern cave. Travelling to the 5th area the amazons sprang their ambush. I hadn't rested before travelling and only had nymphs available as summons. The invisible backstabbers ignored the nymph to try and get to Beggar, but they were foiled by an invisible wall and revealed themselves after being confused by the nymph. I was a bit careless again in the fight though and didn't finish Telka off while she was held - despite being attacked in melee she then switched to her bow and hit Skint twice with fire arrows to almost kill her. At the mine they cleared the external area before a pair of call lightnings each disposed of the mages and follow-ups incinerated the fighters as well. Inside the mine they cleared the top level and then tried to rest to get fresh summons for Hareishan. A couple of guards objected though and the XP from that was enough for everyone to pick up a level. My standard rule is that no-one levels up before everyone can do so, but that would mean no more levels in BG1 as Pauper is at his level cap (and another level would be nice for several of the characters ). I suspect I might end up bending my rule by saying that everyone except Pauper can level up at the point XP hits the cap ...
Inside the mine an argument broke out amongst Hareishan's guards thanks to nymph confusion. Spirit animals and skeletons then left the mage pretty much alone and she was unable to put up much defense. Beggar memorised pixie dust as his new 5th level spell, so was able to quickly get the party ready to rest. On the next level down Natasha found her globe to be not very helpful as she was first confused and then held by nymphs. An ogre mage had his invisibility dispelled by Washout's improving thief ability and was finished off by a nymph cause serious wounds. Moving down to Davaeorn's level they doomed and charmed the guard and used him to pull the battle horrors back. The guard was then re-charmed, chanted, blessed & hasted and sent to kill Davaeorn using farsight. Arriving in the City they started working through all encounters, beginning with the sewers. Hardup made a couple of uses of his new Spirit Fire spell there, which adds some extra area damage to the party's available options. I had one nasty moment when I hadn't appreciated that Larriaz had received an SCS upgrade and Skint was on the wrong end of a chromatic orb - though I doubt if she was high enough level for that to have been fatal. There was another slightly less than cautious moment when Gretek (who had been decoyed away before attacking his companions) was brought back in and used a potion of speed to try and attack Skint. However, before he could move more than a few steps, he was doomed, dominated, commanded, held, scared and covered with insects. For most encounters enemies didn't even get Gretek's slim chance - often going down to traps or stuck behind invisible blockers. At the Iron Throne the Opera sneaked up invisibly before throwing in webs and area damage. Summons followed up that, leaving only Alai, Gardush and one of the Shennaras alive. A nymph tempted the Shennara out of invisibility, leaving the enemies out of spells, out of ideas how to get at their tormentors and out of luck. Still some way short of the XP cap, I decided it was time for some more TotSC content before reporting for duty at Candlekeep. First up was Ice Island where Washout disarmed all the traps before summons helped work through the mages safely. I had a go at Shandalar as he teleported away, but couldn't manage quite enough damage. While Ice Island was easy enough, will I survive Balduran's Isle next time?
@Grond0: Good choice with Farsight! Is that really a reliable way to kill Davaeorn? Does Davaeorn not know how to respond, or is the guard really strong enough to weather his spells? I would have thought any friendly critter attacking Davaeorn would have prompted him to start teleporting around and spawning in guards from the northeast.
Please, please be careful with Balduran's Isle if you absolutely have to go there. The odds of the enemy's MR ending the run are small, but they're just the same as in your previous run. I'd hate to see so much progress undone by more bad luck.
I enlist the aid of the Shadow Thieves and the Radiant Heart paladins. Aran gifts me the Short Sword of Backstabbing +3, which will be useful later on. The Fleshies are destroyed to make room for Perfect Clay MK II and III. They will be highly useful because they are immune to magic and all damage types except crushing and fire, which they have a 33% and 50% resistance to, respectively.
Its unfortunate that I'm not high enough level to build the good Iron golems yet, but the fight with Cyric's Chosen leaves me no choice but to expend my best golem-building resources. We arrive at the Graveyard District and Anomen trivializes the entire assault on Bodhi's hideout.
Anomen closed the door on us so Bodhi wouldn't target our weaker party members. I've had very bad experiences with her bat swarm. After Bodhi's goons are disposed of, Korgan, Coran, Rasaad, and a planetar join the fight.
Coran gets the last hit on her, earning us 91k XP.
Bodhi is staked, causing Anomen, Korgan, and me to level up.
Now comes the part I've been planning, thinking, pondering on how to tackle since this playthrough started. I have a few different attack plans, all of which involve me and Nalia, but I have to start the fight in order to know which plan I should use. This will likely be a detailed post, which is why this one is so short. This will be the only fight so far that I truly don't know if I'll win.
Here we go. For those of you who don't use Rogue Rebalancing, you arrive at the ambush area completely unbuffed but the enemy prebuffs before your arrival, which is part of what makes this encounter so deadly.
I start with a Spell Trigger filled with Stoneskin, Spell Shield, and Haste. Our fighters buff with Potions of Magic Shielding to ward off Selina Shadowstorm's Greater Malison + Slow + Chaos combo. Nalia uses the WoL to charge up the Staff of Elemental Mastery to summon 18 Greater or Elder elementals. I'm hoping the elementals will close in around her and body-block Venduris from even reaching Nalia. Our golems Haste themselves and move in to the front with me. They'll be doing trap-clearing duty as they are immune to missile damage.
Once hasted, I move away into the back lines hoping for the elementals to body block me away from Venduris as well. It doesn't work like I thought it would.
Since Spell Immunity ignores aura, I cancel into SI: Enchantment to prevent my saves from being lowered by Selina's spell sequencer. I'm not worried about her Chaos since my save vs. Enchantment spells is a massive -8. I can definitely save at -4 with ease. I have all of Nalia's earth elementals cast their Earthquake spell one after the other, but some of them use their Elemental Concealment instead, as that is what they are scripted to do immediately after they are summoned.
Venduris is knocked out by the Earthquake. This gives me 4 rounds to find him and deal with him. Nalia is poisoned by Bodak Hangthorn. She is hasted, which means double poison damage. I'm afraid she won't summon her planetar. Coran kills Zaeron T'ane's mislead clone, exposing him. Anomen and Korgan are pounding away at Grok, who is right next to me, though mostly harmless at the moment because I'm protected by both Stoneskin and from Magical Weapons.
Two more of Nalia's Earth Elementals cast Earthquake. Zaeron T'ane is knocked out. Nalia suffers casting failure; I sent Anomen in too late for a Neutralize Poison because I thought she could handle it. Venduris is somehow already back up even though it hasn't been a full round yet and goes invisible again, as Coran had dispelled his illusion while fighting. (I learn later that aTweak's earth elemental earthquake causes foes to wake upon being damaged, causing the aftershocks to actually be detrimental. I then fixed this because the priest version does not have this behavior.) I manage to get a charged Wish off. The genies need to hurry up already.
Anomen neutralizes Nalia's poison. Grok backs off and goes invisible. Zaeron T'ane is oblierated by a few fire elementals and Korgan since he's knocked out while under Stoneskin, making it easy to carve through it.
The genies grant my wishes directly after this happens: -Random wand -Breach on EVERYONE (aw crap, I've made a huge mistake) -Double length Time Stop + Improved Alacrity (PHEW, I can fix this) -Set everyone's stats to 25
I immediately throw on Stoneskin, followed by Protection from Fire and Magic Energy, as well as a Mirror Image and Spell Deflection and Turning for good measure. I throw out my Planetar and most of my disabling spell arsenal with 2 Horrid Wiltings thrown in. I mislead myself, and, due to my clone holding the Staff of the Magi, it is immune to Time Stop, so I direct it toward where we came in. Having spent everything I needed to so far, I waste a round Spell Trapping myself with my staff. I walk up to Selina Shadowstorm and smack her with my staff, instantly dispelling all of her protections. I hit her a second time for 20 damage.
Satisfied, I use the WoL to deliver six Horrid Wiltings scattered across the battlefield. Any of the rogues in their radius will surely be destroyed.
I use a charged Power Word Stun on Kerith the Bleak and Selina, though Selina still reflects the spell back to me. Oh well, I've got Spell Trap, Turning, AND Deflection up. There's no way that can harm me. Kerith is near death, but I'm going to expend these scrolls taking up space in my inventory.
I begin casting a True Sight scroll, but it seems my Spell Turning has reflected 3 of those Power Word Stuns back to Selina, stunning her. She's dead meat after this time stop is over. I checked her health with ctrl+m, and she'll be stunned for 2d4 rounds.
The Time Stop wears off. Still 2 more wishes to grant: -Bad Luck on everyone (-5, this will absolutely toast the rogues since Horrid Wilting hasn't landed yet) -Random potion.
Selina gets horridly wilted just before my 6th wish. Kerith dies as well. Nalia gets off her Spell Trigger: Stoneskin, Spell Shield, and Protection from Magic Weapons.
Grok, Bodak Hangthorn, and fricken Venduris are still alive somehow. Grok speeds over toward the gate exit under double-strength haste to lure us into the traps set there, but Coran finishes him off.
I cast Improved Alacrity manually, and detect invisibility. My Air Elementals have gone hostile!
No biggie. I cast Death Spell to get rid of any traitors and direct my Planetar over to Venduris who is right next to me. I go improved invisible and cast Mirror Image. Venduris can only detect illusions once per round, and I've got aura cleansing. I can Greater Malison near him and back away because I can't see him through all the Horrid Wilting smoke. Bodak Hangthorn is toasted by a fire elemental due to his bad luck.
