A while ago I said I wanted to try a new party for an SCS/LoB run, with the intention of finding a more versatile party set-up than in my last playthrough with Kain the Skald. His party relied almost exclusively on undead summons (and invisible blockers but I find the latter strategy somewhat dissatisfying). So the plan is to have more options. The options I came up with in addition to summons were maximizing save vs spells penalties to make disabling magic more viable, backstabs, and traps. The main character is
Solace, LN Half-Elf Fighter/Mage/Cleric
Intro
I've never played this triple class until very recently. Two other F/M/Cs I created shortly before Solace, fell very early on: one got Dire Charmed despite wearing the Helmet of Charm Protection while doing some early soloing, the second got downed by an Ogre Mage who cast PW:Sleep at her in an ambush. F/M/C is a very flexible class in and of itself, and it should definitely add a lot of versatility to any party. At all levels they can offer support with decent warrior skills, heals, status effect removal, buffs, and debuffs. At higher levels, they can turn into both deadly and resilient warriors with arcane as well as divine buffs.
Besides I like the concept. I see Solace as a dedicated battle priest. This is her calling. She doesn't follow a deity but rather a philosophy.
According to the 2nd edition Priests' Handbook, a priest can venerate a deity but also a natural force or a philosphy, and get their divine powers from those sources: "A Force is some sort of natural (or unnatural) process which influences the world. It isn't necessarily intelligent, but it is magically powerful . . . and humans who accept the dictates and goals of this force can become its priests and use spells based on that magical power. Some Forces which can be so worshipped include Entropy, Nature, the Life-Death-Rebirth Cycle, and Magic. Druids tend to be priests of the Force of Nature, instead of specific Gods of Nature. (There are exceptions to that generalization, of course.) "A Philosophy is an idea, or set of ideas, which (in these magical worlds) is so compelling that it attracts magical energy and faith to it, much as a Force does. Philosophies are usually created by man or other sentient races, spread throughout cultures, and gain such widespread acceptance and belief that they do become much like Forces. When no one believes in a Philosophy any longer, it can generate no magical power and support no priests, so the priests' duty is to embody its attributes and to teach the philosophy so that it will never die. Sample philosophies include Oneness With Nature, Peace, the Divinity of Mankind, the Sanctity of Life, Nihilism, and so on. "In the AD&D® game, the God, Force, and Philosophy are identical in the way they are treated by the game mechanics. All three provide spells and powers to their priests. All three demand personal requirements and services of their priests and of their non-priest followers. And all three, to a lesser or greater degree, shape the world, both through their own powers and through their agents, the priests."
Solace's philosophy revolves around truth. Truth is her ideal and she dedicates her life studying its nature, seeking it, spreading it, and enforcing it even (she's a warrior after all). Thanks to her inquisitive nature and to Gorion's inspiring teachings, Solace has become a student and practicioner of the arcane arts, and she readily applies her arcane powers whenever she has use for them.
I won't dwell further on these role-playing aspects, because I know you're all here for the action. Still I thought I'd discuss this because I can't help enjoying my game better when there's some role-playing involved, regardless of difficulty settings. It may also help me get more into the character, and hopefully make me play more carefully.
Actually my previous F/M/C's fall to the ogre mage - which could have been prevented had his imp familiar taken Ogre form, broken into the Travenhurst mansion and bashed the lock of the drawer containing the invisibility potion - motivates me to play more carefully. Furthermore, Solace's low DEX warrants caution until she gets her hands on the gauntlets of dexterity. As with other recent characters, any stat roll had to be taken as is, which is why I favored Solace's 18/14-7-16-16-17-12 roll over several 90+ rolls. F/M/Cs have no less than five important stats so with stat readjustment disallowed, an opimal roll was always going to be highly improbable. While rolling I narrowed things down to three important stats: CON, INT, and WIS. Solace's exceptional strength was pure icing on the cake. Her low DEX does make Solace dependent on the aforementioned gauntlets, which affects not just her options for gloves but also party planning. Low DEX warriors like Kaigan or Keldorn lose some of their appeal. Solace's proficiencies are **Hammers and ** Slings.
1st BG1 report
In Candlekeep my ferret pickpockets some of my companions during combat training with Obe the Illusionist. I don't know how she does it but she gets me a suit of plate mail armor (which Winthrop doesn't have for sale), a nice decorative helmet, and wands of the heavens and magic missiles.
Gorion and I leave Candlekeep and I lose Gorion to a war party that's really only after me. I don't know why. Somehow I manage to escape despite taking three hits. There's little time for mourning now. I need to make my way to the FAI and get away from my attackers that may still be around. I run into Imoen and a rather shady pair who agree to join me to the FAI, Xzar and Montaron. Any company is welcome at this point, I don't feel safe at all after last night. We travel north, I slay an ogre on the way, and we reach the FAI. At the entrance a wizard recognizes me and wants to kill me. Unprepared for battle, we retreat.I lead my companions south to Beregost. Montaron picks a fight in an inn, much to my annoyance. I send him and his companion away. As I don't want to put Imoen's life at risk, I ask her to stay with Firebead Elvenhair. All alone, I decide to help the townspeople in order to acquire more experience and gold. Further south, I do the same in Nashkel. I have dealings with four huge spiders, two ogrillons for Mirianne, the Dudley family, Alanna and Eltolth, Mr Coquetle, Noober, a baby wyvern, Mrs Blackwood and her children, the Amazing Oopah, Albert and Rufie, a winter wolf, and captain Brage.
When I return to the FAI the wizard is still there. I enter with Sanctuary, allowing me to bring Landrin some of her belongings and to ask Gorion's friends to wait for me. North of the FAI I loot an ankheg cave under Sanctuary and I fail to hit Tenya while attacking from Sanctuary. My wand of magic missiles stops her from holding me and allows me to talk some sense into her.
I return to Beregost, where my ferret gifts me Algernon's cloak. In the lands surrounding the town I run into Drizzt, but I can't save him from a swarm of gnolls. More ambushes follow: another winter wolf and a ghast. At this point Solace reaches level 3 in all her classes, with a first proficiency pip spent on Flails, and with level 2 arcane spells accessible.
Way down I meet Samuel the deserter in bad shape. I take him to the FAI so that Gellana can take care of him. Reputation reaches 20 here. A hobgoblin archer ambush could mean trouble, but I escape almost unscathed.Thankfully I have enough gold to buy some arcane scrolls over at the High Hedge, including Invisibility. I dedicate myself to mastering that spell, so traveling becomes a lot safer.
A gypsy at the Nashkel Carnival sells me a suit of caster's chainmail.It's man-made and a lot heavier than the elven-made bladesinger chainmails but at least it allows me the freedom of movement to cast arcane spells in it unlike the ankheg mail that I have been using up till now. Unfortunately the armor isn't nearly as protective as the ankheg plate, so I must find other ways of protecting myself from attackers. I do so near the gnoll stronghold where I take down two half-ogres with my sling. One of them drops a pair of gauntlets that I identify as gauntlets of dexterity. Very nice: a ranged Thac0 boost of 2 and an AC boost of 4. I loot a xvart cave but I don't enter the actual gnoll fortress.
North of the stronghold I slay a polar bear for a pair of boots of the north, and even further north I plunder Black Alaric's cave. Taking a counter-clockwise route to the stash because one of the traps on the left is a dire charm trap, while insulation and Shield protect me from the glyph of warding and magic missiles trap on the right.
An interesting encounter is that with the mad priest Bassilus. I have no qualms about violently ending his evil ways, but he's just as violent as I am. When I fail to charm him with my cloak I have to retreat to be able to neutralize an incoming Hold Person with my only potion of freedom. I barely make it.I return later and succeed at charming the priest. He doesn't give me much useful information, he's clearly addled. But he does help me out, together with a skeleton warrior he summons, against other evil creatures in the area. Eventually the skeleton warrior and I slay the mad priest, and I take his hammer and the bounty on his head.
Similarly interesting foes are the greedy bounty hunter Greywolf, the cocky swordsman Meilum, and Sendai the bully. With my ferret as a decoy allowing me to cast my Doom and Hold spells, we slay all three of them.
With LoB's vast enemy HP pools, Solace always casts a second Hold Person when about half her enemies' health has been chipped away. Sendai saves this second time and survives Solace and her ferret's onslaught. Solace finishes her with a wand scorcher and a sling bullet.
With XP so close to the 32,000 mark, the maximum starting XP for joining NPCs, I allow Solace to indulge in a bit of lazy slinging from behind her invisible ferret on the north coast.(Kiting all of them is just too tedious, and I don't want to recruit NPCs at 16,000 XP at this stage.) The Mad Arcand, another winter wolf, Ingot (Doom + Hold), and Ludrug help Solace to 32,000. Time to look for companions, but that's something I'll cover in my next post.
@Wise_Grimwald, you must be using an auto-reroller yes? Those stats are insane!
They are indeed insane, particularly getting the 18/99. The 104 was indeed with the auto-re-roller used for a considerable time. Nowadays when I use the re-roller I limit it to the time that I take to make myself a cup of coffee to avoid getting too many ridiculously high scores.
I think that a cleric/ranger is one of the best if not the best character type to get a high score.
@Grond0: Congratulations! I can't wait to see you in SoD.
I hope you're not going the completionist route. Once your druid is at 300,000 XP, there's no meaningful level progression for this party within the SoD XP cap; the optional encounters offer nothing but risk to the party.
Once more a session was barely underway before our run came to a grinding halt. We started off by reporting to Duke Eltan and being sent to Candlekeep. We avoided the Iron Throne leaders there before being teleported to the catacombs where we aimed to ransack the tombs.
Grisol sprang one trap on the way to the first of those, but dodged round the lightning trap before Melody got there. With fighter types in single player I'm used to tanking that one before going to rest and heal up, but I sent Melody round the edge this time on the way in. She used a potion to crack open the tomb before leaving. I did once more head for the edge of the passage, but this time I didn't go to the wall and follow along it, but came in at a bit of an angle. As I don't typically dodge that trap I'm not used to how much you can get away with there and triggered the trap. Melody still had a decent amount of HPs, so should have had a pretty good chance of survival. However, the lightning hit her twice and both times she failed her saving throw and took full damage ...
@Grond0: Congratulations! I can't wait to see you in SoD.
I hope you're not going the completionist route. Once your druid is at 300,000 XP, there's no meaningful level progression for this party within the SoD XP cap; the optional encounters offer nothing but risk to the party.
What difficulty are you on?
The completionist aim was specifically for BG1, so I may well be rather less thorough in SoD at some point. However, there's still plenty of XP required to get everyone to their level caps (and I'll need to get 450k XP to get the druid his final level as everyone in the party will need to level up at once) and in the meantime I would expect to do most available work. That of course includes a small hurdle to overcome in the early stages of SoD where a lich is waiting ...
The run is just on Core, so I think the party should be able in theory to handle everything.
@Flamedance: Pre-EE runs are perfectly acceptable; they're how the no-reload challenge started out.
But I'd still strongly recommend using the EE versions. They're much less buggy, much prettier, more convenient, loading times are practically gone, the EEs have more optional content, and having BG:EE is a prerequisite for playing SoD, which is almost as much fun as Chapter 2 SoA. It's one of the best parts of the saga.
It's one of those days. Barely minutes into session 145, Eeny takes a tumble.
Not a great introduction.
Eeny (Grond0) is an illusionist, so a gnome. Myna (Gate70) is a bard, half elf.
The thing about illusionists, is that they are rather good at casting blindness. Or at least this one is.
Myna only learnt one spell early on, so made the most of it (who needs Korax). Add in some blindness and it's a walk in the rock garden.
Kirian wondered why her friends were blinded. Not for long, as she too became visually impaired. A gnoll tried to join in - blinded also. By this time Eeny was despondently asking why he still had 5 blind spells left, and Myna felt relieved when he didn't add her to the list.
I skipped most non-boss battles in Sendai's Enclave with sanctuary. Odamaron died to a couple of skeleton warriors and sling bullets, and I made myself immune to crushing damage against Ogremoch and his elementals using AoF, Hardiness, Defender of Easthaven and Roranach's Horn:
A deva, some summons, luring tactics and eventually a rest, another deva and smite were enough to defeat Diaytha, and after winning the duel and killing the mind flayers with 2-3 GWWs, I prepared for Sendai. Nothing special, just small changes regarding the spellbook (more summoning spells, more AoF spells). I tried to keep a deva active at all times and kept summoning new skeleton warriors after each death spell to have some distractions running around, while avoiding the use of HLAs or my improved haste items, just in case. I first wanted to test if it's still possible in the EE to actually teleport to the pocket plane during this fight if there are no enemies visible on screen (something I did quite often in the original games) - and yes, it is:
Thus, I knew that I should definitely be able to win this battle. I used boots of the gargoyle against the thief Sendai's, anything else was just summons and attacks, plus some healing potions. Eventually, the final Sendai appeared and I started to get rid of her summons and protection spells. When I felt that she would have only stoneskins and potions left to defend herself with, I activated my simulacrum and started spamming GWWs:
As my simulacrum used its final WW, the drow was finally defeated:
I also completed the third pocket plane challenge:
Next time, we will get into dangerous territory. Draconis and Abazigal are the enemies besides Amelyssan who could easily end this run. My last (and only) solo victory against Abzigal was entirely dependent on luck, and Draconis.... well, he's my archenemy for a reason.
An interesting archaelogical discovery. This (slightly burned) letter was found stuffed in the mouth of a gnome corpse in Baldur's Gate harbour while excavating for signs of Balduran's original settlement. The body had sunk into the mud there, and it and the scroll had apparently been magically preserved due to the pollution caused by run-off from magical experiments. It may have something to tell us about the Bhaalspawn wars.
My Lord, There is much to report concerning the matter of Gorion’s Ward, the one known as Stirkus. The wheels are moving in a grand conspiracy. Please forgive the lateness of this missive, my first draft was immolated by an errant fireball that cost me my eyebrows while I was investigating the man’s deranged handiwork, and the second was unfortunately consumed by a faulty batch of my patented self-concealing ink, now perfected. In accordance with your wishes I attended the Guildmaster Alatos until the arrival of Stirkus and his band of vigilantes. Alatos proved amenable to our suggestion that Stirkus be employed as a catspaw in the Halruaan affair. That foreign dog Resar was most impatient for his arrival, he was so used to doing everything by arcane means that he had no appreciation for the finer arts of ledgerdemain. Or indeed for cold steel, as he has since discovered to his cost and our gain. The man himself is an impressive sight, tall and with a knightly bearing. He strode in and stared straight over me, and through everyone else, just like a proper ironhelm would. Among his companions several had a like bearing, one even had the symbol of the Blind One blazoned on his armour. A slip of a girl in pink had the walk and a sharp glance though, and a half-elf witch in a peculiar sort of green plate armour peered around, seeing everything and not liking much of it. Two heartbeats her gaze brushed my face, like she was a mother weighing up why I wasn’t worthy of her daughter, and then she strolled on, a storm waiting to burst. The meeting with Alatos was brief. The chief left an open door in case of trouble, so everyone took their fill. Stirkus wasn’t interested in trouble though, didn't seem interested in much of anything. He sat down with a straight back and barely allowed Alatos the grace of his attention. All he needed was a damn throne. Then the name Shandalar came up. That put a poker up his arse. Then the questions flowed. I’ve seen that spark before, Stirkus owes Shandalar a debt of pain. Revenge can eat a man up and empty him out like a fire in a glass. After that the talk was quick, and the pay-off hardly mentioned. Stirkus would have done it for a half-loaf. It was my expectation that the rough band would take in the low lights of the town, and then raid the high end come nightfall. My Lord, I tailed that band at a distance, floated on the wind behind them, as I have so many bands of brigand adventurers. I have never seen the like of the destruction that they left in their wake. They are assassins, but not thieves. They are agents of destruction, and in a night or two they have decapitated numerous sources of opposition to the ruling lords. Consider this, would mere adventurers have proven capable of slaying Ragefast, Ramazith, and Resar in a single night? Even now two of the most extensive libraries in the realms wait to be perused, should anyone dare the wards. They colluded with that odious fop Sashenstar, and conducted a murderous takeover of the Merchant’s League, and then performed the same service for that cackhanded fool Jhasso at the Seven Suns! My own reconnaissance of the premises was somewhat hurried, but there were clear signs of wreckage and the heavy stench of the Weave. Yet hardly a treasure was taken, these assassins are not the thieving sort. Perhaps my lord, your thoughts may have turned to those mysterious mercenaries of the Section and Oversight, who have proved so efficient at removing menaces to the social order. You had previously intimated to me that they might prove a dangerous wild card. My lord, they have been dealt out of the game. These people slaughter paladins and their sheep as easily as they do cackling wizards. Who had the power to order such destruction? It all became clear to me as I pursued their movements. They have visited the Silvershield Estate. They have been in attendance at the Flaming Fist’s headquarters on more than one occasion when Scar and Duke Eltan were in attendance. This is big, this is an inside job. The Dukes are using the Iron Crisis and stoking tension with Amn to clamp down on everyone who opposes them. My Lord, I am ready to attend you and discuss in detail how we must respond to their wanton antics. Might I crave my lord's reconsideration for funding my project of a golem assassin composed entirely from knives, codenamed Looksharp?
Your Obedient Servant Tharumptillion III
Urgent addendum: As I send this, they have pierced security at the Iron Throne itself my Lord Koveras! We must not allow this insult to go unchecked! I shall doctor this parchment with my self-immolating preparation to ensure maximum security. Please mind your hands.
[After much questing party are at around 180,000 XP, and have reached Candlekeep. Defeating Section & Oversight gave plenty of loot, so much so that I stopped picking up anything useful . They weren't modified by SCS, so it wasn't too difficult in the end. Also did a few quests around the Gate. May well skip SoD this run, getting worried about XP inflation.]
Wonderful stuff @Mantis37, beautiful writing and good progress! I would actually love to see your gaming skills and your literary skills applied to SoD. Maybe you could reduce your XP or restore the SoD cap to 500,000 XP after completing BG1?
In the SoD dungeon the early undead were dealt with by Pauper turning them while the sorcerers picked them off from behind an invisible screen. However, I felt that was taking too long, so I reverted to using area damage followed up by summons. In theory Washout should have been disarming all traps, but I was a bit impatient with that and he got hit several times - the only dangerous one was being scared, but Pauper used remove fear on him before he got far.
For Korlasz I fired off an insect plague ahead of time, just in case she survived 2 skull traps and a spirit fire - but she didn't. I couldn't open any of the locked containers, so wasn't able to do all the quests before moving on to Baldur's Gate.
In the City a few sundry quests saw Beggar pick up a first victim from his vampiric touch abilities before marching forth. The first area cleared was the Coastway Forest. Normally I help Tsolak to get the regeneration ioun stone, so this time I killed him for a change. On the way back I stopped off at the troll area. The ones above were rapidly taken to near death and finished off with MMMs. In the area below I set up a cordon for shamanic summons to operate behind, while the sorcerers picked off opposition. Back at the Coast Way Crossing summons dealt with various spiders and Teleria. I couldn't use scrolls to restore the statues, but Beggar did activate all the menhirs. Inside the Dwarven diggings Pauper got some more practice with his turn undead. I made a mistake at one point, thinking I was opening a door to an empty room, and had to hastily make use of remove fear when Washout started running. I then tried to hold those attacking undead at the door, only to find that the mummy had crept in closer than I had realised along the wall and scared half the party. However, Pauper had another remove fear ready and the undead were nearly all dead within seconds anyway.
I have in the past killed the lich there without the Secret Revealed, so decided I should have a go at that. The fight with Coldhearth could reasonably be described as a mess though. Initially I tried to use summons to drain his spells from a distance using farsight. However, the SoD script for the summons moves them automatically back towards the party whenever they're not immediately being commanded to do something else. That makes controlling several different summons over a long distance when you can't see them extremely tiresome - and I obviously didn't do that well enough, with the result that the lich came to find the party near the exit (which they couldn't use due to the blocking force). By the time Coldhearth got there though he was very low on spells and was killed pretty easily by a pair of spirit bears who had been kept back for the final confrontation with him (their fear effect works on the lich). Having him so far from his room meant it was going to be a challenge to destroy his phylactery before he reappeared, but I cast haste on the party and hot-footed it to Coldhearth's room - where I couldn't find the key . I think I'd expected it to be in his room as I've killed the lich there before, but had to go back to his body to get it - and, by the time I got back to his room again and was on the point of grabbing his phylactery, Coldhearth was reincorporating.
I was now low on summons and other useful spells and things got more tricky when the lich summoned a skeleton warrior early on - that spent the whole battle chasing various party members around, starting initially with the sorcerers. I didn't manage to maintain quite enough separation between party members and an emotion caught both Beggar and Hardup as a result, leaving only Washout and Pauper to try and provide distraction to prevent the lich finishing them off. Washout then got pushed away by a cloudkill, which left Pauper on his own for a bit. By this time the lich was low on spells, but a couple of magic missiles put Pauper in danger - prompting him to run away while Washout dashed back through the cloudkill to try and take his turn at soaking up damage. However, the lich was feeling mean and sent a horror after the retreating Pauper - he was scared by that and ran back again, straight into a killing magic missile. Washout managed to survive what were apparently the lich's last spells and nothing happened for a few rounds until Beggar and Hardup woke up. At that point the lich discovered that he still had a few spells left (or more probably his script reserved some spells for use only on arcane casters). Two fingers of death were used, but both sorcerers saved before everyone except Hardup got out of range. Hardup put up a new death ward on himself and started dancing and did well to keep up a continuous stream of summons despite them quickly killing themselves on the lich's fire shields. Meanwhile, Washout kept the skeleton warrior running in circles until eventually the lich had had enough. Quickly recovering the phylactery the remaining party hasted and dodged the skeleton warrior on the way to try and destroy it. That proved easier said than done when Beggar, despite partial fire protection and ironskins, took heavy damage from salamanders attacking during the cut-scene for Coldhearth's death. However, he just survived and the reduced party reported back to Brother Deepvein who promised to support them later in their quests.