Venduris is immune to divination attacks thanks to his ring. The smoke clears but the Planetar can see him. Venduris is going for Coran, so I use Danger Sense on him to render him immune to Venduris' x7 backstabs.
Venduris changes strategy to head for the exit gate to lure the Planetar into all the traps set there. It doesn't work because the golems cleared that part out already. Venduris doubles back and gulps a healing potion as the planetar casts an Insect Swarm near him to chase him down. He stops for long enough for the Planetar to attack him, which causes a vorpal hit! I win!
Normally I can never win that fight without losing SOMEONE, but this time I pulled through! I send in the golems to check for any more traps, but they've all been expended. It wouldn't be the first time I died looting the Chosen's corpses. I decide to play it safe and pick up Venduris' scroll via quickloot and use it.
Please, please be careful with Balduran's Isle if you absolutely have to go there. The odds of the enemy's MR ending the run are small, but they're just the same as in your previous run. I'd hate to see so much progress undone by more bad luck.
Well there was again some bad luck, but fortunately this time it reversed just in time.
Beggar's Opera {15} - poverty run (update 6) Previous updates
After sailing to Balduran's Isle the Opera quickly cleared the island before working up through the ship - essentially dragging enemies back down into ambushes. The first attempt to kill Karoug failed, so he was dragged all the way outside where his regeneration couldn't handle call lightning. Finishing off the last few wolfweres in the ship then got everyone to their level cap and I decided to let them all (except Pauper) level up.
After reporting to Kaishas the Opera just went invisible and avoided fighting on the way to the ship. The idea was to do initial damage to Kaishas with traps before hammering her with spells. The first round of spell attacks included a skull trap, a holy smite, 4 call lightnings and a couple of magic missiles. That produced a grand total of about 10 damage from the magic missiles with everything else being blocked by magic resistance. I had been trying to stagger the call lightnings to avoid more than one arriving at once, but I failed in that attempt and she only had to make one resistance roll for 2 of the call lightnings. The best chance to kill her was slipping away, but the next round kept up a bit of pressure as one of the 2 call lightnings took effect. The spirit wolves tried attacking at this point - partly to allow Beggar room to cast - but they were ineffective. However, the next round of spell attacks saw both call lightnings strike home - making Kaishas vulnerable to death. However, only Hardup now had call lightnings left, though another skull trap would be a possibility as the chances were decent everyone would survive that. Hardup's next lightning was another hit and with various other small damage going in as well Kaishas briefly flickered to near death before pulling back again. I thought that another lightning hit, with insects and magic missiles added in would have a chance of killing her, but in fact the lightning alone did the job as her magic resistance not only failed, but her saving throw let her down for the first time as well (I had expected to have doomed her, but she successfully resisted 4 or 5 attempts at that early on as well). The Opera were somehow able to adjust the sails and get underway despite the ravening horde of werewolves chasing them and were soon back on familiar shores. They rested once and Washout laid some traps outside Mendas' house with the aim of catching his side-kick. He duly died, which seemed like a job well done - except that both of them were still there in the house, so it was obviously a duplicate that kicked the bucket. However, when the original came out to play he didn't have the same luck as Kaishas against an initial volley of lightning from some nymphs. A couple more rests allowed Washout to put a full stack of traps outside the house. I didn't want to drag Mendas out in his human form, however, as the traps would be wasted on him. Instead, the sorcerers nipped in and out quickly while throwing magic missiles from invisibility. A few rounds of those duly put Mendas in touch with his animal instincts, so it was now time to encourage him to come outside. He was reluctant to chase Washout outside, but in that sort of situation it's very often the case that an enemy will make an area transition when an invisible party member joins him. Mendas duly did that - and duly perished in the traps, allowing the party a sigh of relief as the threat of lycanthropy evaporated.There was one bad result to that fight though - continuing lightning damage targeted a couple of villagers (I think as a result of me not talking nicely to them before taking ship). The reputation damage caused by that means that Beggar will be getting vampiric touches as his 3rd level Bhaal powers rather than the intended DUHM (all reputation quests have already been done).
I'm contemplating a no reload run of BGEE. For survivability I'm debating a half-orc bounty hunter, assassin or swashbuckler. Thoughts on which to choose?
For survivability I'm debating a half-orc bounty hunter, assassin or swashbuckler.
Strictly speaking from a survivability perspective, one of the short races would be better than a half-orc, with halflings being your best bet. Their CON bonuses to saving throws include saves vs poison & death, whereas gnomes' bonuses don't. Dwarves 's saves bonuses do include poison/death but they start out with a maximum DEX of 17, while halflings can start with 19 DEX. Not only does this mean that halflings' AC is always going to be 1 point better, i.e. better defense, their superior dexterity will also make them stealthier, adding to their survivability as well. Dwarves can get 18 DEX later in the game to end up with the same AC though. They can also get 19 STR unlike halflings, which is why many people still prefer dwarves over halflings.
As for the kits you mentioned, swashbuckler takes the cake (again strictly speaking from a survivability standpoint). They get +1 AC at character creation, another one at level 5, and one more at level 10. A properly-equipped 20 DEX, 18 CON halfling swashbuckler will end up with unmodified AC around -5 and saves vs spell around 0:
Unenchanted studded leather armor: AC 7 (5 slashing, 6 piercing & missile) DEX bonus: -4 kit bonuses: -3 Claw of Kazgaroth: -1 (-4 missiles) Cloak of Balduran: -1 / Swap with Cloak of Displacement when under ranged attack: -4 missiles The Guard's Ring: -2 Kiel's Buckler: -2 (except missiles, unless you put pips in Sword & Shield style, though I wouldn't bother) Belt: -3 crushing, piercing/missile, or slashing, depending on which belt you use Senses of the Cat: -5 missiles
That's circa -5, with modifiers boosting AC against specific damage types even further, to -10 against slashing or piercing attacks, and -15 against missile attacks. You can also use a shield amulet (I think there's two in the game) for an extra -3 (so unmodified AC -8), or potions of defense for a whopping -12 AC (unmodified).
As for saves vs spells, by far the most important save in BGEE, you'll be at 11 by the late game but as a shorty you get a -5 bonus, so your saves vs spells will be 6. The Claw of Kazgaroth (-3), the Guard's Ring +2, and the Cloak of Balduran, will bring your saves vs spells down to 0, forcing you to protect yourself only against spells with save penalties, such as Web, Confusion and Chaos, which at least in SCS, are quite common in the second half of the game. Therefore you're advised to hoard potions of magic blocking, magic shielding, clarity. Note also that specialist mages impose a save penalty when casting spells from their school at you, so even a Dire Charm (with no intrinsic save penalty) can be fatal when cast by an Enchanter. Only in BG2EE will you be able to get your saves so low that you'll always make your saves, but this goes for any class, not just thieves.
By the way another survivable thief is the Shadow Dancer with their at will stealth ability. You could consider one of those too.
@Grond0: The original terms of the poverty run required the player to donate any gold they possessed but did not need for a quest, so if you can find a quest that gives a monetary reward, you can donate the money to boost your reputation. Your rules may be different, but that would be a legitimate way to raise reputation in the original Insane Solo Poverty run.
It looks like the endgame is approaching. Good luck!
@semiticgod yes - I think the original rules were a bit generous in places. I'm not allowing any items to be used or equipped (irrespective of whether they're quest items or generated by characters). I'm also not allowed to pay for anything except quests, so no use of inns or reputation boosting.
@semiticgod yes - I think the original rules were a bit generous in places. I'm not allowing any items to be used or equipped (irrespective of whether they're quest items or generated by characters). I'm also not allowed to pay for anything except quests, so no use of inns or reputation boosting.
But how are you going to survive in ToB without Goodberries?!
@semiticgod yes - I think the original rules were a bit generous in places. I'm not allowing any items to be used or equipped (irrespective of whether they're quest items or generated by characters). I'm also not allowed to pay for anything except quests, so no use of inns or reputation boosting.
But how are you going to survive in ToB without Goodberries?!
Lava's mod Southern Edge has a quest which requires Goodberries, except that I had Spell Revisions installed in my runthrough... which replaces it with a more *useful* spell!
Mollyboo's Solo Legacy of Bhaal Run: Just Screwing Around
After thinking about @Serg_BlackStrider's words, I've decided to avoid using the meat blob in Mollyboo's SoD run. I still plan on using the WoL trick, but not in combination with the Wand of Monster Summoning (which I will avoid using at all), because I have just discovered yet another use for the Wand of Lightning.
It should be possible to avoid most of the fights in the first dungeon, but I want to see how strong a Fighter/Mage/Thief really is in LoB mode. First, though, I want to thin the herd with a WoL Wand of Paralyzation charge. I can actually use the wand without breaking invisibility provided that I make sure Mollyboo won't get stunned by it (the Ring of Free Action +2 I forged will ensure this, but I didn't know that at the time).
A WoL Sunfire brings almost everyone to Near Death, and I decide to use melee weapons to finish them off. Now, if I had buffed with Improved Invisibility for the AC bonus and had several castings of Mirror Image, it should have been possible to beat these guys without using any WoL shenanigans or even any summons. But Mollyboo isn't optimized for melee combat and has to use a Potion of Invisibility when her Stoneskins go down.