The party now need about another 12k XP to get Hardup to level 10 - at which point he will get the ability to raise dead ...
@Enuhal: Don't forget your Protection from Acid scrolls. Are you playing with any mods?
Don't worry, there's not a chance in hell that I will ever forget PfA scrolls when fighting Draconis. After getting a full hp barbarian with 50% acid resistance via the shadow dragon scales instantly killed by the dragon's bugged breath weapon a couple of years ago, which ended a very promising run, I've made it my mission to always buy up every single acid protection scroll available in the game just for this battle. I'm playing modless, but this is still a dangerous fight for me, especially with a solo character (it's easy for arcane spellcasters, but I don't have that option right now).
Good luck with your new run @Blackraven - I've always thought the F/M/C was an underused multiclass! @Grond0 Good job taking down the lich, messy as it might've been. I'm confident you can raise your fallen and make it deep into SoD, if not further!
Two reinstalls later, I think that the installation is as good as I will get it at present. I have installed DSoSC before running BWS and so far things are running smoothly. As usual as well as the weidu mods that are shown here, (much the same as the last one) I have given the three candlekeep assassins armour and +2 daggers, except that Mendas has a +1 short sword since he was equipped with a short sword before I started modding it.
Ælfweald used sanctuary to raid the upper rooms of the inn and consumed Deder's oil of speed before raiding the healing potion in the chest of the clinic. That potion also aided him in the fight against Mendas.
After calming Marl down and taking a tome to Firebead, he took on an ogre with a belt fetish and ended up at the FAI.
I can see that I will have to time things carefully to ensure that "The Greyclan Episode" and "DSoSC" do not conflict with each other. i.e. Join up with Jet 'Laya before triggering "The Greyclan Episode."
Mollyboo's Solo Legacy of Bhaal Run: Just Screwing Around
Next up, the invasion of the Coalition Camp. I summon six skeletons and use a WoL Slow scroll against the first batch of enemies, but the Slow won't stick. The enemies keep getting re-hasted somehow, and soon both our skeletons and the Dwarves of Dumathoin are falling apart.
I have no idea where all those haste effects were coming from, but by the time the dwarves are dead, the ogres and trolls have only suffered slight casualties. I resort to more Potions of Firebreath to fry the enemy, but it seems one of them reached the barrels to the south: the next batch of enemies, the mages, are already approaching.
I fall back to kill the enemies who reached the barrels, and then I see a Remove Magic spell on the way.
In LoB mode, the universal +12 levels to all enemies make hostile Remove Magic spells work roughly 100% of the time. Here, it's a guaranteed dispel; the enemy is at least 10 levels higher than Mollyboo.
The solution? A Potion of Magic Blocking. It will keep level 1-5 spells off our backs for 5 rounds, and the inconvenient dispel magic effect is meaningless since we're about to lose our defenses anyway.
But the potion won't stop level 0 effects like those of a weapon, and Auziel reminds us that the enemy uses magical darts when a Dart of Stunning spells her doom.
A Potion of Invulnerability gives us subzero saving throws, but we still need to drink a WoL Potion of Fire resistance to make sure we can use a Potion of Firebreath safely.
Potions of Firebreath in my install are bugged to have a range of 0, so I have to be right next to the target. But I can save time and retain control of my movement by using the WoL trick to designate Mollyboo as the final target for the Potion of Firebreath, allowing us to instantly hit enemies from afar despite the Potion of Firebreath's zero range.
Even with the WoL, it takes multiple charges from the Potion of Firebreath to bring down the mages. Life in LoB mode without the Wand of Monster Summoning is pretty rough.
I only have enough time to cast Stoneskin before the paladins arrive. Without time to summon any skeletons, my best bet is still the Potion of Firebreath. Feels lame, though--I wish I had focused more on maintaining the wall of summons during the first fight; it would have given us lots of time to prepare for the other fights.
I have 11 different screenshots showing the enemy burning up under those Potions of Firebreath.
Two rounds later, the final bosses show up. Unwilling to keep abusing the Potions of Firebreath, but even less willing to let the bosses kill Andrus or something and cause a game over (which may or may not be possible; I don't know), I just torch the enemy. I almost kill Dosia in the process!
For the siege of Dragonspear Castle itself, we don't have a lot of time to prepare. I start out with Stoneskins and a WoL Potion of Invulnerability to give us a slight boost to AC and subzero saving throws to ward off disablers. I approach the enemy so I can see a lot of target, order Mollyboo to head west, and while the game is paused, I pick my targets with the WoL before they vanish into the fog of war. This allows me to spread out several Fireballs to maximize damage without actually putting Mollyboo within range of more than a single enemy.
Even the WoL trick benefits from some careful micromanagement. There are optimal and sub-optimal ways of using glitches as well as conventional tactics.
The Fireballs don't have as much of an impact as I'd hoped, so I switch to using Chaos spells. They fire much slower, but not a whole lot of enemies can make six saves vs. spell at -4, even in LoB mode.
With most of the enemies confused and the mages mostly out of order, I switch back to Fireballs, and also use a Potion of Firebreath against some enemies who are a few steps too far from the fray.
Mollyboo has lost her defenses to Remove Magic, though, and she has to spend several rounds restoring her defenses before she can get back to bombing people. When her aura is clouded, I fire a few Arrows of Detonation instead.
I send some Cloudkills into the far northeast party, and then this happens.
It's the black portrait bug! I don't think I've seen that since the Shade Lord, many runs ago.
I re-do all of the steps we did before and crush the opposition once more, only to have the game crash at the same stage.
But the third time around, we see no bugs. We throw around more fire, but the enemy archers here have pretty spectacular THAC0; they take down Mollyboo's Stoneskins despite her having about -15 AC vs. missile weapons. As always, a Potion of Invisibility is the best escape option, because it can't be interrupted (even instant-casting spells can be disrupted if the caster suffers damage on the same frame as the spell is cast).
Mollyboo is well-buffed when Ashatiel challenges her to a duel, and since we have no party members, the duel is an obvious choice. Ashatiel has no defense against a Wand of Frost.
Mollyboo follows up with an Arrow of Dispelling, only to see Ashatiel cast several spells in a single round. Another arrow takes down most of them.
A Wand of Frost charge brings her to Near Death, but when I try to finish her off with a Wand of Fire charge, I discover that her MGOI is still active despite the visual effect being invisible. We put down the only Fighter/Mage/Cleric in the entire saga with a Wand of Frost charge, costing us some loot but ending the siege.
I don't bother fighting Illaruel and the other demons in the first area of Avernus; they're not mandatory. But I run into trouble with Thrix when I somehow prevent him from issuing his dialogue.
I have to just fight him. Our skeletons bring down the lesser devils, but Thrix himself is extremely hard to kill, and soon he and Mollyboo are the only two left (plus a Hellcat who keeps turning invisible).
Afraid of getting fried by Lightning Bolts or disabled with a fear effect, I have Mollyboo spend a couple rounds kiting the cornugon and drinking potions. Once she's in good condition, I switch to the Wand of Frost. But Thrix has high MR and even when it hits, he still resists half of the damage.
I try to chain-cast Lower Resistance with the WoL, but Thrix moves in for the kill while Mollyboo is immobile and takes away almost half her HP with a single spell.
This is the first time she's ever dipped below half HP in the entire run. If bonus damage was enabled, she'd be at 10% her maximum HP.
We heal her up and keep blasting Thrix with the Wand of Frost. Finally, he goes down.
Wonderful stuff @Mantis37, beautiful writing and good progress! I would actually love to see your gaming skills and your literary skills applied to SoD. Maybe you could reduce your XP or restore the SoD cap to 500,000 XP after completing BG1?
Thank you for your kind words . On SoD I was originally planning on doing it as Stirkus strikes me as rather a military type, and would be more comfortable with the army on the march situation than most Charnames. However, I have completed SoD twice now, the last time no-reload, and its linearity is beginning to wear on me a little. I'd need to do it on hard this time I suppose... I'm also planning on dual classing Stirkus to mage, based on the original character concept from before I ever played BG. The most convenient & flavourful way to do this is to dual at the start of BG2 after being tortured by Irenicus, which in turn means that I don't really want to go too high as a Psypher (so may skip DstSC too for now, dualing at level 10). That will also give me a good reason to dawdle and enjoy chapter 2 of SoA, despite the time pressure, as Stirkus realises that he needs to be in full possession of his powers before he dares Spellhold. Assuming I get that far!
@semiticgod, congrats on surviving the Crusader attacks. You know I've always steered clear of your WoL trick, but man does it look tempting there. I really really dread those attacks. In any case, I can't use it even if I wanted to because wands of lightning only have one charge per use instead of six in my install. In a similar vein my wands of frost discharge straight rays rather than fanning out like yours do according to your screenshots. It makes them easier to target individual enemies with but I lose the AoE utility. I wonder what mod changes my wands from vanilla. It's not something I chose to do. Have fun and good luck with Belhifet!
@Mantis37, your welcome! In that case skipping SoD makes sense. Dualing at 10 is most convenient for the Psypher? I know it's a Might and Guile it but I couldn't find a full kit description online. Have you been using any of the psionic powers much?
@semiticgod, congrats on surviving the Crusader attacks. You know I've always steered clear of your WoL trick, but man does it look tempting there. I really really dread those attacks. In any case, I can't use it even if I wanted to because wands of lightning only have one charge per use instead of six in my install.
The only reason the wands have six targets in my install in BG1 and SoD is because I have an EET install, and the BG2 version of the wand takes precedence. Installing Spell Revisions can also permit the WoL trick in BG1 and SoD, though it only has three targets instead of one.
If you want to try out the Wand of Lightning trick, I'd recommend adding some additional restriction so the trick doesn't remove the challenge from the game. I've found LoB mode works very nicely to balance out the WoL trick, for example.
@Blackraven The Psypher is quite interesting- its description is in here: https://github.com/UnearthedArcana/Might_and_Guile/blob/master/README.md. An underskilled thief who can also use some wands, scrolls, and has some extra tricks. At higher levels the HLAs look a little underwhelming though. In my case I have been using a Telepath who also opens locks and does his shoelaces via psychokinesis. Mainly he has used wands / crossbow for offence, some spellscrolls for defence. Of the powers I made frequent use of the fear (single target) ability early before wands of fear were acquired, and occasional use of the ability to break charms on my allies (very useful vs. Love though it has occasionally been a bit buggy with SR installed). Come BG2 it should be possible to go straight over spell defences to stun/ cause fear on hostile mages even while they are still protected from attack. Always assuming I'm willing to bring Charname into spell range of a hostile mage who may make their saving throw... If Stirkus goes mage then he'll be able to take advantage of the abilities to have a rather specialised spell list in any case due to having numerous at will powers.
Thankfully Gorion's friends Khalid and Jaheira don't mind waiting for me at the FAI. They join me after a guard dispatches the wizard at the door for me. Khalid is a Fighter/Mage in the BG1 NPC Project (or at least in my version, and he has some dialogue about training as a mage), but I made him a F/M/T. Upon leveling up I had him focus on set traps and stealth (for backstabs). Jaheira is the Fighter/Druid she always has been, albeit of NG alignment. And this is just the beginning, more allies follow! Just south of Beregost we save Viconia, a drow priestess from an overzealous Flaming Fist mercenary who intends to kill her without any regard for due process. Khalid Blinds him and later paralyzes him with our wand just to make sure Viconia survives. Vicky is a Cleric (Nightcloak of Shar)/Thief. I know Elves can't be Cleric/Thieves, but in the case of Viconia I find the combo fitting both because Shar will approve I think and because of Vicky's fugitive lifestyle. Like Khalid, she focuses on the set traps skill and has (a tiny bit of) stealth. Because of her racial and DEX bonuses and the fact she only has two classes where Khalid has three, she has better thieving skills than Khalid and will therefore be in charge lockpicking and trap removal. Less problematic, though Jaheira seems to disagree, is Safana's joining. She practically throws herself at Khalid's feet the moment she meets us. Safana too is a bit different from what you're used to: I made her an Enchanter mage. I really like this class for her and I wonder why I never thought of it before: she has all the right stats to be an enchantress, and charming people is what she does. I did give her several roguey spells (Infravision, Invisibility, Knock, Non-Detection, Detect Illusion) and dagger proficiency, so that she may still be referred to as a thief by other characters in the game. Importantly, I also gave Safana Invisibility 10' Radius because I didn't want to be forced to fill all level 2 arcane spell slots with Invisibility for travel/ambushes for pretty much the entire game. Been there, done that in my last playthrough. Kivan, Archer, then briefly joins (1) to trigger the BG1 NPC Project encounter with Jozzi the Seasnake who nearly dies and loses morale yet still allows us to get the +2 returning throwing dagger, and (2) to have a victim for Shoal the Nereid. Vicky's Skeletons absorb some of Droth's most dangerous spells, most notably a Chaos, and her Silencing of the ogre mage allows us to Doom, Enfeeble (Safana) and kill Droth with ranged attacks.We spare Shoal for raising Kivan and for her promise to leave and to do no more harm now that she's free from the ogre's influence. Kivan leaves after this. I love Kivan as an NPC and I'm glad to have had him on board if only for a bit, just like Imoen and Xzar and Monty, but my plan for this run, at least for BG1 and SoD, was and still is to make optimal use of disablers, backstabs, traps, and summons, and Kivan can't offer us any of that until very late in the game, when his Called Shot ability will lower enemies' saves vs spells with each hit. Finally Dynaheir, a rashemi Invoker we rescue from the gnoll stronghold, joins our cause. She keeps mentioning a companion of hers, a fellow named Minsc who should be around these parts, but we haven't met him yet and she seems fine with staying with the party.
So there you have it: a very different party from my last playthrough, with just one returning NPC, Viconia, but now as a Cleric/Thief. I believe and hope this party has the versatility I missed in my last playthrough. We have - three warrior NPCs (granted, with underwhelming HP pools), - two thieves who can both backstab and set traps, - two full-time specialist mages of schools whose specialist penalty may make an impact (think of Ray of Enfeeblement, Hold Person, Emotion, Chaos for Safana, and Web, Stinking Cloud, Cloudkill for Dynaheir), - two providers of arcane support, - druidic as well as clerical divine magic with plenty of Dooms, Blesses, Chants, and summons.
First Tastes of Battle
Lumberjacks Krumm and Caldo are the first to learn what we're capable of. Skeletons keep them busy. Dooms and Chants follow. Stinking Clouds and Hold Persons seal their fate.
Thalantyr makes Safana a returning throwing dagger +1. (I've grown very lazy with ammo. If we make it to Baldur's Gate Dynaheir will buy the returning frost dart, leaving only Vicky without returning/undepletable ammo.)
East of Beregost Jaheira slays many basilisks while a willing ghoul helps us defeat the creatures' gnomish master.
In the same area we also get into a fight with another adventuring party. And a thrilling fight it is. In preparation Vicky and Khalid lay seven snares to create a buffer between us and them. Vicky then summons two skeletons. The next step is to have Jaheira, Vicky and me cast Doom at three of theirs before their leader, Kirian, instructs them to attack. (Cheesy perhaps, but a casting time of 9 is extremely long for use in combat.) However the leader somehow spots us before we can finish our casting.It's perfect that Vicky of all people is the one talking here. We quickly send our skeletons forward and Dynaheir drops a first Stinking Cloud. Jaheira and I manage to complete our Dooms, but Viconia sees hers interrupted by their archer (Baerin) who conistently saves against the Stinking Cloud's effect. Kirian charms Dynaheir, but thankfully our invoker stays put without attacking anyone. Their priest (Peter) casts a Hold Person at Safana before he succumbs to the Stinking Cloud together with his companion Lindin. Safana retreats as far as possible, and makes the save. Jaheira, Safana and me we actually do pretty well against those two (Peter and Lindin). I further debilitate Lindin with a Hold Person, and we hurt them with ranged attacks. But we cannot keep our attention on them for long. With Baerin eager to fell her and Kirian coming after her, Viconia decides to retreat. Khalid tries to help her out with a Blindness cast at Baerin, but the marksman saves once more before he brings Khalid's life in even greater danger than Vicky's (reducing Khalid's health to 1 with two arrows fired in rapid succession).Khalid backs away and manages to cast Invisibility on himself while Baerin makes another save, against a Blindness from Safana. I paralyze Kirian with my wand and pass it to Safana so that she may paralyze Baerin, but he saves once again and nearly slays Viconia as she's pounding away at Kirian, with another one of his deadly arrows. Like Khalid she escapes with a single HP left. She immediately quaffs an invisibility potion. I take the wand of paralyzation back and finally manage to freeze Baerin. Positioning myself right in front of Kirian allows me to scorcher both her and Baerin with my wand of fire.Dynaheir, no longer charmed, casts her second Stinking Cloud. Kirian and Baerin fall, but Peter and Lindin appear victorious from the cloud and from their encounter with our skeletons. (At least they were out of our way while we were having our hands full with Kirian and especially Baerin.) They are lured toward our traps. Peter takes the most damage but survives at near death status. He falls to a barrage of ranged attacks soon after. Finally, I Hold Lindin, allowing us to take him down at our leisure.An exciting battle!
Gaining Experience
Khalid and Viconia's flirtations with death teach us that we need more experience and preferably better gear to handle the adventuring life. We hone our hunting skills and combat tactics against all kinds of monsters: wolves near the Beregost temple, battle horrors,ghasts and basilisks at Durlag's tower, and ankhegs north of the FAI.We save enough gold to get Safana a robe of the neutral archmagi. We even fell the mighty wolf of Ulcaster (keeping Remove Fear active at all times),Our skeletons slay several sirines along the coast. We put a Doomsayer to rest with loads of magic damage spells. And we finish a Revenant (with Jaheira's returning throwing dagger) and other undead creatures in the valley of the tombs.
Investigating the Nashkel Mines
So we finally think ourselves ready for an important assignment: investigating the local mines for the mayor of Nashkel. It doesn't take us long to find them controlled by kobolds. Their archers we shun but we do slay a couple of dagger-wielding kobolds and find vials with mysterious liquids on their corpses, probably used to contaminate the iron ore. We keep samples of the liquid and of the ore as we descend. We decide to sneak past a larger group with what seems to be the chieftain and a shaman in their midst. The shaman casts an Oracle but we just make it past them unseen. Eventually we find the lair of the leader of the operation, the half-orc Mulahey. Vicky and I summon five skeleton warriors, and we buff them and ourselves with Bless and Chant, and a few PfEs on the skeletons only. The skeletons guard the entrance as we approach Mulahey invisibly. Further buffs include Mirror Image for Safana and Shield for Khalid, Dynaheir and me. Jaheira quaffs a potion of absorption and dons the girdle of bluntness so that she may go toe to toe with the half-orc. He calls for help as soon as he sees us, but our buffed skeletons and a Malison (Safana, who has just reached level 7 after our extensive XP gathering tour) combined with a Stinking Cloud (Dynaheir) keep most of Mulahey's minions busy. I briefly charm Mulahey with Algernon's cloak, long enough to make him lose a casting of Hold Person, but he goes hostile a moment later (even though nothing hit him). When a kobold guard and one of Mulahey's skeletons join us, and when Mulahey Dominates Jaheira things start to look somewhat dicey. Jaheira takes a hit from Mulahey's skeleton warrior but that fails to bring her back to her senses. Instead she moves to attack me. I finish a casting of Doom at Mulahey then quaff a potion of invulnerability in order to tank the half-orc and his minions. Safana freezes Jaheira with a Hold Person but Mulahey saves before another Hold Person by Viconia does paralyze the half-orc.I finish the skeleton and the kobold, and with the aid of my companions, Mulahey.Relieved, we travel back to Nashkel where the local soldiers slay an assassin for us. I wanted his invisibility potions. A letter on his body connects Mulahey to the bandit plague and to a contact in Beregost who might just know the location of the bandit camp.
Wonderful stuff @Mantis37, beautiful writing and good progress! I would actually love to see your gaming skills and your literary skills applied to SoD. Maybe you could reduce your XP or restore the SoD cap to 500,000 XP after completing BG1?
Thank you for your kind words . On SoD I was originally planning on doing it as Stirkus strikes me as rather a military type, and would be more comfortable with the army on the march situation than most Charnames. However, I have completed SoD twice now, the last time no-reload, and its linearity is beginning to wear on me a little.
By changing your decisions, you can actually change the game dramaically, and of course you can leave out the subquests.
And even more exciting readings! I really like this kind of storytelling (my non-native English shuns me off making something like that myself). Please, keep on it and stay safe for a long journey!
I headed northward from the FAI killed some evil fishermen and joined up with the neutral Tanya. At Beregost we calmed down Marl and took a tome to Firebead before heading southwards to Nashkel Carnival where we rested. At Nashkel itself we turned down a reward from Oublek, had a chat with Noober and found some armour for Tanya.
We then headed south and returned Rufie to his owner and heading West, we helped a dryad against Caldo and Krumm. This is the first battle that I was worried that I might lose, however, they died first and we were then able to heal ourselves.