Notice that Mollyboo is not taking double damage. I disabled bonus damage on a separate run and that continued into this one. I didn't even notice it because I didn't really take any damage in BG1.
Resting in this area is very dangerous in LoB mode. A single rest ambush spawns over 1,000 HP worth of enemies.
Normally, you'd use a Protection from Undead scroll to just walk past all the undead in the next area. But I want to make use of Mollyboo's 25 STR. I quickly discover that as strong as Mollyboo is, wands are still a lot better.
I end up burning almost all the charges of our Wand of Fire just to clear the undead. The next batch of human enemies plays out a lot like the first one: a Wand of Paralyzation affects exactly half of the enemies, Mollyboo loses her Stoneskins and has to use a Potion of Invisibility to avoid getting backstabbed to death, and finally she resorts to a wand to bring down the enemies.
But I accidentally kite the enemy right into the Flaming Fist healers, who prove to be badly outmatched.
The entire Flaming Fist contingent goes down. Imoen and Mollyboo are the only friendly critters alive on the map (Imoen goes invisible during every fight to make sure she survives for plot reasons). I have to rest and return to burn down the opposition, which now includes some very nasty undead with on-hit effects.
The next time I try to rest, I get interrupted seven times. There was probably over 10,000 HP across all of the skeletons running around the map before I finally rested successfully.
I blast Korlasz with the Wand of Frost and trigger her surrender dialogue with an Arrow of Dispelling.
Having seen the FMT in action, I have to say it's completely inferior to the likes of the Totemic Druid. It has very limited access to summons, and its superior damage output doesn't remotely compensate.
Which is saying something, considering Mollyboo is a killing machine by any reasonable standard.
I get level drained by a wraith or something on the way out, but the Flaming Fist are there to cast Restoration, despite having been brutally killed by Sarevok's followers just a day before.
I avoid most of the quests in Baldur's Gate; I don't need or want the XP. I just get some loot by lying about stopping a burglary at Sorcerous Sundries and recruiting Minsc and Dynaheir. Minsc happens to have a spare Greenstone Amulet that I want, and the Nymph's Cloak is enough to persuade him to challenge a bear to a wrestling match.
I'm a little concerned about the Dwarves of Dumathoin being overwhelmed by the numerically superior zombies and the level drain of those wights, so I use a Potion of Firebreath to even the odds. I can't use the potion too close to the dwarves without turning them hostile, so when the enemy horde thins, I switch to arrows.
Improved Invisibility and a WoL Slow scroll keep Semahl alive. Otherwise, he would have surely died to the wights attacking him--numerical superiority is the primary determinant of success in LoB mode.
I don't plan on spending a whole Wand of Fire to clear the undead in the next area, but I do want to tackle that lich. I use a Protection from Undead scroll to traverse the dungeon safely, but when a Bronze Sentry proves capable of seeing through both Protection from Undead and Invisibility...
Every single undead critter in the entire dungeon starts walking over to me.
They completely block the exit; I cannot slip past them. There are just too many. But we have a new trick for this run.
As I've discussed before, the WoL trick can be used to target critters through walls and from all the way across the map. And it just so happens that, for the first time in any of my runs, I'm finally able to create a scroll of Dimension Door via the Scribe Scroll ability--previously, it only created Stoneskin scrolls. I can use the WoL trick to teleport across the map using a Dimension Door scroll!
However, you still need a valid target. But critters aren't the only targets you can use: it's also perfectly possible to target items on the ground and containers. This means I can escape the horde by using the WoL trick to target a bookcase with a Dimension Door scroll.
I still need to get to the lich, though, so I have to go back once I get the Secret Revealed from the dwarves. When the undead get in the way, I use Dimension Door scrolls to teleport past walls of enemies.
I hit the lich with the Secret Revealed, but to my disbelief, he manages to cast Remove Magic. All of Mollyboo's defenses go down in an instant--including Protection from Undead.
I teleport across the map to an arrow I dropped on the ground. The lich gets Time Stop off the ground, but can't do anything with Mollyboo around.
I destroy the phylactery, but when I teleport to the entrance, I discover that we're still not free.
The phylactery may be gone, but the lich remains intact. We have to go back and kill it.
Fortunately, the lich saves us the trouble and teleports over to us. Good thing it didn't try that during Time Stop.
Mollyboo uses another Protection from Undead scroll. All the other undead come out to play, but they can do nothing but watch the lich die.
Then I discover that I can use this area to create golems! The golem summoning mod only lets you do it in certain places. I end up spending countless rounds painstakingly torching every single undead in the entire dungeon just so I can create a golem. Mollyboo creates her first golem ever.
LoB bonuses apply to the golems, so...
Actually, no. They don't CTRL-M reveals that this golem is actually all but worthless in LoB mode.
Sure enough, he dies in the first fight I take him to, without accomplishing anything in the process.
I spent all that time cleansing that dungeon for nothing. The golems are probably really excellent for most runs, but without LoB bonuses, only the absolute strongest golems would have any use, and a triple-class like Mollyboo won't be able to create the strongest golems until late SoA and ToB.
Regardless, I've discovered a new way to use the Wand of Lightning trick. We can teleport to any place on any map as long as we have a ground item, a live critter, or a container to target.
Mollyboo's Solo Legacy of Bhaal Run: Just Screwing Around
So, now that we can teleport all over the place, what can we do?
Well, I don't feel like fighting Ziatar or the Neothelid any more than I want to fight Morentherene. All three of them have poison breath attacks against which Mollyboo has exactly zero defenses. So I'm just gonna teleport past all of those locked doors and go right to Akanna. All I need is to use Farsight so I can spot her and then teleport to a container outside her door.
I torch some Carrion Crawlers with a Potion of Firebreath (no need for any buffs on the first round; I don't need to worry about getting paralyzed with the Ring of Free Action +2 on hand) and send some skeletons over to fight Akanna and her Aerial Servants. But Aerial Servants have always been ridiculously heavy hitters, and my mods only make them stronger by giving them at-will invisibility.
So I hurry in to torch the enemy, then fall back and launch some Wand of Cloudkill charges into Akanna's room. I can avoid taking any damage or getting in the enemy's visual range by dropping an arrow on the ground outside and using the arrow as my final target.
I still need to deal with Darskhelin, unfortunately, but we have lots of resources to deal with him, including an effective 48 INT thanks to a Potion of Genius. But then I just decide to use Farsight and the Wand of Cloudkill to poison the enemy from behind the door. They don't know how to open it.
I consider letting them out so I can fight them properly, but I let them slowly die for a very long time until I finally move in.
When I try to free Madele, I realize that we do still need to kill Ziatar, if not the Neothelid. Just for fun, I fry her through the walls.
I teleport to her body, grab the key, and complete the quest. Dimension Door is pretty darn fun.
I make a point of grabbing Spell Breaker from an ambush area, since the sword dispels magic on critical hits, which isn't as strong as the Martyr's Morningstar but is still pretty cool. Plus, it grants +2 to saves vs. spell.
Next up is Bridgefort. We've got multiple mages to deal with, plus an army of fighters with LoB HP and APR. The Wand of Fire will be instrumental here; otherwise we simply could not deal enough damage to overcome the enemy's numerical superiority.
But that sounds hard, so I use Farsight and teleport to the well so I don't have to do anything.
At the Coalition Camp, I buy a bunch of stuff from Nazramu (since he vanishes when the invasion begins), go kill a basilisk (I hate to use a Protection from Undead scroll when some Burning Skeletons flank me), and retrieve the Martyr's Morningstar, the weapon on which I based this entire run.
I try to tackle the Cyclops and company using the Wand of Paralyzation, but the enemy makes their saves and they crush our summons with sheer numbers.
I struggle for round after round after round to bring them down, but they are so many and Mollyboo is alone. Only Potions of Invisibility keep Mollyboo from getting overwhelmed. Then I discover that, by helping those druids to the northwest first, I've got infinitely respawning animal critters helping me out.
The fight is impossible to lose as long as you stay safe, but it's also way too slow. I switch to using Chaos scrolls, at which point the enemy becomes much more manageable.
Greater Malison, Chaos, and the Wand of Paralyzation eventually win us the fight past the gate, and wands kill Rigah and his witch, earning us the Dragon Blade, which we don't really need but is pretty nice, I guess.
We don't want to pick too many fights in the tunnels because it's an enclosed space and most (well, all, actually) of the enemies here are completely optional, but when Strunk makes a terrible pun, that crosses a line.
We blast him with a Wand of Frost, but it's an Arrow of Dispelling that actually wins the fight.
But Crusaders come running, and more follow.
For a moment, I'm afraid the whole area has gone hostile. But by the time I roast the enemies present, no others have shown up.
As long as you choose yourself as the final target with the Wand of Lightning, a WoL Potion of Firebreath will not break invisibility. It's a safe way of doing lots of damage to multiple enemies at once. The same tactic takes down Ferrusk.
Why do I have so many Potions of Firebreath? Well, there's a mod-introduced shopkeeper in Nashkel that sells them for 10 gold apiece.
Just kidding. I used the item duplication trick. I can duplicate almost anything now that I have a Bag of Holding.
Well, except for scrolls of Protection from Magic. Because that would just be cheesy.
Anyhoo, Shambling Mounds are blocking the doorway, so I teleport out. There's really only three things I need to do here: place the Barrel of Bwoosh, poison the water, and poison the food. All three can be done without a fight by using invisibility. As for the door guards, you can shout your way past them (though it may require high Charisma).
Hephernaan runs out to find me (I don't have to hunt him down), but can't actually see through invisibility. I break invisibility by talking to him, but don't stay around to chat: you can leave as soon as you speak with him. Apparently you can avoid that entire hideous fight just by going up the elevator while invisible and letting Hephernaan come to you! It does mean we don't get the Crown of Lies or Robe of Netheril, though, or that full plate mail with fire resistance.
I don't know if there's a timer for how long you can stay in the tunnels safely, but I always feel with haste and invisibility active. This time, though, we don't need it. We can just teleport to the exit.
It might be a glitch, but teleporting all over the map and skipping huge sections of the game is pretty fun.
Before continuing with the main quest the Opera went to the final wilderness area left at Ulcaster. Pauper claimed a few victims there with turn undead before everyone used protection from lightning while smacking down Icharyd. The Wolf then failed to make an impact - summons and traps wasted when it never managed to escape from webs. At Candlekeep, Washout managed to place a trap before the ogre magi arrived. That was helpful in slowing a couple of the enemies and a spirit lion and insect plague helped control them despite Hardup being charmed. The Iron Throne leaders were stuck in webs, with malison pretty well ensuring they wouldn't escape. The catacombs were fully cleared, with the spiders being killed before dealing harshly with Prat. Back in Baldur's Gate Duke Eltan was rescued and Cythandria tracked down. There was a surprise at the Iron Throne though that a Shennara was present. I'm pretty sure that someone visible had looked everywhere in the area, so all I can think of is that confusion made her run up onto the roof during the fight. Fortunately she was visible by now (presumably having used her potions during the fight earlier), so was put in a cage and executed. Buffed summons then made short work of Cythandria and her golems. Slythe died within moments of being attacked. I then let Krystin use her spells up on summons before remembering that Beggar now had a better method of dealing with spell-casters. At the palace Washout laid a stack of special traps before Beggar triggered the fight (relying on his ironskins in case of the assassin attacking him). The traps killed the mage and, though 3 nymph confusions affected no-one, Aspire put Liia into invisibility for safe keeping (he had stoneskins on as well). Malison allowed Beggar one success with his Bhaal horror, but that didn't make much difference anyway with the enemies all dying very quickly. They cleared the maze and the Undercity - with the party there suffering from a webbed bombardment. Tamoko just survived some traps, but a magic missile finished her off.
In the temple Washout laid another stack of traps. Aspire then showed himself to Sarevok before disappearing again in the corner. Washout was unable to discover Angelo, but a skeleton persuaded him to show himself. A nymph managed to dominate him, which would have provided a way to kill him easily - but a Writhing Fog was already on the way to turn him hostile again. However, he was out of spell defenses and only lasted a few more seconds anyway. After waiting for Diarmid's globe to run out, Hardup used Writhing Fog to kill Semaj, with shamanic summons sorting out the resulting skeleton warrior. A couple of Spirit Fires was too much for Tazok, but Diarmid needed a couple of skull traps as well. The sorcerers then threw in all the rest of their skull traps to leave Sarevok with just 76 HPs. Would that be enough to survive all the magic missiles, acid arrows, insect spells and summons coming his way - never mind the possibility of invisible meleeing? I suspect you know what the answer to that would have been even before a nymph held Sarevok ... Beggar, Totemic Druid - L10, 73 HPs, 33 kills Pauper, Priest of Helm - L8, 70 HPs, 136 kills, 1 death Hardup, Shaman - L9, 67 HPs, 286 kills, 1 death Washout, Bounty Hunter - L10, 69 HPs, 66 kills, 1 death Aspire, Sorcerer - L9, 48 HPs, 293 kills, 0 deaths Skint, Sorcerer - L9, 48 HPs, 160 kills, 1 death Skint now has skull trap as well, but Aspire has still been doing most of the area damage and has finally taken the kills lead. Pauper more than matched him in that last session thanks to destroying lots of undead in the Undercity, but doesn't have the range of killing abilities to challenge in the longer term.
Yay @Grond0, congratulations! Great to see the first act of your Beggar's Opera brought to completion! Now please, no mistakes in Korlasz's lair. I'm much too interested in the second act.
Btw, @Arctodus and @Flasburn, I haven't replied much to your posts, other than with likes or insightfuls, but I'm impressed with your work. @Arctodus, you're dealing very well even with unexpected setbacks. Keep at it man, you have it in you to go all the way. @Flashburn, while your style migh not be mine (I always try to avoid using exploits), I cannot but admire your achievements so far. Stay strong!
Due to the fresh installation I am starting a new game. I rolled 100 for a cleric/ranger, the second best roll I have ever rolled for this class. Sadly my 104 roll died along with a computer.
Comments
I keep coming back to the Wand of Lightning trick because I keep finding slightly new ways to use it. Overpowered doesn't always mean simple; the WoL trick actually has tons of unique uses, and the ability to use the wand without breaking invisibility is something new I've discovered. The WoL trick is actually a very long list of different tricks that all feature the same engine glitch.
I don't consider this to be a serious run. Like I said, I'm just screwing around. I've been pushing myself too hard on this game and I think that's why I'm tired. After the poverty run, I needed to do something easy and stress-free for once. That's why I considered doing a story mode run.
This run isn't meant to be a challenge. If it ever makes it to the Hall, I would put an asterisk calling attention to the rampant abuse of the game engine. Not because I think there's anything wrong with the glitch, but out of respect for folks who complete the game without using it. That's why I made a point of announcing that this was not the holy grail run.
Brilliant work as always, @Grond0, especially using Shoal to handle those deaths. I can't wait to see you in SoD.
Journal of Æthelioba III
We helped get Mellicamp get back into shape after which I spent time with him and discovered that he is a very good kisser. We then took on Bassilus. Tonya was held, but I and a summoned skeleton killed him. We then turned our attention to zargal and killed him.Then RL got in the way.
Previous posts:
Part II: https://forums.beamdog.com/discussion/comment/916040/#Comment_916040
Part III: https://forums.beamdog.com/discussion/comment/916127/#Comment_916127
Part IV: https://forums.beamdog.com/discussion/comment/916767/#Comment_916767
Part V: https://forums.beamdog.com/discussion/comment/917078/#Comment_917078
Part VI: https://forums.beamdog.com/discussion/comment/917934/#Comment_917934
Part VII: https://forums.beamdog.com/discussion/comment/918418/#Comment_918418
Part VIII: https://forums.beamdog.com/discussion/comment/920872/#Comment_920872
Part IX: https://forums.beamdog.com/discussion/comment/923305/#Comment_923305
I entered the fire giant temple protected by invisibility and fire immunity, ignoring most of the giants. I skipped all the fire giant battles on the first floor, but the other enemies were killed, as their physical damage isn't quite that annoying and I wasn't 100% sure which of them could maybe see through invisibility (I can easily kill fire giants while under the effect of hardiness, but why bother?). In the second level, I skipped a couple of more battles, but the prince of fire and Berenn were taken out. The latter forced me to go through most of my summons, but in the end, my trusted moon dog was still standing:
After killing Nyalee (and leaving the shambling mounds) it was time to injure Yaga-Shura. When he returned, I found myself in a rather bad position, being confronted with all of his officers. I tried to seperate the giant from the troops, but failed to do so - eventually, I decided to just kill some of them and ignore the mage and hope he wouldn't use any unexpected spells. A single GWW was enough to take Yaga-Shura from 100% to death:
Next, I skipped the oasis (though walking through the place while invisible was a challenge on its own, as the troops kept following and almost surrounding Iloïnen) and ignored the Amkethran sidequests, though I did help the smugglers in order to buy some useful items. Before entering Sendai's Lair, I also completed the second pocket plane challenge. Here, I re-learned that I actually need to be really careful with physical damage - I was equipped with my most aggressive gear setup, and evil Iloïnen dealt so much damage to me that I had to use a RoR charge to ensure survival. I swapped in defensive items, activated AoF and Hardiness and after Semaj wasn't able to do anything dangerous during his timestop, it was a simple matter of GWWing down foe after foe:
Sendai will (hopefully) be next. She's the last of the five I feel relatively comfortable about defeating. The big hurdles are propably going to be Draconis, Abazigal and especially Amelyssan (who I've never beaten in a solo no-reload game).
Enuhal
Miluiel, the elven bard
BG1 posts : 1, 2, 3, 4, 5, 6SoD posts : 1, 2, 3, 4
SoA posts : 1, 2, 3, 4, 5, 6
Notable mods
- SCS (full prebuffs, full Tactical Challenges)
- IR/SR
- Rogue Rebalancing
- plenty of NPC mods
- Tweak Anthology
- Refinements
Quick and painful update from Ust Natha.
I thought that it was a close call against Irenicus... Guess again, buddy...
In Ust Natha, I did a few quests, saved Phaere, told an Aboleth to get bent, killed an Eye Tyrant. Everything was going smooth until I decided to tackle the Kuo-toan cave. Fights there were a bit of a mess, but I managed to pull through without problems. Among those fights, the Kuo-toan Prince decide to show up. We gang up on him, he dies.
Ok. That's it for the smooth stuff... I go back to Ust Natha, I go to the tavern to sleep. When we wake up...
...the whole city turns on us...