We aided Drienne's cat, killed some gnoll and then took on some ogres including an ogre mage. Unfortunately I accidentally got in the way of one of Tenya's spells. I was stunned, but the ogres weren't. This resulted in my untimely demise.
Realised afterwards that having mere splint armour was a mistake. In my older set-ups I would probably have got away with my mistake, but with SCS there is no room for error. I am now starting again with Ælfweald II.
EDIT I have just tried clicking on the Weidu.log and it hasn't come up with it. I will try and solve the problem.
@Grond0: Your Charname is the Totemic Druid, right? Is there any reason why? I made my Charname one of the sorcerers so I'd have PFMW later on to deal with planetars and such.
Do you have Ascension installed? Because druids are notoriously quick to die against Ascension Melissan, as @JuliusBorisov's Totemic Druid Yahiko tragically showed us.
Comments
Solace, LN Half-Elf Fighter/Mage/Cleric
Intro
I've never played this triple class until very recently. Two other F/M/Cs I created shortly before Solace, fell very early on: one got Dire Charmed despite wearing the Helmet of Charm Protection while doing some early soloing, the second got downed by an Ogre Mage who cast PW:Sleep at her in an ambush.
F/M/C is a very flexible class in and of itself, and it should definitely add a lot of versatility to any party. At all levels they can offer support with decent warrior skills, heals, status effect removal, buffs, and debuffs. At higher levels, they can turn into both deadly and resilient warriors with arcane as well as divine buffs.
Besides I like the concept. I see Solace as a dedicated battle priest. This is her calling. She doesn't follow a deity but rather a philosophy.
"A Force is some sort of natural (or unnatural) process which influences the world. It isn't necessarily intelligent, but it is magically powerful . . . and humans who accept the dictates and goals of this force can become its priests and use spells based on that magical power. Some Forces which can be so worshipped include Entropy, Nature, the Life-Death-Rebirth Cycle, and Magic. Druids tend to be priests of the Force of Nature, instead of specific Gods of Nature. (There are exceptions to that generalization, of course.)
"A Philosophy is an idea, or set of ideas, which (in these magical worlds) is so compelling that it attracts magical energy and faith to it, much as a Force does. Philosophies are usually created by man or other sentient races, spread throughout cultures, and gain such widespread acceptance and belief that they do become much like Forces. When no one believes in a Philosophy any longer, it can generate no magical power and support no priests, so the priests' duty is to embody its attributes and to teach the philosophy so that it will never die. Sample philosophies include Oneness With Nature, Peace, the Divinity of Mankind, the Sanctity of Life, Nihilism, and so on.
"In the AD&D® game, the God, Force, and Philosophy are identical in the way they are treated by the game mechanics. All three provide spells and powers to their priests. All three demand personal requirements and services of their priests and of their non-priest followers. And all three, to a lesser or greater degree, shape the world, both through their own powers and through their agents, the priests."
I won't dwell further on these role-playing aspects, because I know you're all here for the action. Still I thought I'd discuss this because I can't help enjoying my game better when there's some role-playing involved, regardless of difficulty settings. It may also help me get more into the character, and hopefully make me play more carefully.
Actually my previous F/M/C's fall to the ogre mage - which could have been prevented had his imp familiar taken Ogre form, broken into the Travenhurst mansion and bashed the lock of the drawer containing the invisibility potion - motivates me to play more carefully.
Furthermore, Solace's low DEX warrants caution until she gets her hands on the gauntlets of dexterity. As with other recent characters, any stat roll had to be taken as is, which is why I favored Solace's 18/14-7-16-16-17-12 roll over several 90+ rolls. F/M/Cs have no less than five important stats so with stat readjustment disallowed, an opimal roll was always going to be highly improbable. While rolling I narrowed things down to three important stats: CON, INT, and WIS. Solace's exceptional strength was pure icing on the cake. Her low DEX does make Solace dependent on the aforementioned gauntlets, which affects not just her options for gloves but also party planning. Low DEX warriors like Kaigan or Keldorn lose some of their appeal. Solace's proficiencies are **Hammers and ** Slings.
1st BG1 report
In Candlekeep my ferret pickpockets some of my companions during combat training with Obe the Illusionist. I don't know how she does it but she gets me a suit of plate mail armor (which Winthrop doesn't have for sale), a nice decorative helmet, and wands of the heavens and magic missiles.
Gorion and I leave Candlekeep and I lose Gorion to a war party that's really only after me. I don't know why. Somehow I manage to escape despite taking three hits. There's little time for mourning now. I need to make my way to the FAI and get away from my attackers that may still be around.
I run into Imoen and a rather shady pair who agree to join me to the FAI, Xzar and Montaron. Any company is welcome at this point, I don't feel safe at all after last night. We travel north, I slay an ogre on the way, and we reach the FAI. At the entrance a wizard recognizes me and wants to kill me. Unprepared for battle, we retreat.I lead my companions south to Beregost. Montaron picks a fight in an inn, much to my annoyance. I send him and his companion away. As I don't want to put Imoen's life at risk, I ask her to stay with Firebead Elvenhair. All alone, I decide to help the townspeople in order to acquire more experience and gold. Further south, I do the same in Nashkel. I have dealings with four huge spiders, two ogrillons for Mirianne, the Dudley family, Alanna and Eltolth, Mr Coquetle, Noober, a baby wyvern, Mrs Blackwood and her children, the Amazing Oopah, Albert and Rufie, a winter wolf, and captain Brage.
When I return to the FAI the wizard is still there. I enter with Sanctuary, allowing me to bring Landrin some of her belongings and to ask Gorion's friends to wait for me. North of the FAI I loot an ankheg cave under Sanctuary and I fail to hit Tenya while attacking from Sanctuary. My wand of magic missiles stops her from holding me and allows me to talk some sense into her.
I return to Beregost, where my ferret gifts me Algernon's cloak. In the lands surrounding the town I run into Drizzt, but I can't save him from a swarm of gnolls. More ambushes follow: another winter wolf and a ghast.
At this point Solace reaches level 3 in all her classes, with a first proficiency pip spent on Flails, and with level 2 arcane spells accessible.
Way down I meet Samuel the deserter in bad shape. I take him to the FAI so that Gellana can take care of him. Reputation reaches 20 here.
A hobgoblin archer ambush could mean trouble, but I escape almost unscathed.Thankfully I have enough gold to buy some arcane scrolls over at the High Hedge, including Invisibility. I dedicate myself to mastering that spell, so traveling becomes a lot safer.
A gypsy at the Nashkel Carnival sells me a suit of caster's chainmail.It's man-made and a lot heavier than the elven-made bladesinger chainmails but at least it allows me the freedom of movement to cast arcane spells in it unlike the ankheg mail that I have been using up till now. Unfortunately the armor isn't nearly as protective as the ankheg plate, so I must find other ways of protecting myself from attackers. I do so near the gnoll stronghold where I take down two half-ogres with my sling. One of them drops a pair of gauntlets that I identify as gauntlets of dexterity. Very nice: a ranged Thac0 boost of 2 and an AC boost of 4. I loot a xvart cave but I don't enter the actual gnoll fortress.
North of the stronghold I slay a polar bear for a pair of boots of the north, and even further north I plunder Black Alaric's cave. Taking a counter-clockwise route to the stash because one of the traps on the left is a dire charm trap, while insulation and Shield protect me from the glyph of warding and magic missiles trap on the right.
An interesting encounter is that with the mad priest Bassilus. I have no qualms about violently ending his evil ways, but he's just as violent as I am. When I fail to charm him with my cloak I have to retreat to be able to neutralize an incoming Hold Person with my only potion of freedom. I barely make it.I return later and succeed at charming the priest. He doesn't give me much useful information, he's clearly addled. But he does help me out, together with a skeleton warrior he summons, against other evil creatures in the area. Eventually the skeleton warrior and I slay the mad priest, and I take his hammer and the bounty on his head.
Similarly interesting foes are the greedy bounty hunter Greywolf, the cocky swordsman Meilum, and Sendai the bully. With my ferret as a decoy allowing me to cast my Doom and Hold spells, we slay all three of them.
With XP so close to the 32,000 mark, the maximum starting XP for joining NPCs, I allow Solace to indulge in a bit of lazy slinging from behind her invisible ferret on the north coast.(Kiting all of them is just too tedious, and I don't want to recruit NPCs at 16,000 XP at this stage.) The Mad Arcand, another winter wolf, Ingot (Doom + Hold), and Ludrug help Solace to 32,000. Time to look for companions, but that's something I'll cover in my next post.
I think that a cleric/ranger is one of the best if not the best character type to get a high score.
I hope you're not going the completionist route. Once your druid is at 300,000 XP, there's no meaningful level progression for this party within the SoD XP cap; the optional encounters offer nothing but risk to the party.
What difficulty are you on?
Melody (Elf Ranger, Grond0); Grisol (Dwarf Wizard Slayer, Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/918189/#Comment_918189
https://forums.beamdog.com/discussion/comment/925090/#Comment_925090
Once more a session was barely underway before our run came to a grinding halt. We started off by reporting to Duke Eltan and being sent to Candlekeep. We avoided the Iron Throne leaders there before being teleported to the catacombs where we aimed to ransack the tombs.
Grisol sprang one trap on the way to the first of those, but dodged round the lightning trap before Melody got there. With fighter types in single player I'm used to tanking that one before going to rest and heal up, but I sent Melody round the edge this time on the way in. She used a potion to crack open the tomb before leaving. I did once more head for the edge of the passage, but this time I didn't go to the wall and follow along it, but came in at a bit of an angle. As I don't typically dodge that trap I'm not used to how much you can get away with there and triggered the trap. Melody still had a decent amount of HPs, so should have had a pretty good chance of survival. However, the lightning hit her twice and both times she failed her saving throw and took full damage ...
The run is just on Core, so I think the party should be able in theory to handle everything.
But I'd still strongly recommend using the EE versions. They're much less buggy, much prettier, more convenient, loading times are practically gone, the EEs have more optional content, and having BG:EE is a prerequisite for playing SoD, which is almost as much fun as Chapter 2 SoA. It's one of the best parts of the saga.
It's one of those days. Barely minutes into session 145, Eeny takes a tumble.
Eeny (Grond0) is an illusionist, so a gnome.
Myna (Gate70) is a bard, half elf.
The thing about illusionists, is that they are rather good at casting blindness. Or at least this one is.
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
Part X: https://forums.beamdog.com/discussion/comment/925317/#Comment_925317
I skipped most non-boss battles in Sendai's Enclave with sanctuary. Odamaron died to a couple of skeleton warriors and sling bullets, and I made myself immune to crushing damage against Ogremoch and his elementals using AoF, Hardiness, Defender of Easthaven and Roranach's Horn:
A deva, some summons, luring tactics and eventually a rest, another deva and smite were enough to defeat Diaytha, and after winning the duel and killing the mind flayers with 2-3 GWWs, I prepared for Sendai. Nothing special, just small changes regarding the spellbook (more summoning spells, more AoF spells). I tried to keep a deva active at all times and kept summoning new skeleton warriors after each death spell to have some distractions running around, while avoiding the use of HLAs or my improved haste items, just in case. I first wanted to test if it's still possible in the EE to actually teleport to the pocket plane during this fight if there are no enemies visible on screen (something I did quite often in the original games) - and yes, it is:
Thus, I knew that I should definitely be able to win this battle. I used boots of the gargoyle against the thief Sendai's, anything else was just summons and attacks, plus some healing potions. Eventually, the final Sendai appeared and I started to get rid of her summons and protection spells. When I felt that she would have only stoneskins and potions left to defend herself with, I activated my simulacrum and started spamming GWWs:
As my simulacrum used its final WW, the drow was finally defeated:
I also completed the third pocket plane challenge:
Next time, we will get into dangerous territory. Draconis and Abazigal are the enemies besides Amelyssan who could easily end this run. My last (and only) solo victory against Abzigal was entirely dependent on luck, and Draconis.... well, he's my archenemy for a reason.
Enuhal
My Lord,
There is much to report concerning the matter of Gorion’s Ward, the one known as Stirkus. The wheels are moving in a grand conspiracy. Please forgive the lateness of this missive, my first draft was immolated by an errant fireball that cost me my eyebrows while I was investigating the man’s deranged handiwork, and the second was unfortunately consumed by a faulty batch of my patented self-concealing ink, now perfected.
In accordance with your wishes I attended the Guildmaster Alatos until the arrival of Stirkus and his band of vigilantes. Alatos proved amenable to our suggestion that Stirkus be employed as a catspaw in the Halruaan affair. That foreign dog Resar was most impatient for his arrival, he was so used to doing everything by arcane means that he had no appreciation for the finer arts of ledgerdemain. Or indeed for cold steel, as he has since discovered to his cost and our gain.
The man himself is an impressive sight, tall and with a knightly bearing. He strode in and stared straight over me, and through everyone else, just like a proper ironhelm would. Among his companions several had a like bearing, one even had the symbol of the Blind One blazoned on his armour. A slip of a girl in pink had the walk and a sharp glance though, and a half-elf witch in a peculiar sort of green plate armour peered around, seeing everything and not liking much of it. Two heartbeats her gaze brushed my face, like she was a mother weighing up why I wasn’t worthy of her daughter, and then she strolled on, a storm waiting to burst.
The meeting with Alatos was brief. The chief left an open door in case of trouble, so everyone took their fill. Stirkus wasn’t interested in trouble though, didn't seem interested in much of anything. He sat down with a straight back and barely allowed Alatos the grace of his attention. All he needed was a damn throne. Then the name Shandalar came up. That put a poker up his arse. Then the questions flowed. I’ve seen that spark before, Stirkus owes Shandalar a debt of pain. Revenge can eat a man up and empty him out like a fire in a glass. After that the talk was quick, and the pay-off hardly mentioned. Stirkus would have done it for a half-loaf.
It was my expectation that the rough band would take in the low lights of the town, and then raid the high end come nightfall. My Lord, I tailed that band at a distance, floated on the wind behind them, as I have so many bands of brigand adventurers. I have never seen the like of the destruction that they left in their wake. They are assassins, but not thieves. They are agents of destruction, and in a night or two they have decapitated numerous sources of opposition to the ruling lords.
Consider this, would mere adventurers have proven capable of slaying Ragefast, Ramazith, and Resar in a single night? Even now two of the most extensive libraries in the realms wait to be perused, should anyone dare the wards. They colluded with that odious fop Sashenstar, and conducted a murderous takeover of the Merchant’s League, and then performed the same service for that cackhanded fool Jhasso at the Seven Suns! My own reconnaissance of the premises was somewhat hurried, but there were clear signs of wreckage and the heavy stench of the Weave. Yet hardly a treasure was taken, these assassins are not the thieving sort.
Perhaps my lord, your thoughts may have turned to those mysterious mercenaries of the Section and Oversight, who have proved so efficient at removing menaces to the social order. You had previously intimated to me that they might prove a dangerous wild card. My lord, they have been dealt out of the game. These people slaughter paladins and their sheep as easily as they do cackling wizards.
Who had the power to order such destruction? It all became clear to me as I pursued their movements. They have visited the Silvershield Estate. They have been in attendance at the Flaming Fist’s headquarters on more than one occasion when Scar and Duke Eltan were in attendance. This is big, this is an inside job. The Dukes are using the Iron Crisis and stoking tension with Amn to clamp down on everyone who opposes them. My Lord, I am ready to attend you and discuss in detail how we must respond to their wanton antics. Might I crave my lord's reconsideration for funding my project of a golem assassin composed entirely from knives, codenamed Looksharp?
Your Obedient Servant
Tharumptillion III
Urgent addendum: As I send this, they have pierced security at the Iron Throne itself my Lord Koveras! We must not allow this insult to go unchecked! I shall doctor this parchment with my self-immolating preparation to ensure maximum security. Please mind your hands.
[After much questing party are at around 180,000 XP, and have reached Candlekeep. Defeating Section & Oversight gave plenty of loot, so much so that I stopped picking up anything useful . They weren't modified by SCS, so it wasn't too difficult in the end. Also did a few quests around the Gate. May well skip SoD this run, getting worried about XP inflation.]
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
https://forums.beamdog.com/discussion/comment/926333/#Comment_926333
In the SoD dungeon the early undead were dealt with by Pauper turning them while the sorcerers picked them off from behind an invisible screen. However, I felt that was taking too long, so I reverted to using area damage followed up by summons. In theory Washout should have been disarming all traps, but I was a bit impatient with that and he got hit several times - the only dangerous one was being scared, but Pauper used remove fear on him before he got far.
For Korlasz I fired off an insect plague ahead of time, just in case she survived 2 skull traps and a spirit fire - but she didn't. I couldn't open any of the locked containers, so wasn't able to do all the quests before moving on to Baldur's Gate.
In the City a few sundry quests saw Beggar pick up a first victim from his vampiric touch abilities before marching forth.
The first area cleared was the Coastway Forest. Normally I help Tsolak to get the regeneration ioun stone, so this time I killed him for a change. On the way back I stopped off at the troll area. The ones above were rapidly taken to near death and finished off with MMMs. In the area below I set up a cordon for shamanic summons to operate behind, while the sorcerers picked off opposition.
Back at the Coast Way Crossing summons dealt with various spiders and Teleria. I couldn't use scrolls to restore the statues, but Beggar did activate all the menhirs. Inside the Dwarven diggings Pauper got some more practice with his turn undead. I made a mistake at one point, thinking I was opening a door to an empty room, and had to hastily make use of remove fear when Washout started running. I then tried to hold those attacking undead at the door, only to find that the mummy had crept in closer than I had realised along the wall and scared half the party. However, Pauper had another remove fear ready and the undead were nearly all dead within seconds anyway.
I have in the past killed the lich there without the Secret Revealed, so decided I should have a go at that.
The fight with Coldhearth could reasonably be described as a mess though. Initially I tried to use summons to drain his spells from a distance using farsight. However, the SoD script for the summons moves them automatically back towards the party whenever they're not immediately being commanded to do something else. That makes controlling several different summons over a long distance when you can't see them extremely tiresome - and I obviously didn't do that well enough, with the result that the lich came to find the party near the exit (which they couldn't use due to the blocking force). By the time Coldhearth got there though he was very low on spells and was killed pretty easily by a pair of spirit bears who had been kept back for the final confrontation with him (their fear effect works on the lich). Having him so far from his room meant it was going to be a challenge to destroy his phylactery before he reappeared, but I cast haste on the party and hot-footed it to Coldhearth's room - where I couldn't find the key . I think I'd expected it to be in his room as I've killed the lich there before, but had to go back to his body to get it - and, by the time I got back to his room again and was on the point of grabbing his phylactery, Coldhearth was reincorporating.
I was now low on summons and other useful spells and things got more tricky when the lich summoned a skeleton warrior early on - that spent the whole battle chasing various party members around, starting initially with the sorcerers. I didn't manage to maintain quite enough separation between party members and an emotion caught both Beggar and Hardup as a result, leaving only Washout and Pauper to try and provide distraction to prevent the lich finishing them off. Washout then got pushed away by a cloudkill, which left Pauper on his own for a bit. By this time the lich was low on spells, but a couple of magic missiles put Pauper in danger - prompting him to run away while Washout dashed back through the cloudkill to try and take his turn at soaking up damage. However, the lich was feeling mean and sent a horror after the retreating Pauper - he was scared by that and ran back again, straight into a killing magic missile. Washout managed to survive what were apparently the lich's last spells and nothing happened for a few rounds until Beggar and Hardup woke up. At that point the lich discovered that he still had a few spells left (or more probably his script reserved some spells for use only on arcane casters). Two fingers of death were used, but both sorcerers saved before everyone except Hardup got out of range. Hardup put up a new death ward on himself and started dancing and did well to keep up a continuous stream of summons despite them quickly killing themselves on the lich's fire shields. Meanwhile, Washout kept the skeleton warrior running in circles until eventually the lich had had enough. Quickly recovering the phylactery the remaining party hasted and dodged the skeleton warrior on the way to try and destroy it. That proved easier said than done when Beggar, despite partial fire protection and ironskins, took heavy damage from salamanders attacking during the cut-scene for Coldhearth's death. However, he just survived and the reduced party reported back to Brother Deepvein who promised to support them later in their quests.
The party now need about another 12k XP to get Hardup to level 10 - at which point he will get the ability to raise dead ...
Beggar, Totemic Druid - L10, 73 HPs, 36 kills
Pauper, Priest of Helm - L8, 70 HPs, 201 kills, 2 deaths
Hardup, Shaman - L9, 67 HPs, 289 kills, 1 death
Washout, Bounty Hunter - L10, 69 HPs, 66 kills, 1 death
Aspire, Sorcerer - L9, 48 HPs, 366 kills, 0 deaths
Skint, Sorcerer - L9, 48 HPs, 203 kills, 1 death
Good luck with your new run @Blackraven - I've always thought the F/M/C was an underused multiclass!
@Grond0 Good job taking down the lich, messy as it might've been. I'm confident you can raise your fallen and make it deep into SoD, if not further!
Journal of Ælfweald
Two reinstalls later, I think that the installation is as good as I will get it at present.I have installed DSoSC before running BWS and so far things are running smoothly.
As usual as well as the weidu mods that are shown here, (much the same as the last one) I have given the three candlekeep assassins armour and +2 daggers, except that Mendas has a +1 short sword since he was equipped with a short sword before I started modding it.
Ælfweald used sanctuary to raid the upper rooms of the inn and consumed Deder's oil of speed before raiding the healing potion in the chest of the clinic. That potion also aided him in the fight against Mendas.