That's the SCS Ust Natha, which is not meant to be possible. This is not a team with HLAs. I'm not @semiticgod. I have to get out !!!! One thing on my mind : scramble like there's no tomorrow, because otherwise, there will be no tomorrow for Miluiel. My state of mind : SHIT FUCK BLEH BLEH !!!
Xan cast Improved Haste (it's a group haste in IR), we get out of the Tavern. We rush to the exit. Gavin gets Commanded. He gets surrounded, he will go down. Jaheira near the exit gets her strength reduced to 3 by Ray of Enfeeblement. She can't get to the exit, she will be gone. Miluiel cast Invis 10' Radius and we send Alora get their stuff. Somehow, Kivan get caught by Hold Person. We still can't get out. A priest get close to us and cast Invisibility Purge. War parties are ready to arrive, we're visible and we can't get out. Only one thing to do : sorry Kivan, but we gang up on you 'til you die.
We pick up his stuff and finally managed to exit the city !!!! Fleh !!!
The worst is I don't even know why it happened. I thought I had three days ahead of me before the next quest. Nope. Sorry Adalon, can't help ya !!
Murtaugh, this one's for you :
The best no-reloader isn't the one who kills the enemy; it's the one who survives the fight. Knowing when not to engage in combat is very important.
Glad to see you got out of a sticky situation @Arctodus - always nice when you benefit from a free shot of adrenalin ...
Previous updates
https://forums.beamdog.com/discussion/comment/924712/#Comment_924712
https://forums.beamdog.com/discussion/comment/924969/#Comment_924969
Summons made short work of the kobolds in the Nashkel Mine and a rest in Mulahey's cave allowed another lot to be produced to take care of him. I tried returning to the mine to pick up Joseph's forgotten ring, but the guards wouldn't let me back in. Nymph domination changed their minds, but that had required a rest and the ring took the chance to evaporate, so that was a waste of time. I'd also not checked reputation before resting and got a CLW rather than the intended LMD.
Nimbul was silenced and made no sound as the lightning hammered down on him. Tranzig failed to cope with summons, opening up a route to the Bandit Camp. First though the Opera conducted a sneak attack on the Red Wizards of Thay. Larswood and Peldvale were also cleared, leaving Ulcaster as the only wilderness area not yet dealt with.
Moving on to the Bandit Camp the Opera set themselves up in a corner and invited an audience to face the music. Webs and summons did the most damage as they successfully fought off an initial assault before resting. They cleared the remainder of the area before investigating Tazok's tent and setting off for the Cloakwood. Once again though I realised that I'd been too kind to the innocents and picked up a useless slow poison instead of horror .
In the first Cloakwood area summons did the bulk of the work before Seniyad got a dose of his own druidic medicine. In the second there was an oddity when Pauper started taking poison damage from a phase spider without actually showing as being poisoned. That was complicated by the lack of space available there, but slow poison still got to him in time.
In the third area more druids contributed to the soil fertility, though there was one potentially dangerous moment when Beggar was charmed - resulting in him taking 'friendly lightning' from an ongoing call lightning spell by Hardup. Amarande was silenced after he came downstairs and didn't last long.
On the way to the fourth area Molkar finally made his move. However, with everyone invisible it was easy to put up summons and demonstrate they were a lot better fighting in webs than the attackers. The area itself was again mainly cleared by summons, though invisible blockers made short work of the wyvern cave.
Travelling to the 5th area the amazons sprang their ambush. I hadn't rested before travelling and only had nymphs available as summons. The invisible backstabbers ignored the nymph to try and get to Beggar, but they were foiled by an invisible wall and revealed themselves after being confused by the nymph. I was a bit careless again in the fight though and didn't finish Telka off while she was held - despite being attacked in melee she then switched to her bow and hit Skint twice with fire arrows to almost kill her.
At the mine they cleared the external area before a pair of call lightnings each disposed of the mages and follow-ups incinerated the fighters as well. Inside the mine they cleared the top level and then tried to rest to get fresh summons for Hareishan. A couple of guards objected though and the XP from that was enough for everyone to pick up a level. My standard rule is that no-one levels up before everyone can do so, but that would mean no more levels in BG1 as Pauper is at his level cap (and another level would be nice for several of the characters ). I suspect I might end up bending my rule by saying that everyone except Pauper can level up at the point XP hits the cap ...
Beggar, Totemic Druid - L9, 71 HPs, 20 kills
Pauper, Priest of Helm - L8, 70 HPs, 68 kills, 1 death
Hardup, Shaman - L8, 60 HPs, 254 kills, 1 death
Washout, Bounty Hunter - L9, 62 HPs, 47 kills, 1 death
Aspire, Sorcerer - L8, 42 HPs, 182 kills, 0 deaths
Skint, Sorcerer - L8, 43 HPs, 109 kills, 1 death
Previous updates
https://forums.beamdog.com/discussion/comment/924712/#Comment_924712
https://forums.beamdog.com/discussion/comment/924969/#Comment_924969
https://forums.beamdog.com/discussion/comment/925415/#Comment_925415
Inside the mine an argument broke out amongst Hareishan's guards thanks to nymph confusion. Spirit animals and skeletons then left the mage pretty much alone and she was unable to put up much defense.
Beggar memorised pixie dust as his new 5th level spell, so was able to quickly get the party ready to rest. On the next level down Natasha found her globe to be not very helpful as she was first confused and then held by nymphs. An ogre mage had his invisibility dispelled by Washout's improving thief ability and was finished off by a nymph cause serious wounds.
Moving down to Davaeorn's level they doomed and charmed the guard and used him to pull the battle horrors back. The guard was then re-charmed, chanted, blessed & hasted and sent to kill Davaeorn using farsight.
Arriving in the City they started working through all encounters, beginning with the sewers. Hardup made a couple of uses of his new Spirit Fire spell there, which adds some extra area damage to the party's available options.
I had one nasty moment when I hadn't appreciated that Larriaz had received an SCS upgrade and Skint was on the wrong end of a chromatic orb - though I doubt if she was high enough level for that to have been fatal. There was another slightly less than cautious moment when Gretek (who had been decoyed away before attacking his companions) was brought back in and used a potion of speed to try and attack Skint. However, before he could move more than a few steps, he was doomed, dominated, commanded, held, scared and covered with insects. For most encounters enemies didn't even get Gretek's slim chance - often going down to traps or stuck behind invisible blockers.
At the Iron Throne the Opera sneaked up invisibly before throwing in webs and area damage. Summons followed up that, leaving only Alai, Gardush and one of the Shennaras alive. A nymph tempted the Shennara out of invisibility, leaving the enemies out of spells, out of ideas how to get at their tormentors and out of luck.
Still some way short of the XP cap, I decided it was time for some more TotSC content before reporting for duty at Candlekeep. First up was Ice Island where Washout disarmed all the traps before summons helped work through the mages safely. I had a go at Shandalar as he teleported away, but couldn't manage quite enough damage. While Ice Island was easy enough, will I survive Balduran's Isle next time?
Beggar, Totemic Druid - L9, 71 HPs, 28 kills
Pauper, Priest of Helm - L8, 70 HPs, 75 kills, 1 death
Hardup, Shaman - L8, 60 HPs, 267 kills, 1 death
Washout, Bounty Hunter - L9, 62 HPs, 56 kills, 1 death
Aspire, Sorcerer - L8, 42 HPs, 236 kills, 0 deaths
Please, please be careful with Balduran's Isle if you absolutely have to go there. The odds of the enemy's MR ending the run are small, but they're just the same as in your previous run. I'd hate to see so much progress undone by more bad luck.
I really want to see you in SoD and BG2!
Brunash the Red (Headed) Supergiant Halfling Enchanter!
BG1: 1, 2, 3, 4, 5, 6, 7, 8, 9SoD: 1, 2, 3, 4, 5, 6
SoA: 1, 2, 3, 4, 5, 6
I enlist the aid of the Shadow Thieves and the Radiant Heart paladins. Aran gifts me the Short Sword of Backstabbing +3, which will be useful later on. The Fleshies are destroyed to make room for Perfect Clay MK II and III. They will be highly useful because they are immune to magic and all damage types except crushing and fire, which they have a 33% and 50% resistance to, respectively.
Its unfortunate that I'm not high enough level to build the good Iron golems yet, but the fight with Cyric's Chosen leaves me no choice but to expend my best golem-building resources. We arrive at the Graveyard District and Anomen trivializes the entire assault on Bodhi's hideout.
Anomen closed the door on us so Bodhi wouldn't target our weaker party members. I've had very bad experiences with her bat swarm. After Bodhi's goons are disposed of, Korgan, Coran, Rasaad, and a planetar join the fight.
Coran gets the last hit on her, earning us 91k XP.
Bodhi is staked, causing Anomen, Korgan, and me to level up.
Now comes the part I've been planning, thinking, pondering on how to tackle since this playthrough started. I have a few different attack plans, all of which involve me and Nalia, but I have to start the fight in order to know which plan I should use. This will likely be a detailed post, which is why this one is so short. This will be the only fight so far that I truly don't know if I'll win.
Brunash - Enchanter 21
Sir Anomen - Fighter 7 -> Priest of Helm 26
Korgan - Berserker 24
Rasaad - Sun Soul Monk 25
Coran - Fighter 16/Bounty Hunter 19
Nalia - Sorcerer 20
Brunash the Red (Headed) Hypergiant Halfling Enchanter!
BG1: 1, 2, 3, 4, 5, 6, 7, 8, 9SoD: 1, 2, 3, 4, 5, 6
SoA: 1, 2, 3, 4, 5, 6, 6.5
Here we go. For those of you who don't use Rogue Rebalancing, you arrive at the ambush area completely unbuffed but the enemy prebuffs before your arrival, which is part of what makes this encounter so deadly.
I start with a Spell Trigger filled with Stoneskin, Spell Shield, and Haste. Our fighters buff with Potions of Magic Shielding to ward off Selina Shadowstorm's Greater Malison + Slow + Chaos combo. Nalia uses the WoL to charge up the Staff of Elemental Mastery to summon 18 Greater or Elder elementals. I'm hoping the elementals will close in around her and body-block Venduris from even reaching Nalia. Our golems Haste themselves and move in to the front with me. They'll be doing trap-clearing duty as they are immune to missile damage.
Once hasted, I move away into the back lines hoping for the elementals to body block me away from Venduris as well. It doesn't work like I thought it would.
Since Spell Immunity ignores aura, I cancel into SI: Enchantment to prevent my saves from being lowered by Selina's spell sequencer. I'm not worried about her Chaos since my save vs. Enchantment spells is a massive -8. I can definitely save at -4 with ease. I have all of Nalia's earth elementals cast their Earthquake spell one after the other, but some of them use their Elemental Concealment instead, as that is what they are scripted to do immediately after they are summoned.
Venduris is knocked out by the Earthquake. This gives me 4 rounds to find him and deal with him. Nalia is poisoned by Bodak Hangthorn. She is hasted, which means double poison damage. I'm afraid she won't summon her planetar. Coran kills Zaeron T'ane's mislead clone, exposing him. Anomen and Korgan are pounding away at Grok, who is right next to me, though mostly harmless at the moment because I'm protected by both Stoneskin and from Magical Weapons.
Two more of Nalia's Earth Elementals cast Earthquake. Zaeron T'ane is knocked out. Nalia suffers casting failure; I sent Anomen in too late for a Neutralize Poison because I thought she could handle it. Venduris is somehow already back up even though it hasn't been a full round yet and goes invisible again, as Coran had dispelled his illusion while fighting. (I learn later that aTweak's earth elemental earthquake causes foes to wake upon being damaged, causing the aftershocks to actually be detrimental. I then fixed this because the priest version does not have this behavior.) I manage to get a charged Wish off. The genies need to hurry up already.
Anomen neutralizes Nalia's poison. Grok backs off and goes invisible. Zaeron T'ane is oblierated by a few fire elementals and Korgan since he's knocked out while under Stoneskin, making it easy to carve through it.
The genies grant my wishes directly after this happens:
-Random wand
-Breach on EVERYONE (aw crap, I've made a huge mistake)
-Double length Time Stop + Improved Alacrity (PHEW, I can fix this)
-Set everyone's stats to 25
I immediately throw on Stoneskin, followed by Protection from Fire and Magic Energy, as well as a Mirror Image and Spell Deflection and Turning for good measure. I throw out my Planetar and most of my disabling spell arsenal with 2 Horrid Wiltings thrown in. I mislead myself, and, due to my clone holding the Staff of the Magi, it is immune to Time Stop, so I direct it toward where we came in. Having spent everything I needed to so far, I waste a round Spell Trapping myself with my staff. I walk up to Selina Shadowstorm and smack her with my staff, instantly dispelling all of her protections. I hit her a second time for 20 damage.
Satisfied, I use the WoL to deliver six Horrid Wiltings scattered across the battlefield. Any of the rogues in their radius will surely be destroyed.
I use a charged Power Word Stun on Kerith the Bleak and Selina, though Selina still reflects the spell back to me. Oh well, I've got Spell Trap, Turning, AND Deflection up. There's no way that can harm me. Kerith is near death, but I'm going to expend these scrolls taking up space in my inventory.
I begin casting a True Sight scroll, but it seems my Spell Turning has reflected 3 of those Power Word Stuns back to Selina, stunning her. She's dead meat after this time stop is over. I checked her health with ctrl+m, and she'll be stunned for 2d4 rounds.
The Time Stop wears off. Still 2 more wishes to grant:
-Bad Luck on everyone (-5, this will absolutely toast the rogues since Horrid Wilting hasn't landed yet)
-Random potion.
Selina gets horridly wilted just before my 6th wish. Kerith dies as well. Nalia gets off her Spell Trigger: Stoneskin, Spell Shield, and Protection from Magic Weapons.
Grok, Bodak Hangthorn, and fricken Venduris are still alive somehow. Grok speeds over toward the gate exit under double-strength haste to lure us into the traps set there, but Coran finishes him off.
I cast Improved Alacrity manually, and detect invisibility. My Air Elementals have gone hostile!
No biggie. I cast Death Spell to get rid of any traitors and direct my Planetar over to Venduris who is right next to me. I go improved invisible and cast Mirror Image. Venduris can only detect illusions once per round, and I've got aura cleansing. I can Greater Malison near him and back away because I can't see him through all the Horrid Wilting smoke. Bodak Hangthorn is toasted by a fire elemental due to his bad luck.
Venduris is immune to divination attacks thanks to his ring. The smoke clears but the Planetar can see him. Venduris is going for Coran, so I use Danger Sense on him to render him immune to Venduris' x7 backstabs.
Venduris changes strategy to head for the exit gate to lure the Planetar into all the traps set there. It doesn't work because the golems cleared that part out already. Venduris doubles back and gulps a healing potion as the planetar casts an Insect Swarm near him to chase him down. He stops for long enough for the Planetar to attack him, which causes a vorpal hit! I win!
Normally I can never win that fight without losing SOMEONE, but this time I pulled through! I send in the golems to check for any more traps, but they've all been expended. It wouldn't be the first time I died looting the Chosen's corpses. I decide to play it safe and pick up Venduris' scroll via quickloot and use it.
Now to plunder their booty!
Beggar's Opera {15} - poverty run (update 6)
Previous updates
https://forums.beamdog.com/discussion/comment/924712/#Comment_924712
https://forums.beamdog.com/discussion/comment/924969/#Comment_924969
https://forums.beamdog.com/discussion/comment/925415/#Comment_925415
https://forums.beamdog.com/discussion/comment/925665/#Comment_925665
After sailing to Balduran's Isle the Opera quickly cleared the island before working up through the ship - essentially dragging enemies back down into ambushes. The first attempt to kill Karoug failed, so he was dragged all the way outside where his regeneration couldn't handle call lightning. Finishing off the last few wolfweres in the ship then got everyone to their level cap and I decided to let them all (except Pauper) level up.
After reporting to Kaishas the Opera just went invisible and avoided fighting on the way to the ship. The idea was to do initial damage to Kaishas with traps before hammering her with spells. The first round of spell attacks included a skull trap, a holy smite, 4 call lightnings and a couple of magic missiles. That produced a grand total of about 10 damage from the magic missiles with everything else being blocked by magic resistance. I had been trying to stagger the call lightnings to avoid more than one arriving at once, but I failed in that attempt and she only had to make one resistance roll for 2 of the call lightnings.
The best chance to kill her was slipping away, but the next round kept up a bit of pressure as one of the 2 call lightnings took effect. The spirit wolves tried attacking at this point - partly to allow Beggar room to cast - but they were ineffective. However, the next round of spell attacks saw both call lightnings strike home - making Kaishas vulnerable to death.
However, only Hardup now had call lightnings left, though another skull trap would be a possibility as the chances were decent everyone would survive that. Hardup's next lightning was another hit and with various other small damage going in as well Kaishas briefly flickered to near death before pulling back again. I thought that another lightning hit, with insects and magic missiles added in would have a chance of killing her, but in fact the lightning alone did the job as her magic resistance not only failed, but her saving throw let her down for the first time as well (I had expected to have doomed her, but she successfully resisted 4 or 5 attempts at that early on as well).
The Opera were somehow able to adjust the sails and get underway despite the ravening horde of werewolves chasing them and were soon back on familiar shores. They rested once and Washout laid some traps outside Mendas' house with the aim of catching his side-kick. He duly died, which seemed like a job well done - except that both of them were still there in the house, so it was obviously a duplicate that kicked the bucket. However, when the original came out to play he didn't have the same luck as Kaishas against an initial volley of lightning from some nymphs.
A couple more rests allowed Washout to put a full stack of traps outside the house. I didn't want to drag Mendas out in his human form, however, as the traps would be wasted on him. Instead, the sorcerers nipped in and out quickly while throwing magic missiles from invisibility. A few rounds of those duly put Mendas in touch with his animal instincts, so it was now time to encourage him to come outside. He was reluctant to chase Washout outside, but in that sort of situation it's very often the case that an enemy will make an area transition when an invisible party member joins him. Mendas duly did that - and duly perished in the traps, allowing the party a sigh of relief as the threat of lycanthropy evaporated.There was one bad result to that fight though - continuing lightning damage targeted a couple of villagers (I think as a result of me not talking nicely to them before taking ship). The reputation damage caused by that means that Beggar will be getting vampiric touches as his 3rd level Bhaal powers rather than the intended DUHM (all reputation quests have already been done).