After calming Marl down and taking a tome to Firebead, he took on an ogre with a belt fetish and ended up at the FAI.
I can see that I will have to time things carefully to ensure that "The Greyclan Episode" and "DSoSC" do not conflict with each other. i.e. Join up with Jet 'Laya before triggering "The Greyclan Episode."
Next up, the invasion of the Coalition Camp. I summon six skeletons and use a WoL Slow scroll against the first batch of enemies, but the Slow won't stick. The enemies keep getting re-hasted somehow, and soon both our skeletons and the Dwarves of Dumathoin are falling apart.
I have no idea where all those haste effects were coming from, but by the time the dwarves are dead, the ogres and trolls have only suffered slight casualties. I resort to more Potions of Firebreath to fry the enemy, but it seems one of them reached the barrels to the south: the next batch of enemies, the mages, are already approaching.
I fall back to kill the enemies who reached the barrels, and then I see a Remove Magic spell on the way.
In LoB mode, the universal +12 levels to all enemies make hostile Remove Magic spells work roughly 100% of the time. Here, it's a guaranteed dispel; the enemy is at least 10 levels higher than Mollyboo.
The solution? A Potion of Magic Blocking. It will keep level 1-5 spells off our backs for 5 rounds, and the inconvenient dispel magic effect is meaningless since we're about to lose our defenses anyway.
But the potion won't stop level 0 effects like those of a weapon, and Auziel reminds us that the enemy uses magical darts when a Dart of Stunning spells her doom.
A Potion of Invulnerability gives us subzero saving throws, but we still need to drink a WoL Potion of Fire resistance to make sure we can use a Potion of Firebreath safely.
Potions of Firebreath in my install are bugged to have a range of 0, so I have to be right next to the target. But I can save time and retain control of my movement by using the WoL trick to designate Mollyboo as the final target for the Potion of Firebreath, allowing us to instantly hit enemies from afar despite the Potion of Firebreath's zero range.
Even with the WoL, it takes multiple charges from the Potion of Firebreath to bring down the mages. Life in LoB mode without the Wand of Monster Summoning is pretty rough.
I only have enough time to cast Stoneskin before the paladins arrive. Without time to summon any skeletons, my best bet is still the Potion of Firebreath. Feels lame, though--I wish I had focused more on maintaining the wall of summons during the first fight; it would have given us lots of time to prepare for the other fights.
I have 11 different screenshots showing the enemy burning up under those Potions of Firebreath.
Two rounds later, the final bosses show up. Unwilling to keep abusing the Potions of Firebreath, but even less willing to let the bosses kill Andrus or something and cause a game over (which may or may not be possible; I don't know), I just torch the enemy. I almost kill Dosia in the process!
For the siege of Dragonspear Castle itself, we don't have a lot of time to prepare. I start out with Stoneskins and a WoL Potion of Invulnerability to give us a slight boost to AC and subzero saving throws to ward off disablers. I approach the enemy so I can see a lot of target, order Mollyboo to head west, and while the game is paused, I pick my targets with the WoL before they vanish into the fog of war. This allows me to spread out several Fireballs to maximize damage without actually putting Mollyboo within range of more than a single enemy.
Even the WoL trick benefits from some careful micromanagement. There are optimal and sub-optimal ways of using glitches as well as conventional tactics.
The Fireballs don't have as much of an impact as I'd hoped, so I switch to using Chaos spells. They fire much slower, but not a whole lot of enemies can make six saves vs. spell at -4, even in LoB mode.
With most of the enemies confused and the mages mostly out of order, I switch back to Fireballs, and also use a Potion of Firebreath against some enemies who are a few steps too far from the fray.
Mollyboo has lost her defenses to Remove Magic, though, and she has to spend several rounds restoring her defenses before she can get back to bombing people. When her aura is clouded, I fire a few Arrows of Detonation instead.
I send some Cloudkills into the far northeast party, and then this happens.
It's the black portrait bug! I don't think I've seen that since the Shade Lord, many runs ago.
I re-do all of the steps we did before and crush the opposition once more, only to have the game crash at the same stage.
But the third time around, we see no bugs. We throw around more fire, but the enemy archers here have pretty spectacular THAC0; they take down Mollyboo's Stoneskins despite her having about -15 AC vs. missile weapons. As always, a Potion of Invisibility is the best escape option, because it can't be interrupted (even instant-casting spells can be disrupted if the caster suffers damage on the same frame as the spell is cast).
Mollyboo is well-buffed when Ashatiel challenges her to a duel, and since we have no party members, the duel is an obvious choice. Ashatiel has no defense against a Wand of Frost.
Mollyboo follows up with an Arrow of Dispelling, only to see Ashatiel cast several spells in a single round. Another arrow takes down most of them.
A Wand of Frost charge brings her to Near Death, but when I try to finish her off with a Wand of Fire charge, I discover that her MGOI is still active despite the visual effect being invisible. We put down the only Fighter/Mage/Cleric in the entire saga with a Wand of Frost charge, costing us some loot but ending the siege.
I don't bother fighting Illaruel and the other demons in the first area of Avernus; they're not mandatory. But I run into trouble with Thrix when I somehow prevent him from issuing his dialogue.
I have to just fight him. Our skeletons bring down the lesser devils, but Thrix himself is extremely hard to kill, and soon he and Mollyboo are the only two left (plus a Hellcat who keeps turning invisible).
Afraid of getting fried by Lightning Bolts or disabled with a fear effect, I have Mollyboo spend a couple rounds kiting the cornugon and drinking potions. Once she's in good condition, I switch to the Wand of Frost. But Thrix has high MR and even when it hits, he still resists half of the damage.
I try to chain-cast Lower Resistance with the WoL, but Thrix moves in for the kill while Mollyboo is immobile and takes away almost half her HP with a single spell.
This is the first time she's ever dipped below half HP in the entire run. If bonus damage was enabled, she'd be at 10% her maximum HP.
We heal her up and keep blasting Thrix with the Wand of Frost. Finally, he goes down.
Belhifet is waiting.
In a similar vein my wands of frost discharge straight rays rather than fanning out like yours do according to your screenshots. It makes them easier to target individual enemies with but I lose the AoE utility.
I wonder what mod changes my wands from vanilla. It's not something I chose to do. Have fun and good luck with Belhifet!
@Mantis37, your welcome!
In that case skipping SoD makes sense. Dualing at 10 is most convenient for the Psypher? I know it's a Might and Guile it but I couldn't find a full kit description online. Have you been using any of the psionic powers much?
If you want to try out the Wand of Lightning trick, I'd recommend adding some additional restriction so the trick doesn't remove the challenge from the game. I've found LoB mode works very nicely to balance out the WoL trick, for example.
Intro & 1st BG1 report
Forging Friendships
Thankfully Gorion's friends Khalid and Jaheira don't mind waiting for me at the FAI. They join me after a guard dispatches the wizard at the door for me.
Khalid is a Fighter/Mage in the BG1 NPC Project (or at least in my version, and he has some dialogue about training as a mage), but I made him a F/M/T. Upon leveling up I had him focus on set traps and stealth (for backstabs). Jaheira is the Fighter/Druid she always has been, albeit of NG alignment.
And this is just the beginning, more allies follow! Just south of Beregost we save Viconia, a drow priestess from an overzealous Flaming Fist mercenary who intends to kill her without any regard for due process. Khalid Blinds him and later paralyzes him with our wand just to make sure Viconia survives.
Vicky is a Cleric (Nightcloak of Shar)/Thief. I know Elves can't be Cleric/Thieves, but in the case of Viconia I find the combo fitting both because Shar will approve I think and because of Vicky's fugitive lifestyle. Like Khalid, she focuses on the set traps skill and has (a tiny bit of) stealth. Because of her racial and DEX bonuses and the fact she only has two classes where Khalid has three, she has better thieving skills than Khalid and will therefore be in charge lockpicking and trap removal.
Less problematic, though Jaheira seems to disagree, is Safana's joining. She practically throws herself at Khalid's feet the moment she meets us.
Safana too is a bit different from what you're used to: I made her an Enchanter mage. I really like this class for her and I wonder why I never thought of it before: she has all the right stats to be an enchantress, and charming people is what she does. I did give her several roguey spells (Infravision, Invisibility, Knock, Non-Detection, Detect Illusion) and dagger proficiency, so that she may still be referred to as a thief by other characters in the game. Importantly, I also gave Safana Invisibility 10' Radius because I didn't want to be forced to fill all level 2 arcane spell slots with Invisibility for travel/ambushes for pretty much the entire game. Been there, done that in my last playthrough.
Kivan, Archer, then briefly joins (1) to trigger the BG1 NPC Project encounter with Jozzi the Seasnake who nearly dies and loses morale yet still allows us to get the +2 returning throwing dagger, and (2) to have a victim for Shoal the Nereid. Vicky's Skeletons absorb some of Droth's most dangerous spells, most notably a Chaos, and her Silencing of the ogre mage allows us to Doom, Enfeeble (Safana) and kill Droth with ranged attacks.We spare Shoal for raising Kivan and for her promise to leave and to do no more harm now that she's free from the ogre's influence. Kivan leaves after this. I love Kivan as an NPC and I'm glad to have had him on board if only for a bit, just like Imoen and Xzar and Monty, but my plan for this run, at least for BG1 and SoD, was and still is to make optimal use of disablers, backstabs, traps, and summons, and Kivan can't offer us any of that until very late in the game, when his Called Shot ability will lower enemies' saves vs spells with each hit.
Finally Dynaheir, a rashemi Invoker we rescue from the gnoll stronghold, joins our cause. She keeps mentioning a companion of hers, a fellow named Minsc who should be around these parts, but we haven't met him yet and she seems fine with staying with the party.
So there you have it: a very different party from my last playthrough, with just one returning NPC, Viconia, but now as a Cleric/Thief. I believe and hope this party has the versatility I missed in my last playthrough. We have
- three warrior NPCs (granted, with underwhelming HP pools),
- two thieves who can both backstab and set traps,
- two full-time specialist mages of schools whose specialist penalty may make an impact (think of Ray of Enfeeblement, Hold Person, Emotion, Chaos for Safana, and Web, Stinking Cloud, Cloudkill for Dynaheir),
- two providers of arcane support,
- druidic as well as clerical divine magic with plenty of Dooms, Blesses, Chants, and summons.
First Tastes of Battle
Lumberjacks Krumm and Caldo are the first to learn what we're capable of. Skeletons keep them busy. Dooms and Chants follow. Stinking Clouds and Hold Persons seal their fate.
Thalantyr makes Safana a returning throwing dagger +1. (I've grown very lazy with ammo. If we make it to Baldur's Gate Dynaheir will buy the returning frost dart, leaving only Vicky without returning/undepletable ammo.)
East of Beregost Jaheira slays many basilisks while a willing ghoul helps us defeat the creatures' gnomish master.
In the same area we also get into a fight with another adventuring party. And a thrilling fight it is. In preparation Vicky and Khalid lay seven snares to create a buffer between us and them. Vicky then summons two skeletons. The next step is to have Jaheira, Vicky and me cast Doom at three of theirs before their leader, Kirian, instructs them to attack. (Cheesy perhaps, but a casting time of 9 is extremely long for use in combat.) However the leader somehow spots us before we can finish our casting.It's perfect that Vicky of all people is the one talking here.
We quickly send our skeletons forward and Dynaheir drops a first Stinking Cloud. Jaheira and I manage to complete our Dooms, but Viconia sees hers interrupted by their archer (Baerin) who conistently saves against the Stinking Cloud's effect. Kirian charms Dynaheir, but thankfully our invoker stays put without attacking anyone. Their priest (Peter) casts a Hold Person at Safana before he succumbs to the Stinking Cloud together with his companion Lindin. Safana retreats as far as possible, and makes the save. Jaheira, Safana and me we actually do pretty well against those two (Peter and Lindin). I further debilitate Lindin with a Hold Person, and we hurt them with ranged attacks.
But we cannot keep our attention on them for long. With Baerin eager to fell her and Kirian coming after her, Viconia decides to retreat. Khalid tries to help her out with a Blindness cast at Baerin, but the marksman saves once more before he brings Khalid's life in even greater danger than Vicky's (reducing Khalid's health to 1 with two arrows fired in rapid succession).Khalid backs away and manages to cast Invisibility on himself while Baerin makes another save, against a Blindness from Safana. I paralyze Kirian with my wand and pass it to Safana so that she may paralyze Baerin, but he saves once again and nearly slays Viconia as she's pounding away at Kirian, with another one of his deadly arrows. Like Khalid she escapes with a single HP left. She immediately quaffs an invisibility potion. I take the wand of paralyzation back and finally manage to freeze Baerin. Positioning myself right in front of Kirian allows me to scorcher both her and Baerin with my wand of fire.Dynaheir, no longer charmed, casts her second Stinking Cloud. Kirian and Baerin fall, but Peter and Lindin appear victorious from the cloud and from their encounter with our skeletons. (At least they were out of our way while we were having our hands full with Kirian and especially Baerin.) They are lured toward our traps. Peter takes the most damage but survives at near death status. He falls to a barrage of ranged attacks soon after. Finally, I Hold Lindin, allowing us to take him down at our leisure.An exciting battle!
Gaining Experience
Khalid and Viconia's flirtations with death teach us that we need more experience and preferably better gear to handle the adventuring life. We hone our hunting skills and combat tactics against all kinds of monsters: wolves near the Beregost temple, battle horrors,ghasts and basilisks at Durlag's tower, and ankhegs north of the FAI.We save enough gold to get Safana a robe of the neutral archmagi. We even fell the mighty wolf of Ulcaster (keeping Remove Fear active at all times),Our skeletons slay several sirines along the coast. We put a Doomsayer to rest with loads of magic damage spells. And we finish a Revenant (with Jaheira's returning throwing dagger) and other undead creatures in the valley of the tombs.
Investigating the Nashkel Mines
So we finally think ourselves ready for an important assignment: investigating the local mines for the mayor of Nashkel. It doesn't take us long to find them controlled by kobolds. Their archers we shun but we do slay a couple of dagger-wielding kobolds and find vials with mysterious liquids on their corpses, probably used to contaminate the iron ore. We keep samples of the liquid and of the ore as we descend. We decide to sneak past a larger group with what seems to be the chieftain and a shaman in their midst. The shaman casts an Oracle but we just make it past them unseen. Eventually we find the lair of the leader of the operation, the half-orc Mulahey.
Vicky and I summon five skeleton warriors, and we buff them and ourselves with Bless and Chant, and a few PfEs on the skeletons only. The skeletons guard the entrance as we approach Mulahey invisibly. Further buffs include Mirror Image for Safana and Shield for Khalid, Dynaheir and me. Jaheira quaffs a potion of absorption and dons the girdle of bluntness so that she may go toe to toe with the half-orc. He calls for help as soon as he sees us, but our buffed skeletons and a Malison (Safana, who has just reached level 7 after our extensive XP gathering tour) combined with a Stinking Cloud (Dynaheir) keep most of Mulahey's minions busy.
I briefly charm Mulahey with Algernon's cloak, long enough to make him lose a casting of Hold Person, but he goes hostile a moment later (even though nothing hit him). When a kobold guard and one of Mulahey's skeletons join us, and when Mulahey Dominates Jaheira things start to look somewhat dicey. Jaheira takes a hit from Mulahey's skeleton warrior but that fails to bring her back to her senses. Instead she moves to attack me. I finish a casting of Doom at Mulahey then quaff a potion of invulnerability in order to tank the half-orc and his minions. Safana freezes Jaheira with a Hold Person but Mulahey saves before another Hold Person by Viconia does paralyze the half-orc.I finish the skeleton and the kobold, and with the aid of my companions, Mulahey.Relieved, we travel back to Nashkel where the local soldiers slay an assassin for us. I wanted his invisibility potions. A letter on his body connects Mulahey to the bandit plague and to a contact in Beregost who might just know the location of the bandit camp.
The party:
Solace, level 5/5/5 Fighter/Mage/Cleric, 79 kills (most powerful: Battle Horror)
Jaheira, level 5/6 Fighter/Druid, 102 kills (Greater Basilisk), 0 deaths
Khalid, level 5/5/6 Fighter/Mage/Thief, 2 kills (Lindin), 0 deaths
Viconia, level 6/6 Cleric/Thief, 1 kill (Kobold), 0 deaths
Dynaheir, level 6 Invoker, 1 kill (Baerin), 0 deaths
Safana, level 7 Enchanter, 0 kills, 0 deaths
Journal of Ælfweald
I headed northward from the FAI killed some evil fishermen and joined up with the neutral Tanya.At Beregost we calmed down Marl and took a tome to Firebead before heading southwards to Nashkel Carnival where we rested. At Nashkel itself we turned down a reward from Oublek, had a chat with Noober and found some armour for Tanya.
We then headed south and returned Rufie to his owner and heading West, we helped a dryad against Caldo and Krumm. This is the first battle that I was worried that I might lose, however, they died first and we were then able to heal ourselves.
We aided Drienne's cat, killed some gnoll and then took on some ogres including an ogre mage. Unfortunately I accidentally got in the way of one of Tenya's spells. I was stunned, but the ogres weren't. This resulted in my untimely demise.
Realised afterwards that having mere splint armour was a mistake. In my older set-ups I would probably have got away with my mistake, but with SCS there is no room for error. I am now starting again with Ælfweald II.
EDIT I have just tried clicking on the Weidu.log and it hasn't come up with it. I will try and solve the problem.
Do you have Ascension installed? Because druids are notoriously quick to die against Ascension Melissan, as @JuliusBorisov's Totemic Druid Yahiko tragically showed us.
// 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 04/12/2017)
~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
~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
~SETUP-WMART.TP2~ #0 #0 // Deidre and Joluv in BG:EE
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.1
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.1
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23.1
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23.1
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23.1
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23.1
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23.1
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23.1
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23.1
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v23.1
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.1
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.1
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.1
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.1
~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
~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
~SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
~DRAKE/SETUP-DRAKE.TP2~ #0 #0 // Drake NPC for Baldur's Gate: Enhanced Edition: 1.0
~BG1RE/SETUP-BG1RE.TP2~ #0 #0 // Amount of -ahem- details and BG-style vs. description text!: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #1 // Bardolan's Briefing, by berelinde: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #2 // Scar's Spare Time, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #3 // Kim's Preoccupation, by jastey (WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #4 // Extension of Bjornin Encounter (Personal Wound Treatment), by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #5 // No Starch in the Maypole: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #6 // Duke Eltan's Spare Minute, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #7 // Husam's Personal Preparation, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #8 // Laurel's Post-Hunting, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #10 // Lina's Massage, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #11 // First Night with Quentin, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #12 // Chatting Niklos Up, by Kulyok (mature content. WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #13 // Slythe and Krystin, by Kulyok (mature content. WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #14 // No Regrets: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #15 // Purchased Love, by Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #16 // Hull: Heavy Duty, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #17 // Late Night with Jaheira, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #18 // Sil's Blessing, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #19 // Melicamp: The Poultry Boy, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #20 // Reading with Rinnie, by Western Paladin: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #21 // Molly the Husband-Grabber, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #22 // The Mourning of Centeol, the Spider Lady, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #23 // The Essential End, by Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #24 // The Harvestmen Lair, by Lava (mature content): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #25 // The Great Zudini, by Kulyok (mature content): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #26 // The Messenger, by Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #27 // Ender Sai, the Hero's Reward, by Thimblerig (WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #28 // The Novelists, by Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #29 // The Honest Lies of Two Riversides, By Lava: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #30 // Necromancer's Trouble, by jastey (WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #31 // Dinner with Thalantyr, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #32 // Girdle of Gender Reactions, by Thimblerig, Kulyok, Domi, Lava, Lastknightleft, Twani, Jastey, Daisy Ninja Girl: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #33 // The Surgeon's Dream, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #34 // All That Left Was, by Lava and Thimblerig: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #35 // A Childhood Friend, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #36 // Arlene the Working Girl, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #37 // Della May from Thay, by Kulyok: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #38 // A Dirty Guard in Candlekeep, by Kulyok (mature content. WARNING - refer to the readme!): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #39 // Phoenix Flame, by Kulyok (mature content): v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #40 // Mikala the Monk, by Twani: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #41 // The Messenger 2: Rain or Snow or Gloom of Night, by Thimblerig and tibicina: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #42 // Camryn and Tamah, by tibicina: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #43 // Minor Disclosures, by jastey: v2.3
~BG1RE/SETUP-BG1RE.TP2~ #0 #44 // Cloakwood Lovers, by tibicina: v2.3
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #0 // Kit Tomes for BG:EE, BGT and TuTu: v2.0 BWP Fix
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #4 // Panver's Merchandise -> Panver Sells No Tomes: v2.0 BWP Fix
~KITTOMES/SETUP-KITTOMES.TP2~ #0 #5 // Tome Locations -> Merchandise & Quest Rewards-> Panver is in the Elfsong Tavern: v2.0 BWP Fix
~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 #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
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 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 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: 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 #2151 // Wear Multiple Protection Items -> No 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 #2210 // Change Grandmastery Bonuses -> True Grandmastery (Baldurdash): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: 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 #3008 // Allow HP Rolls Through Level 20 (Angel): 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 #3220 // Sensible Entrance Points: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3230 // Taerom Makes Additional Ankheg Armor (Icendoan/grogerson): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3280 // Give Every Class/Kit Four Weapon Slots: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3293 // Personalize automatic save names -> Use scheme: 000000000-(Protagonist) Save-Name: 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 #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 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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 #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