Beggar, Totemic Druid - L10, 73 HPs, 33 kills
Pauper, Priest of Helm - L8, 70 HPs, 75 kills, 1 death
Hardup, Shaman - L9, 67 HPs, 280 kills, 1 death
Washout, Bounty Hunter - L10, 69 HPs, 63 kills, 1 death
Aspire, Sorcerer - L9, 48 HPs, 243 kills, 0 deaths
Skint, Sorcerer - L9, 48 HPs, 137 kills, 1 death
As for the kits you mentioned, swashbuckler takes the cake (again strictly speaking from a survivability standpoint). They get +1 AC at character creation, another one at level 5, and one more at level 10. A properly-equipped 20 DEX, 18 CON halfling swashbuckler will end up with unmodified AC around -5 and saves vs spell around 0:
Unenchanted studded leather armor: AC 7 (5 slashing, 6 piercing & missile)
DEX bonus: -4
kit bonuses: -3
Claw of Kazgaroth: -1 (-4 missiles)
Cloak of Balduran: -1 / Swap with Cloak of Displacement when under ranged attack: -4 missiles
The Guard's Ring: -2
Kiel's Buckler: -2 (except missiles, unless you put pips in Sword & Shield style, though I wouldn't bother)
Belt: -3 crushing, piercing/missile, or slashing, depending on which belt you use
Senses of the Cat: -5 missiles
That's circa -5, with modifiers boosting AC against specific damage types even further, to -10 against slashing or piercing attacks, and -15 against missile attacks.
You can also use a shield amulet (I think there's two in the game) for an extra -3 (so unmodified AC -8), or potions of defense for a whopping -12 AC (unmodified).
As for saves vs spells, by far the most important save in BGEE, you'll be at 11 by the late game but as a shorty you get a -5 bonus, so your saves vs spells will be 6. The Claw of Kazgaroth (-3), the Guard's Ring +2, and the Cloak of Balduran, will bring your saves vs spells down to 0, forcing you to protect yourself only against spells with save penalties, such as Web, Confusion and Chaos, which at least in SCS, are quite common in the second half of the game. Therefore you're advised to hoard potions of magic blocking, magic shielding, clarity. Note also that specialist mages impose a save penalty when casting spells from their school at you, so even a Dire Charm (with no intrinsic save penalty) can be fatal when cast by an Enchanter. Only in BG2EE will you be able to get your saves so low that you'll always make your saves, but this goes for any class, not just thieves.
By the way another survivable thief is the Shadow Dancer with their at will stealth ability. You could consider one of those too.
It looks like the endgame is approaching. Good luck!
After thinking about @Serg_BlackStrider's words, I've decided to avoid using the meat blob in Mollyboo's SoD run. I still plan on using the WoL trick, but not in combination with the Wand of Monster Summoning (which I will avoid using at all), because I have just discovered yet another use for the Wand of Lightning.
It should be possible to avoid most of the fights in the first dungeon, but I want to see how strong a Fighter/Mage/Thief really is in LoB mode. First, though, I want to thin the herd with a WoL Wand of Paralyzation charge. I can actually use the wand without breaking invisibility provided that I make sure Mollyboo won't get stunned by it (the Ring of Free Action +2 I forged will ensure this, but I didn't know that at the time).
A WoL Sunfire brings almost everyone to Near Death, and I decide to use melee weapons to finish them off. Now, if I had buffed with Improved Invisibility for the AC bonus and had several castings of Mirror Image, it should have been possible to beat these guys without using any WoL shenanigans or even any summons. But Mollyboo isn't optimized for melee combat and has to use a Potion of Invisibility when her Stoneskins go down.
Notice that Mollyboo is not taking double damage. I disabled bonus damage on a separate run and that continued into this one. I didn't even notice it because I didn't really take any damage in BG1.
Resting in this area is very dangerous in LoB mode. A single rest ambush spawns over 1,000 HP worth of enemies.
Normally, you'd use a Protection from Undead scroll to just walk past all the undead in the next area. But I want to make use of Mollyboo's 25 STR. I quickly discover that as strong as Mollyboo is, wands are still a lot better.
I end up burning almost all the charges of our Wand of Fire just to clear the undead. The next batch of human enemies plays out a lot like the first one: a Wand of Paralyzation affects exactly half of the enemies, Mollyboo loses her Stoneskins and has to use a Potion of Invisibility to avoid getting backstabbed to death, and finally she resorts to a wand to bring down the enemies.
But I accidentally kite the enemy right into the Flaming Fist healers, who prove to be badly outmatched.
The entire Flaming Fist contingent goes down. Imoen and Mollyboo are the only friendly critters alive on the map (Imoen goes invisible during every fight to make sure she survives for plot reasons). I have to rest and return to burn down the opposition, which now includes some very nasty undead with on-hit effects.
The next time I try to rest, I get interrupted seven times. There was probably over 10,000 HP across all of the skeletons running around the map before I finally rested successfully.
I blast Korlasz with the Wand of Frost and trigger her surrender dialogue with an Arrow of Dispelling.
Having seen the FMT in action, I have to say it's completely inferior to the likes of the Totemic Druid. It has very limited access to summons, and its superior damage output doesn't remotely compensate.
Which is saying something, considering Mollyboo is a killing machine by any reasonable standard.
I get level drained by a wraith or something on the way out, but the Flaming Fist are there to cast Restoration, despite having been brutally killed by Sarevok's followers just a day before.
I avoid most of the quests in Baldur's Gate; I don't need or want the XP. I just get some loot by lying about stopping a burglary at Sorcerous Sundries and recruiting Minsc and Dynaheir. Minsc happens to have a spare Greenstone Amulet that I want, and the Nymph's Cloak is enough to persuade him to challenge a bear to a wrestling match.
I'm a little concerned about the Dwarves of Dumathoin being overwhelmed by the numerically superior zombies and the level drain of those wights, so I use a Potion of Firebreath to even the odds. I can't use the potion too close to the dwarves without turning them hostile, so when the enemy horde thins, I switch to arrows.
Improved Invisibility and a WoL Slow scroll keep Semahl alive. Otherwise, he would have surely died to the wights attacking him--numerical superiority is the primary determinant of success in LoB mode.
I don't plan on spending a whole Wand of Fire to clear the undead in the next area, but I do want to tackle that lich. I use a Protection from Undead scroll to traverse the dungeon safely, but when a Bronze Sentry proves capable of seeing through both Protection from Undead and Invisibility...
Every single undead critter in the entire dungeon starts walking over to me.
They completely block the exit; I cannot slip past them. There are just too many. But we have a new trick for this run.
As I've discussed before, the WoL trick can be used to target critters through walls and from all the way across the map. And it just so happens that, for the first time in any of my runs, I'm finally able to create a scroll of Dimension Door via the Scribe Scroll ability--previously, it only created Stoneskin scrolls. I can use the WoL trick to teleport across the map using a Dimension Door scroll!
However, you still need a valid target. But critters aren't the only targets you can use: it's also perfectly possible to target items on the ground and containers. This means I can escape the horde by using the WoL trick to target a bookcase with a Dimension Door scroll.
I still need to get to the lich, though, so I have to go back once I get the Secret Revealed from the dwarves. When the undead get in the way, I use Dimension Door scrolls to teleport past walls of enemies.
I hit the lich with the Secret Revealed, but to my disbelief, he manages to cast Remove Magic. All of Mollyboo's defenses go down in an instant--including Protection from Undead.
I teleport across the map to an arrow I dropped on the ground. The lich gets Time Stop off the ground, but can't do anything with Mollyboo around.
I destroy the phylactery, but when I teleport to the entrance, I discover that we're still not free.
The phylactery may be gone, but the lich remains intact. We have to go back and kill it.
Fortunately, the lich saves us the trouble and teleports over to us. Good thing it didn't try that during Time Stop.
Mollyboo uses another Protection from Undead scroll. All the other undead come out to play, but they can do nothing but watch the lich die.
Then I discover that I can use this area to create golems! The golem summoning mod only lets you do it in certain places. I end up spending countless rounds painstakingly torching every single undead in the entire dungeon just so I can create a golem. Mollyboo creates her first golem ever.
LoB bonuses apply to the golems, so...
Actually, no. They don't CTRL-M reveals that this golem is actually all but worthless in LoB mode.
Sure enough, he dies in the first fight I take him to, without accomplishing anything in the process.
I spent all that time cleansing that dungeon for nothing. The golems are probably really excellent for most runs, but without LoB bonuses, only the absolute strongest golems would have any use, and a triple-class like Mollyboo won't be able to create the strongest golems until late SoA and ToB.
Regardless, I've discovered a new way to use the Wand of Lightning trick. We can teleport to any place on any map as long as we have a ground item, a live critter, or a container to target.
So, now that we can teleport all over the place, what can we do?
Well, I don't feel like fighting Ziatar or the Neothelid any more than I want to fight Morentherene. All three of them have poison breath attacks against which Mollyboo has exactly zero defenses. So I'm just gonna teleport past all of those locked doors and go right to Akanna. All I need is to use Farsight so I can spot her and then teleport to a container outside her door.
I torch some Carrion Crawlers with a Potion of Firebreath (no need for any buffs on the first round; I don't need to worry about getting paralyzed with the Ring of Free Action +2 on hand) and send some skeletons over to fight Akanna and her Aerial Servants. But Aerial Servants have always been ridiculously heavy hitters, and my mods only make them stronger by giving them at-will invisibility.
So I hurry in to torch the enemy, then fall back and launch some Wand of Cloudkill charges into Akanna's room. I can avoid taking any damage or getting in the enemy's visual range by dropping an arrow on the ground outside and using the arrow as my final target.
I still need to deal with Darskhelin, unfortunately, but we have lots of resources to deal with him, including an effective 48 INT thanks to a Potion of Genius. But then I just decide to use Farsight and the Wand of Cloudkill to poison the enemy from behind the door. They don't know how to open it.
I consider letting them out so I can fight them properly, but I let them slowly die for a very long time until I finally move in.
When I try to free Madele, I realize that we do still need to kill Ziatar, if not the Neothelid. Just for fun, I fry her through the walls.
I teleport to her body, grab the key, and complete the quest. Dimension Door is pretty darn fun.
I make a point of grabbing Spell Breaker from an ambush area, since the sword dispels magic on critical hits, which isn't as strong as the Martyr's Morningstar but is still pretty cool. Plus, it grants +2 to saves vs. spell.
Next up is Bridgefort. We've got multiple mages to deal with, plus an army of fighters with LoB HP and APR. The Wand of Fire will be instrumental here; otherwise we simply could not deal enough damage to overcome the enemy's numerical superiority.
But that sounds hard, so I use Farsight and teleport to the well so I don't have to do anything.
At the Coalition Camp, I buy a bunch of stuff from Nazramu (since he vanishes when the invasion begins), go kill a basilisk (I hate to use a Protection from Undead scroll when some Burning Skeletons flank me), and retrieve the Martyr's Morningstar, the weapon on which I based this entire run.
I try to tackle the Cyclops and company using the Wand of Paralyzation, but the enemy makes their saves and they crush our summons with sheer numbers.
I struggle for round after round after round to bring them down, but they are so many and Mollyboo is alone. Only Potions of Invisibility keep Mollyboo from getting overwhelmed. Then I discover that, by helping those druids to the northwest first, I've got infinitely respawning animal critters helping me out.
The fight is impossible to lose as long as you stay safe, but it's also way too slow. I switch to using Chaos scrolls, at which point the enemy becomes much more manageable.
Greater Malison, Chaos, and the Wand of Paralyzation eventually win us the fight past the gate, and wands kill Rigah and his witch, earning us the Dragon Blade, which we don't really need but is pretty nice, I guess.
We don't want to pick too many fights in the tunnels because it's an enclosed space and most (well, all, actually) of the enemies here are completely optional, but when Strunk makes a terrible pun, that crosses a line.
We blast him with a Wand of Frost, but it's an Arrow of Dispelling that actually wins the fight.
But Crusaders come running, and more follow.
For a moment, I'm afraid the whole area has gone hostile. But by the time I roast the enemies present, no others have shown up.
As long as you choose yourself as the final target with the Wand of Lightning, a WoL Potion of Firebreath will not break invisibility. It's a safe way of doing lots of damage to multiple enemies at once. The same tactic takes down Ferrusk.
Why do I have so many Potions of Firebreath? Well, there's a mod-introduced shopkeeper in Nashkel that sells them for 10 gold apiece.
Just kidding. I used the item duplication trick. I can duplicate almost anything now that I have a Bag of Holding.
Well, except for scrolls of Protection from Magic. Because that would just be cheesy.
Anyhoo, Shambling Mounds are blocking the doorway, so I teleport out. There's really only three things I need to do here: place the Barrel of Bwoosh, poison the water, and poison the food. All three can be done without a fight by using invisibility. As for the door guards, you can shout your way past them (though it may require high Charisma).
Hephernaan runs out to find me (I don't have to hunt him down), but can't actually see through invisibility. I break invisibility by talking to him, but don't stay around to chat: you can leave as soon as you speak with him. Apparently you can avoid that entire hideous fight just by going up the elevator while invisible and letting Hephernaan come to you! It does mean we don't get the Crown of Lies or Robe of Netheril, though, or that full plate mail with fire resistance.
I don't know if there's a timer for how long you can stay in the tunnels safely, but I always feel with haste and invisibility active. This time, though, we don't need it. We can just teleport to the exit.
It might be a glitch, but teleporting all over the map and skipping huge sections of the game is pretty fun.
Previous updates
https://forums.beamdog.com/discussion/comment/924712/#Comment_924712
https://forums.beamdog.com/discussion/comment/924969/#Comment_924969
https://forums.beamdog.com/discussion/comment/925415/#Comment_925415
https://forums.beamdog.com/discussion/comment/925665/#Comment_925665
https://forums.beamdog.com/discussion/comment/925927/#Comment_925927
Before continuing with the main quest the Opera went to the final wilderness area left at Ulcaster. Pauper claimed a few victims there with turn undead before everyone used protection from lightning while smacking down Icharyd. The Wolf then failed to make an impact - summons and traps wasted when it never managed to escape from webs.
At Candlekeep, Washout managed to place a trap before the ogre magi arrived. That was helpful in slowing a couple of the enemies and a spirit lion and insect plague helped control them despite Hardup being charmed.
The Iron Throne leaders were stuck in webs, with malison pretty well ensuring they wouldn't escape. The catacombs were fully cleared, with the spiders being killed before dealing harshly with Prat.
Back in Baldur's Gate Duke Eltan was rescued and Cythandria tracked down. There was a surprise at the Iron Throne though that a Shennara was present. I'm pretty sure that someone visible had looked everywhere in the area, so all I can think of is that confusion made her run up onto the roof during the fight. Fortunately she was visible by now (presumably having used her potions during the fight earlier), so was put in a cage and executed. Buffed summons then made short work of Cythandria and her golems.
Slythe died within moments of being attacked. I then let Krystin use her spells up on summons before remembering that Beggar now had a better method of dealing with spell-casters.
At the palace Washout laid a stack of special traps before Beggar triggered the fight (relying on his ironskins in case of the assassin attacking him). The traps killed the mage and, though 3 nymph confusions affected no-one, Aspire put Liia into invisibility for safe keeping (he had stoneskins on as well). Malison allowed Beggar one success with his Bhaal horror, but that didn't make much difference anyway with the enemies all dying very quickly.
They cleared the maze and the Undercity - with the party there suffering from a webbed bombardment. Tamoko just survived some traps, but a magic missile finished her off.
In the temple Washout laid another stack of traps. Aspire then showed himself to Sarevok before disappearing again in the corner. Washout was unable to discover Angelo, but a skeleton persuaded him to show himself. A nymph managed to dominate him, which would have provided a way to kill him easily - but a Writhing Fog was already on the way to turn him hostile again. However, he was out of spell defenses and only lasted a few more seconds anyway. After waiting for Diarmid's globe to run out, Hardup used Writhing Fog to kill Semaj, with shamanic summons sorting out the resulting skeleton warrior. A couple of Spirit Fires was too much for Tazok, but Diarmid needed a couple of skull traps as well. The sorcerers then threw in all the rest of their skull traps to leave Sarevok with just 76 HPs. Would that be enough to survive all the magic missiles, acid arrows, insect spells and summons coming his way - never mind the possibility of invisible meleeing? I suspect you know what the answer to that would have been even before a nymph held Sarevok ...
Beggar, Totemic Druid - L10, 73 HPs, 33 kills
Pauper, Priest of Helm - L8, 70 HPs, 136 kills, 1 death
Hardup, Shaman - L9, 67 HPs, 286 kills, 1 death
Washout, Bounty Hunter - L10, 69 HPs, 66 kills, 1 death
Aspire, Sorcerer - L9, 48 HPs, 293 kills, 0 deaths
Skint, Sorcerer - L9, 48 HPs, 160 kills, 1 death
Skint now has skull trap as well, but Aspire has still been doing most of the area damage and has finally taken the kills lead. Pauper more than matched him in that last session thanks to destroying lots of undead in the Undercity, but doesn't have the range of killing abilities to challenge in the longer term.
Btw, @Arctodus and @Flasburn, I haven't replied much to your posts, other than with likes or insightfuls, but I'm impressed with your work. @Arctodus, you're dealing very well even with unexpected setbacks. Keep at it man, you have it in you to go all the way. @Flashburn, while your style migh not be mine (I always try to avoid using exploits), I cannot but admire your achievements so far. Stay strong!
// 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 03/12/2017)
~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
~CONVINIENTAMMUNITION/SETUP-CONVINIENTAMMUNITION.TP2~ #0 #0 // Convinient Ammunition: 1.0
~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 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v23
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: 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 #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
~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
~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)
~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #60 // Two Handed Axe Item Pack: Beta 2
~EE_CONTENT_TWEAKS/EE_CONTENT_TWEAKS.TP2~ #0 #0 // Add EE Items to Shops -> Move EE Items to Shops: v1.0
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6 BWP Fix
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6 BWP Fix
~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 #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 #1010 // More Interjections: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: 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 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): 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 #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 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): 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 #3123 // NPCs Don't Fight: 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 #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 #4050 // Change Jaheira to Neutral Good: 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 #4110 // Give Kagain A Legal Constitution Score of 19: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility
~WSR/SETUP-WSR.TP2~ #0 #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 #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
~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 #141 // Choose a class for Khalid -> Make Khalid a ranger/cleric: 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 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #223 // Choose a class for Coran -> Make Coran a bard: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #464 // Choose a class for Alora -> Make Alora a cleric/thief: v2.8
~NPC_EE/NPC_EE.TP2~ #0 #483 // Choose a class for Xan -> Make Xan a fighter/mage: 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
~M7MULTIKIT/M7MULTIKIT.TP2~ #0 #10 // Core Multikit Files: v0.27.11
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible