I don't know, @Blackraven. I assume you could solve the problem by finding the XPCAP.2da file in Near Infinity, and changing each 2950000 to an 8000000 (to restore the ToB cap) or a -1 (to remove the cap entirely). My only explanation is that there was an accidental overwrite to your XPCAP file, which you could fix in NI.
@semiticgod, I just checked. The caps per class were already 8 mln. The cap mentioned above the list of classes was 2.95 mln. Changed that to 8 mln. But some in-game script resets XP anyway. When I pause immediately after loading, the correct XP is given. However, as soon as I unpause it gets lowered to 2.95 mln again. Anyway thanks for the suggestion. I might have to try and finish SoA with the original XP cap...
@semiticgod, I just checked. The caps per class were already 8 mln. The cap mentioned above the list of classes was 2.95 mln. Changed that to 8 mln. But some in-game script resets XP anyway.
This first number is the value found in the vanilla files no need to change it. Perhaps you should check your xplevel.2da file too.
I've got a bit of a baseless misconception about no-reloading, in that it's meant for solo play. Clearly it's not, but there you go. Anyway, I've managed to get over it, and just rolled two of my favorite builds up in multiplayer. If they survive a couple of quests, I'll introduce them to you.
However, Mist the Fighter/Thief, and Grog the barbarian, have got out of the initial dungeon, finished the circus, and freed Hendak. Because I lack focus, I also recruited Aerie, but it's probably all good.
Mods are Ascension, Fixpack, & SCS v30. After recruiting Aerie, I thought it would have been nice to use Level 1 NPC to use an existing NPC as barbarian, and perhaps the Tweakpack so I could try the Aerie romance. But I'm too lazy to bother.
@Musigny, thanks for thinking along with me. There are no inconsistencies in xplevel.2da. I think it's a script (a .bcs file) as the XP corrections occurs in-game, after loading. Btw hopefully you can soon rejoin the challenge @The_Potty_1, hear you. The vast majority of my attempts are with solo characters. Good luck with Mist and Grog!
Bartholomew, 7th BG2 update
Ok, so Bart's run has been made more challenging by the game. I thought I had been clever by soloing the Gnome during the first quests, and gradually forming a party, so that he and his friends would end up with a bit of a HLA headstart in SoA. However the game has clearly responded: 'Nope, not going to happen! You're going to respect the SoA level cap. It was once created for a reason.'
So yes, I'm going to continue SoA with the SoA level cap in tact. Interestingly, XP accrues beyond the level cap as long as I don't end a playing sessions. When I load, XP is reset. In other words Bart and the others might gain enough XP in one longer session to get a level up (with all the benefits, including a HLA) before XP will be lowered to the SoA cap in the next session. The level obtained is then not lost. This has already happened once with Bart, when he secured UAI during my last session. It might happen again for Bart if he gets enough XP in a long session for his next Cleric level up.
Anyway let me first report his last adventure. Valygar the Stalker was in the party to help the team slay the Necromancer Lavok, Valygar's evil forfather who had unnaturally extended his life with many centuries by taking the bodies of his relatives. The Planar Sphere took off to an unknown destination when they entered it.
Sadly Valygar's stay with the party would be a very short one, as tragedy befell him. The party were battling a number of hardy Wild Halfling warriors when suddenly Halfling priests and even a mage, a very rare phenomenon, joined the fight. The Priest Commanded Valygar to Sleep before the wizard detected the hidden Stalker's whereabouts with an Oracle. The Mage also Symbol: Stunned Mazzy without having even seen her, before she could put away her bow and take her Sword of Arvoreen.She was made invisible by Aerie. Thus the party was without its warriors. Valygar's health was gradually brought down to Near Death, when one Halfling (Entu) thought it was time for a more forceful assault. A 'ballistic attack' for 35 damage meant that Valygar was chunked,leaving the companions devastated. Valygar had only recently joined their ranks, but he had been a good man. (I'd had a long spell with no deaths. In fact only Aerie had died once, to a Lich, after a roleplayed supposition on her and Bart's part that the coast was clear in the Temple Ruins. This was painful, especially because I had decided I was going to keep Valygar on board.)
The Halfling priest had also summoned an Aerial Servant, a dangerous foe whose mere presence made Aerie and Jan keep a low profile. (Should their Stoneskins get dispelled, two hits from an Aerial Servant would be enough to kill them.) Bart applied an oil of speed, buffed with HP/DUHM/RM and avenged Valygar.When Mazzy regained control of herself, she dispelled the Mage's buffs, and started pelting him, until he PW:Blinded her. That didn't matter though, as Aerie fried the wizard with a WoF charge.Bart contined his crusade against the wild Halflings, taking advantage of his superior movement speed for sneak attacks. There was one potentially dicey moment when the Gnome, already Doomed by a priest, barely manage to cast Remove Fear on himself when a Cloak of Fear came his way.When the four thought themselves safe from Wild Halfling violence, Bart scouted two more warriors and two more wizards. He knocked the Halflings back (one of them even unconscious) with a Divine Wrath and then retreated.He took out the warriors as soon as they came for him. When one of the wizards arrived as well, he positioned himself behind the wizard, had Mazzy engage her in melee combat and Jan Breach her, and then finished her with a backstab.The last Mage faced an Aerie, buffed - almost @Alesia_BH style - with Spell Immunities (Abjuration and Alteration for a possible RRR), Chaotic Commands, Free Action, Death Ward (I remember Necre felling a no-reload Wizard Slayer of mine with a FoD), Shield and Spell Shield. The Halfling Mage was Improved Invisible, and Spell Shielded as well, but Jan's DI and Aerie and Jan's debuffers stripped the wizard of his protections, allowing Bart to land another fatal backstab.
With this, the most spectacular battles the companions would fight in the Sphere had ended. Several Golems, in the main area and in the power core, were dispatched by Aerial Servants.The party ran into Tolgerias. Bart backstabbed him while he was blue-circled. (I normally don't do this, but assaults on both Tolgerias with whom the companions had beef due to Bart's failed pickpocketing attempts at the Council of Six Building, and Lavok whose wickedness had been explained to them in detail by Valygar, seemed legit in the RP context of this run. On the flipside, I've also exposed myself to threats where my metagame knowledge said 'danger' but Bart and friends couldn't know, for example with the Lich in the Temple Ruins, or with Tanova, who was the first spell casting Vampire the companions met.) Bart's backstab didn't kill the wizard but forced him into a defensive stance. The companions waited out a Gelugon, and the duration of some of Tolgerias' spells, before repeated Breaches by Jan and Aerie made him vulnerable to Mazzy's attacks.A second Mage wasn't as well-protected. She was no threat even though she forced Bart to cast Chaotic Commands when she sent a Chaos his way.An Aerial Servant and Mazzy finished her.
Ice and fire rooms required mostly physical force. Against the cold creatures Mazzy and Aerial Servants did most of the work. Bart helped with Holy Smites.Potions and items that protected from fire damage helped Bart and Mazzy prevail over the creatures from the fire room, including an elusive Noble Efreeti.
Given Lavok's history, Bart had no reservations about doing this:When Lavok proved reasonable and begged the companions to manoever the Sphere back to Athkatla. The friends had to slay a Demon and throw its heart into the power core.
Mazzy was lightly buffed (frost giant strength, fire, speed, PfE), Bart heavily (speed, death ward, chaotic commands, free action, fire, HP/RM/DUHM, Shield of the Archons), and the two were accompanied by three Aerial Servants as they went Demon hunting. Lea'liyil, a Marilith, was the toughest and the first of the Demons they encountered. Mazzy and the Aerials managed to slay it just as a Nabassu arrived at the scene. (I really like the cocky dialog options here, so I included them.) Mazzy finished the Nabassu, and Bart (Detecting Illusions while fighting) sent a plane-shfting Glabrezu back to the abyss.
Lavok was brought outside, and died under the sky of Athkatla.The level-up you can see in the screenshot brought Bart to Thief level 17 (1.54 million XP). UAI was picked as a HLA. Jan gave give Bart his Adventurer Wear and AC3 Bracers. In turn he received Aerie's Robe of Vecna for the time being, while the Elf donned a Robe of the Good Archmagi as improved by Cromwell (Item Upgrades). Btw Jan's armor was also slightly upgraded by priests of Gond, as part of his quest. The upgraded armor gave 20% magic damage resistance in addition to its original protections.
I'm somewhat worried about the SoA level cap. I'm playing with improved staying power for dragons. Firkraag for example has 552 base HPs. (WIS drain with Kachiko's Wakizashi might be the way to go should I want to obtain Carsomyr.) Improved Bodhi is scary, and I can't see the Shattered Irenicus fight happen in this setup. This is all speculation though. Who knows how far Bartholomew will get?
Hehe @bengoshi, you're right, it fits right in your Unpopular Opinions thread I think it'll actually be interesting to play with the level cap, and it might help me be more careful.
Wanted to report that Adhanis Runeblade is still alive .... barely.
The Ice Island is a dangerous place, because you cannot make up for mistakes. A dead party member cannot be resurrected till you are back.
In this run, I lost Viconia early on to a minor sequencer of Magic Missiles. (Magic resistance? What magic resistance?!)
After a very VERY careful crawling of the dungeon, using up almost all charges of the Wand of Summoning to cover my escape, I was at last faced with the lone remaining MAD GNOME:
Tellan [apparently a lvl 13 illusionist]
He chased the party across the *entire* labyrinth, eating up all the summons I threw his way.
He casts FOUR Chain Lightnings!! [see pic]
He killed Minsc, who was covering our retreat.
With Viconia and Minsc dead, we had to leave some minor loot behind and crawled back to the surface.
Word of Bart running his own guildhouse had reached Baldur's Gate. Several friends and acquaintances such as Narlen Darkwalk, Rededge, and Black Lily preferred working under the affable Gnome to serving that conniving Alatos Thuibuld. However, on their journey south the rogues got waylaid by a band of Orcs and kept as hostages in a cave just outside Athkatla. Narlen was the only one to reach Athkatla. He traveled with Bart & Co to the location of the ambush. The companions dispatched several Orcs and Wyverns guarding the entrance to the cave, and looked at each other in disbelief when a near fatally injured Narlen Darkwalk entered the cave without waiting for any healing. Inside the cave there were more Orcs and Orogs, including casters. Aerie and Jan each dropped a Teleport Field around Narlen, and Bart proceeded to heal his old friend (twice).Note in the portraits that the companions had buffed extensively. The casters' buffs were also hard if not impossible to dispel. Mazzy and Bart, dualwielding the FoA and the DoE (one of my preferred combos, made viable by Rogue Rebalancing TWF specialization for Thieves and Bards), engaged a small group of warriors that included the bandit leader, Gruuk the Hairy. Aerie successfully dispatched some of the weaker Orc Archers with WoF scorchers.Mazzy dispelled an Orc Mage's improved invisibility with one of her arrows of dispelling and slew the monsters with elemental arrows. The Baldur's Gate thieves then joined the battle and helped the party overcome Gruuk, and Orc Priest and some lesser foes.
At the end of the day there were no casualties. Bart and his company went to his guildhouse, where they agreed Lily Black would work as his treasurer and fence, and Narlen would instruct the other men from Baldur's Gate in burgling jobs.Bart was most pleased with this arrangement. Not only did he expect overflowing coffers, he also felt more secure in his position as guild manager now that he knew himself surrounded by loyal friends. He could even go after Imoen and Irenicus, he expected, and trust that in the meantime his guild would continue to operate as it should in Narlen's and Lily's competent hands.
Before returning to Aran Linvail to arrange their departure, the companions first paid a visit to the Bridge District, where a Rogue Stone saw them enter a derelict building that looked very different on the inside than they expected. They sensed danger, so Bart and Jan placed several snares a few steps in front of them. And Aerie cast six Skull Traps, an example that Bart followed: he cast two more from scroll. Ok, ok, I admit this part wasn't roleplayed; Blackraven and Bart meant business here. With the SoA XP cap pretty much in tact, with a bit of temporary flexibility as explained in my previous update, the companions might only expect one (single class Mazzy) or maybe two (the multiclass characters Bart, Jan, Aerie) HLAs, and fewer spells than foreseen. I reckoned a good dispelling weapon might save up some spell slots for Jan and Aerie. Apart from that, the SotM is just a beautiful weapon for Bart, and generally a favorite for my rogues. When the intrepd Gnome scouted the room that lay before him, a Lich appeared and told him he would pay with his life for his intrusion. Moments later that same Lich lay dead upon the ground,and so did a Beholder.A hasted warrior was dispelled and slain by Mazzy.The Halfling warrior also dispatched a Vampiress and the latter's Giant Rats.A pack of Wand of Summoning Gnoll Elites, sent in one after the other saw a female mage waste a number of her spells, until she started gating in fiends, no less than three Gelugons. There were two problems with the Gelugons. First of all they were interested in one person and one person only: Bart. Secondly, while Bart had had the presence of mind to protect himself and his companions from Fear, the same did not go for the Gnoll Elites; the critters panicked and caused the wizard to discover the companions after Mazzy slew the first Gelugon but before they had the time to prepare themselves for her.Bart shrugged off a PW: Silence and a Symbol Stun cast by the wizard while he was playing catch me if you can with the Gelugons. Mazzy kept on hitting the two remaining fiends, and would eventually slay the both of them. In the meantime Jan and Aerie could do little against the mage as she had protected herself with Absolute Immunity.The mage then wished for the companions' defenses to be utterly destroyed, which was kind of a waste considering the quartet's minimal buffs.Jan summoned a couple of Hobgoblins as an Efreeti that the mage had previously summoned joined the fray. Meanwhile the mage Breached Aerie and protected herself with an Improved Mantle. Mazzy quaffed a potion of magic shielding (and later one of fire protection), and engaged the Efreeti.The other companions went invisible and distanced themselves from the two foes, but the mage dispelled their invisibilities with an Oracle (even Bart's stealth as he had forgotten to don the Cloak of Non-Detection). She then dealt Bart some electricity damage with Chain Lightning and a Lightning Bolt.Bart wasn't really impressed with those spells and suspecting the wizard had used up her best spells, he got a bit cocky. He decided to attack the female, and indeed landed a couple of hits, slow and slightly injuring her with his FoA.Mazzy repeatedly failed to kill the Efreeti before it took its gaseous form, but eventually the creature was unsummoned. She didn't hesitate to use an arrow of dispelling or two to get strip the mage of her protections, and with Bart and Jan, she finished the woman.
Jan and Mazzy got a level-up beyond the SoA cap here. Jan picked UAI (perhaps not the best choice, but at least it allowed him to use a Robe of the Evil Archmagi as improved by Cromwell), and was enthusiastic about being able to cast his first level 7 spells. Mazzy picked the Whirlwild Attack HLA. The Staff of the Magi became Bart's weapon of choice, alternated with his Flails and his backstab Staves. The companions got some items forged at Cromwell's, and had Maheer upgrade their Horn of Walhalla twice, before they reported back to Aran Linvail and prepared for their journey to Spellhold.
I'll post the four's character records and inventory screens for an impression of their stats (relevant only in Mazzy's and Aerie's case) and their gear.
Mazzy:
She has the following mod items: Sarevok's Ring of Protection (BGT Tweaks), upgraded Sword of Arvoreen (Item Upgrades), Girdle of Glory (Item Upgrades: combines the Bluntness/Piercing/Slashing Girdles).
Bartholomew:
Bart uses the following mod items: Jan's Upgraded Adventurer Wear which gives an extra +20% magic damage resistance (Jan's Extended Quest), Ring of Regeneration +2 (Item Upgrades), Semaj's Cloak (which Blurs the wearer, BGT Tweaks).
Aerie:
Aerie uses one mod item: Citadel Helmet (combination of Helmets of Defense and Charm Protection, Item Upgrades).
Jan
Jan uses the following mod items: Citadel Helmet (same as Aerie), Returning Frost Dart +1 (Rogue Rebalancing), Improved Robe of the Evil Archmagi (Item Upgrades), and Holy Buckler of Amaunator +2 (which gives NPP and False Dawn twice/day, Item Upgrades).
Bart and his friends reached Spellhold in good order, if accompanied by Bodhi's friends. Mazzy slew the Vampires in Brynnlaw. Enemies there were no problem except for Galvena's lackey. His Sequencered Flame Arrow wounded Bart severely. Bart soloed Perth using the SotM with its invisibility at will and dispels.
In Spellhold, the friends were without equipment. (First time for me.) The first two levels went pretty well, thanks mostly to rests while invisible (so that Bodhi and vampires, who in my install appear each time one rests, couldn't do anything), and to Bart's Diva as per the P&P Celestials mod. That mod has the priest gate one of three types of the Divas. The Movanic Deva that Bart got, had a summon Planetar innate (with a 30% chance of successful gating). Bart was lucky and got the Planetar. I'm not sure if it's as good as Mage Planetars, but it was good anyway. It fell against the Lich but only after soaking up a lot of spells. Bart and Aerie summoned Skeletons to make the Lich waste Death Spells, before Aerial Servants killed the Lich.
On the third level, Bart faced Bodhi again, and transformed unwillingly into the Slayer. Bodhi and the Vampires technically killed him, but he stayed at 1 HP until he took his normal shape again. Surrounded by Giant Rats and Vampires, casting a spell like Sanctuary wasn't an option, nor was running away. All he could do was quaff a minor healing potion, which proved insufficient.I didn't know such a death was possible and honestly I wish it weren't. I think it's lame.
Guys, I got condolences at the Bioware forums, but I'm considering a reload for the reason @semiticgod mentioned, and a continuation of Bart's tale here, not at the Bioware forums. Over there I wrote the following:
I wonder what triggers (or is supposed to trigger) Bodhi's interjection and her flight back to Irenicus. If it's a timer, then Bart must fallen due to a bug because Bodhi was still around when Slayer Change expired. In my experience Bodhi never sticks around for such a long time. If the trigger is a minimum current HP pool for Charname then it was also a bug, since Slayer Bart was down to 1 HP. If however Bodhi's script triggers only after she suffered a given amount of damage, then Bart may have been legally killed. I don't know how much damage Slayer Bart had dealt her, and whether that was supposed to be enough.
Guys, I got condolences at the Bioware forums, but I'm considering a reload for the reason @semiticgod mentioned, and a continuation of Bart's tale here, not at the Bioware forums.
FWIW, Blackraven, in my opinion, Bart is eligible for continuation at Bioware.
For the purpose of reloads, we define a "bug" as a game breaking anomaly or design flaw which unambiguously subverts developer intent.
Bart's incident with Bodhi seems to qualify.
According to your report, Bodhi was present throughout the entire Slayer change period. She was still present after it ended. That makes little sense given the structure of the enounter: Bodhi is suppose to see you as the slayer, and then rush to Irenicus. The dialogue leaves little room for debate on this point.
This seems like a clear case of subverted developer intent. And that subversion of intent broke your game. A reload is justified, as I see it. You may resume play, if you wish.
I can't speak for other players, but I'm pretty confident they'd be happy to see Bart continue.
I did some testing, both with the companions relatively nearby and with the companions a few rooms away. In my original play Bart was alone, with the others out of sight of Bodhi and the Vampires. (Bart's the best sneaksman and trap disarmer and operates as the party scout.) One or two hits after the Slayer change sufficed to get Bodhi to express her horror and flee to Irenicus. So Bodhi's lingering and her continued fighting during the entire the Slayer change phase, and even afterward, is not an intended effect in my current install.
To me what happened this morning was a bug. I've never had it happen before, and it didn't happen again. Bodhi in my install isn't supposed to fight to the death with Charname in Spellhold. I'm leaning toward continuing with Bart. If/when he falls, I want his fall to be legit. I might find that my enjoyment of the run is gone because of what happened, but that's something I'll just have to find out.
Guys, I got condolences at the Bioware forums, but I'm considering a reload for the reason @semiticgod mentioned, and a continuation of Bart's tale here, not at the Bioware forums.
FWIW, Blackraven, in my opinion, Bart is eligible for continuation at Bioware.
I second that. I unscrupulously reload when weird unintended things happen, including occasional mod install mismanagements.
(e.g. in my BGEE/SCS install Minsc could not rejoin if left behind; no idea why. If I did not reload I would have lost him (and all his gear) simply because of a scripting issue?! I don't think so.)
Bartholomew, 7th & (this time for real:) final BG2 update
Sad news Bart, Aerie, Mazzy, Jan, and Imoen survived the remainder of Spellhold, relying on summons to deal with Golems and Minoraurs and on traps to survive the Trolls. For some reason I couldn't rest or save until the party was back in the asylum. I constantly got the 'There are enemies nearby' message. They entered Irenicus' room where they got their gear back, and then went and fought a fantastic battle against Irenicus. Honestly the best I've ever done there. Unfortunately due to Bart's death afterwards I can't be bothered with typing an extensive battle report. Everyone was buffed to the max, and long enough to be safe for the e. Irenicus was initially untouchable due to his high level protections, so the companions focused on the clones, and one by one the clones fell, except faux Aerie (who lasted till the end). After a few turns Irenicus perma-killed Mazzy with heavy magic damage from Comet and ADHW cast in Time Stop. The others were never in danger though. Jan, Imoen, and Bart took no damage; Aerie just a little. When Irenicus became vulnerable to Pierce Magic / Breach / Staff of the Magi, the friends forced him to surrender. (Bart had switched to his Flails.)
There was however one problem. Aerie had cast an Earthquake at some point, antagonizing a Planetar that had been gated in either by Wanev/Dradeel or by Bart's Deva (without me knowing it). When the dust of the battle had settled, the Planetar was still hostile, and it vorpaled Imoen while the companions were trying to flee from it. The companions closed the door behind them and dealt with the Murderers in the corridors. Bart and co waited a few in-game hours but for some reason the Planetar was never unsummoned. (Perhaps this was a feature of the P&P Celestials mod. If so, not a feature I like.) After the epic battle I wasn't as focused, and besides I had to leave for work. I couldn't save, even though the Planetar was not within visual range of the companions. Bart was wearing the boots of speed and tried to enter the room to get Mazzy's and Imoen's loot, hoping to be able to leave, rest and save. Well, Bart got vorpaled as well by the Planetar who was waiting for him by the door.
Should have used Jan or Aerie with PfMW or gone downstair and load the auto-save, but as I said, I was running out of time and became a bit reckless because of that. I could complain about how ridiculous I think it is that a Planetar stays around for ages, but it was my choice to try the P&P Celestials mod, so too bad for me. It's only a game, but I'm sad. This has been one of my funnest playthroughs.
Below a couple of screenshots:
If I'm to do a new playthrough, it will be a slower one (because of girlfriend and traveling to Europe next month), and a simpler one (probably EE with just SCS and Rogue Rebalancing).
How cruel! I've grown really attached to Bartholomew and now this... Maybe "only" SCS and Rogue Rebalancing won't make the game unbeatable for you finally.
I give you my sincere condolences.
Also, good luck on traveling to Europe next month Hope you two enjoy your vacation! Are you going to one certain country?
@bengoshi, the girlfriend isn't actually coming with me (too busy), but I mentioned her because she's kind of moving in with me. I'll be in Holland most of the time, a few days in Spain, and I might include some time in England. I also mourn Bart's fall, especially because we had actually won. The battle was over and I should have simply ctrl-y'd that overly persevering (buggy?) Planetar...
Anyway, I want to do a test run with the EEs, including Rogue Rebalancing, SCS 30, aTweaks and BP Ascension as the only mods that affect battles. I might be posting on that before I'm off to Europe.
@bengoshi, the girlfriend isn't actually coming with me (too busy), but I mentioned her because she's kind of moving in with me. I'll be in Holland most of the time, a few days in Spain, and I might include some time in England.
Well then, I've done some modding both BG1EE and BG2EE, and have just started a test run with a new character. Meet Isadora, my feisty Halfling duelist:(Weapon profs are scimitars and darts. She's clad in studded leather and wields a buckler.)
Here's the WEIDU log for BG1:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10 ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10 ~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 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6 ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.42 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.42 ~APR_ON_SPEC/APR_ON_SPEC.TP2~ #0 #0 // Everyone Gets Bonus APR from Specialization ~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #100 // Annah-of-the-Shadows: 1.00 ~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #110 // Dak'kon: 1.00 ~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #120 // Fall-From-Grace: 1.00 ~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #130 // Ignus: 1.00 ~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #140 // Morte: 1.00 ~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #160 // The Nameless One: 1.00 ~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #170 // Vhailor: 1.00 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
I didn't originally intend to include Song & Silence, but ended up doing so to see if I could get Isadora to specialize at character creation. But apparently neither vanilla EE nor RR or S&S makes that possible. (I'm pretty sure that in my BGT install I could.) A notable tweak I included for the first time is: APR_ON_SPEC meaning that weapon specialization (besides warriors only possible for Swashies in my current install) will give Isa an extra half APR.
It will be a no-reload run until she dies, but with stuff like BP Ascension that wasn't written for the EEs, a fix by a fellow from the Bioware forums, and SCS v30 some testing in BG2 will be needed. So I shall continue the run anyway.
I've no idea how much progress I'll make in the coming weeks. So far Isadora hasn't achieved much other than being chased out of town after she failed to nick a shiny dagger from Fuller.The death of her foster father, who had left home with her, at the hands of a giant of man left the lass all alone. She's currently roaming the no man's land between the Friendly Arm Inn and Beregost.
I'm pleased to report that Isa has been doing well for herself. Gorion's death left her both sad and rudderless, but a near complete tour of the Sword Coast has turned the intrepid Halfling into a seasoned adventurer.
Isa paid a short visit to Firebead Elvenhair in Beregost and pacified a drunk in that town's poshest inn. A visit to the FAI was preceded by the discovery of a precious ring. Isa sold it and used the proceeds to invest in her reputation. Friends of Gorion learned that Isa had no interest in being looked after by them. A brooding wizard that seemed to be waiting for someone on the doorstep never saw the Halfling sneak by. Exploration of the northern Sword Coast resulted in Isa befriending a girl priestess of Umberlee, and a farmer named Brun (whose son's corpse was only salvaged with the help of Jaheira's invisibility potion, for she failed to hide from hungry Ankhegs). In the village of Ulgoth's Beard she purchased a Cloak of Displacement, a Returning Frost Dart +1, and a Greenstone Amulet.
She then journeyed south, southwest. A rogue Ogre south of the FAI and four Huge Spiders, two Ogrillons, three Gnolls, and a couple of Hobgoblins in and around Beregost all fell to Isa's frost dart.
Even further south, in Nashkel, she met a fellow named Noober, found a suit of Ankheg armor, and promised mayor Berrun Ghastkill to look into the troubled Naskhel Mines. On her way to the mines she helped a Half-Orc defeat a group of bandits. When she actually reached the mines, she decided against entering them. She did deal with Greywolf the bounty hunter though, who in applying an oil of speed forced the Halfling to do the same.The One Gift Lost, a Necklace of Missiles, allowed Isa to deal with two Battle Horrors that were loitering on a narrow path that led to Durlag's Tower, while three potions of mirrored eyes were barely enough for Isa to finish off three Greater Basilisks that were guarding Rashad's Talon, her scimitar.Inside the tower Isa limited herself to picking up a tome of wisdom (at the expense of Greenstone Amulet charge). But during a later visit, when she had honed her trap detection skills, the Halfling looted several potions and a number of enchanted items she would sell.
On the coast, Isa slew three Worgs to allow a trapped boy to find his mother, and she plundered a treasure cave. She also protected an archaeologist against bandits and his own men, and tracked down cursed Captain Brage, whom she escorted home to Nashkel. The South-western coast housed a Gnoll fortress. Isadora didn't visit but she dispatched two Half-Ogres near it, and looted a cave containing a charisma tome.
In the Red Canyons the Halfling ran into chickenated Melicamp (who would not survive Thalantyr's anti-chickenation spell), and she faced a genuine test of her abilities when she took on Bassilus the killer. Unfortunately, most of her carefully laid snares were triggered by a stray Skeleton rather than its master. The level 12 Priest also took her by surprise when he summoned an Aerial Servant. Isadora patiently waited in the shadows for it to be unsummoned. A Greenstone charge protected her from most of Bassilus' magics, when she finally engaged the priest. She was more interested in a ranged duel, but the cleric preferred melee combat. She humored him but might have come to regret that decision if it weren't for her quick retreat after he cast Slay Living. Eventually Isa finished her foe with her dart.
Her looting and bounty hunting had been worth her while though, as it allowed her to purchase a suit of Shadow Armor, the Claw of Kazgaroth, and the Stalwart Defender (Buckler +2, +2 against giant humanoids).
In Ulgoth's Beard Dushai unwittingly relinquished he Ring of Free Action to Isa (the initial pickpocket attempt succeeded), while the Sword Coast's self-proclaimed best swordsman and the allegedly fastest dart thrower, both bandits in reality, parted with their Gauntlets of Weapon Expertise and Bracers of Archery respectively, after being beaten by the Halfling in fair duels. Other brigands that did not live to tell about meeting Isa were Krumm and Caldo, Ingot the Gnoll, and a hunting party led by one Sendai.
Isadora went Basilisk hunting east of Beregost, but was rudely interrupted by a Gnome wizard (who had better ears than in my BGT/SCSv21 install, as he approached Isa when she wasn't even close to his location). Thankfully it was dark. She accomplished a swift retreat into the shadows, and managed to take out all the Basilisks before she'd face the Gnome again. Greenstone-protected so that no mind or movement affecting spells could endanger her, she engaged the wizard. He injured her with damage spells (Chromatic Orb, Melf's Acid Arrow, Magic Missile) before she slew him.In the same area, two of four brigands awaited the same fate (Kirian and Lindin).In the Nashkel inn Isa slew Neira the bounty hunting priestess, so that she could properly prepare for her investigation of the Nashkel Mines.
Nice going with Isadora @Blackraven One of these days, I will dare play a thief (let alone a solo one), but I feel like I need to first successfully finish with one of my casters. Give me another decade or so...
[theme song: 'Fireballing Kobods in the Dark' (to the tune of Tom Lehrer's 'Poisoning Pidgeons in the Park')]
Well, that's it, I say! I have created the ultimate anti-Kobold character.
I give you... dun dun dun... the Dragon Disciple. Wait, what, it's already an EE kit? I don't care. I discovered it's ultimate potential: Kobold killing.
The potential to roast Kobolds is awesome and there is no end to Kobold-overkill one can achieve with a well-played (or ill-played) Dragon Disciple.
Enter Selyna Flamewreath. [pic]
[Technically, this is my second character of the same name. The first one was... lost to Kobolds!]
She fairly rolled a 17/17/16/12/12/18. Would have preferred a higher Wis, but this is an otherwise very good roll.
Her main feature is the Dragon Breath: apparently 3d8 is more than enough to turn a Kobold ambush on its head.
(Jaheira, who is my front-liner, is sick of her hair catching fire every time some yells "Kobold!". So, now she casts Prot. from Fire/Cold on herself first sign of Kobolds, before I can say "Eat my Jalapeno breath!")
Selyna has successfully cleaned the Nashkel Mines with a party of Imoen [this time not eeKeepered to anything; just regular Thief-> Mage [at 5]], Minsc, Jaheira, Rasaad, Branwen.
Selyna is 'romancing' Rasaad, because... flames and stuff.
Will tackle Bandit Camp next, after clearing Sword Coast from Kobolds.
@Ygramul, nice to know you have another character on her way, and that those nasty Kobolds are finally getting what they had long coming
Isadora, Halfling Swashbuckler, BG1 update 2
Isa encountered the Nashkel Mines infested with Kobolds. The Halfling, unwilling to expend resources on the overgrown, scaly rats, kept to the shadows during her reconaissance of the mines until she tracked down their commander, Mulahey, a Half-Orc priest, in his den. Two snares at the entrance of the den ensured that six summoned Kobolds immediatel fell when hostilities broke out. Mulahey himself did his 'What!? What are you doing here?' speech twice,before he understood that less talk, more fight was required of him. Either way, Greenstone and Ring of Free Action-protected Isa had the Half.Orc on his kness soon enough, and awarded him no mercy when he begged for it. Remaining Skeletons were fairly easily dispatched as well.Back in Nashkel, the local military dealt with an assassin that had wanted to kill her.(Unlike in my BGT install, Nimbul dropped no potions of invisibility. Maybe that's SCS v30 50% potion breakage working differently than the SCS v21 variant.)
There were clues suggesting that the iron crisis and the rampant bandity, issues that didn't really intrigue her much, had not only been related but also orchestrated by people that wanted her dead. On the corpse of a wizard henchman she eliminated at Feldepost's Inn,Isa found a map with the location of the bandit camp, in the Wood of Sharp Teeth. There was a moment of excitement with this Tranzig, when he sent a Dire Charm her way while she considered herself safely hidden in shadows. The stairs were too far to escape the spell, but a potion of magic blocking quaffed in the nick of time kept her safe.
The Halfling didn't immediately seek out the bandits. She first returned to the Nashkel Mine exit area, to loot three tombs and to slay an evil wizard (Greenstone plus frost dart). On the North Coast she finished a treacherous Nereid with her frost dart, and in Beregost an equally treacherous thespian, Silke (Greenstone Amulet, frost dart, melee).Three innocent men she would have had to kill for Silke, thanked her with a potion of defense, after they had already unknowingly parted with three more of such potions.Isa also helped a Half-Elf Wild Mage when she was attacked by Thayvians.
The Half-Elf, Neera thanked Isa for her interference on her behalf with a gem bag. (And nearly tempted Isa to continue her adventure together with the wizard.)
On her way to the Wood of Sharp Teeth Isa got waylaid by four amazons. She quickly activated her Greenstone Amulet, and distanced herself from her pursuers. When they followed her she threw a Necklace of Missiles fireball at them.She ended up successfully meleeing the four, much to her satisfaction.It pleased the lass that her swordplay skills had evolved so, although she realized part of her success was thanks to her quality gear.
At the bandit camp, Greenstone protection and a potion of defense helped Isa overcome a group of acting bandit leaders.(First time in several playthroughs that no fireballs were used here.) She was never in danger against her enemies, but she endangered herself afterwards when she opened a trapped chest. It let off a lightning bolt that severely injured her. Ender Sai, a prisoner she had just released and who had disclosed to her the Cloakwood location of an Iron Throne base (the evil behind the iron crisis and the bandits), didn't even survive the bolt.(I had taken a break from playing and I mistakenly assumed the chest had been detrapped when I resumed playing.)
Isa traveled to Cloakwood to search for the Iron Throne base and was again waylaid on her way there. This time four males attempted to take her life. Isa recognized a Gnome wizard amongst them. His presence made her quaff a potion of magic blocking, as she feared her Greenstone Amulet protection might not activate fast enough to keep her safe from his rapidly cast spells. As with the amazons, she ended up besting her foes in close combat, though she retreated a few times to heal with potions.In Cloakwood Isa procured a Cloak of Non-Detection from a pack of Tasloi, slew a group of murderous Druids that had been out to kill a hunter, and protected from poison, she dispatched several Spiders. (Centeol's Spiders prompted Isa to gulp a potion of invisibility. They were a bit too much to handle.)
Isa reached the level cap here, something I had hoped for, because I wanted to see how level 10 Isadora would fare against Kysus' and Rezdan's Remove Magics.
When she found the Iron Throne base, Isa first explored the surroundings, and slew a number of guards. Near the entrance she scouted four more, menacing-looking guards, including two wizards. Rather than engaging them, the patient rogue decided to wait, hoping they would be gone in a day. In the meantime she laid several snares just outside the complex. After a day she returned and found the guards still there. She protected herself with her Greenstone amulet (great item of course, and quite fitting in this playthrough because in her portrait, you can see Isa actually wearing an amulet with a green stone, an emerald). She quaffed an oil of speed and retreated when a lightning fast warrior attacked her. Thankfully a Remove Magic from one of the wizards did not affect her. Isa knew where she had placed her traps and lured the hasted warrior into them.The secret of the warrior's pace had been a pair of Boots of Speed. She gladly equipped them, and proceeded her hunt. The first of the remaining guards she ran into was a wizard (Kysus). He somehow sensed she was Greenstone protected and attacked with damage spells. A Fireball's damage was mitigated with a potion of fire protection, but a Skull Trap dealt some serious damage.It caused the lass to retreat and heal before she finished her foe with her frost dart.The other wizard was less of a threat and fell soon after, and the second warrior proved to be the inferior crack shot.
Inside the Cloakwood Mine, Isa orchestrated the liberation of slave miners. She found the master of the mines, Davaeorn, on the fourth and deepest level. He had trapped his lair, but Isa deftly disarmed all but one of them. The last trap was a skull trap. Protected from magic, and doubly hasted she rushed toward Davaeorn so that the skull would explode in his face. It only injured a Battle Horror though.Besides two Battle Horrors, Davaeorn had a host of guards that came to his aid. They included Black Talon snipers. Isa quaffed a potion of defense in response. She repeatedly used her Necklace of Missiles and battled the guards (swapping the Golden Girdle and the Girdle of Piercing depending on who she was facing) until they were all down.As the Battle Horrors had disappeared for some reason, Isa could then simply pelt Davaeorn until he fell.Isa took what valuables she could carry (which weren't many because her inventory already contained several items she didn't want to part with), flooded the mine, and left for Baldur's Gate.
Comments
When I pause immediately after loading, the correct XP is given. However, as soon as I unpause it gets lowered to 2.95 mln again. Anyway thanks for the suggestion.
I might have to try and finish SoA with the original XP cap...
Perhaps you should check your xplevel.2da file too.
However, Mist the Fighter/Thief, and Grog the barbarian, have got out of the initial dungeon, finished the circus, and freed Hendak. Because I lack focus, I also recruited Aerie, but it's probably all good.
Mods are Ascension, Fixpack, & SCS v30. After recruiting Aerie, I thought it would have been nice to use Level 1 NPC to use an existing NPC as barbarian, and perhaps the Tweakpack so I could try the Aerie romance. But I'm too lazy to bother.
@The_Potty_1, hear you. The vast majority of my attempts are with solo characters. Good luck with Mist and Grog!
Bartholomew, 7th BG2 update
Ok, so Bart's run has been made more challenging by the game. I thought I had been clever by soloing the Gnome during the first quests, and gradually forming a party, so that he and his friends would end up with a bit of a HLA headstart in SoA. However the game has clearly responded: 'Nope, not going to happen! You're going to respect the SoA level cap. It was once created for a reason.'
So yes, I'm going to continue SoA with the SoA level cap in tact. Interestingly, XP accrues beyond the level cap as long as I don't end a playing sessions. When I load, XP is reset. In other words Bart and the others might gain enough XP in one longer session to get a level up (with all the benefits, including a HLA) before XP will be lowered to the SoA cap in the next session. The level obtained is then not lost. This has already happened once with Bart, when he secured UAI during my last session. It might happen again for Bart if he gets enough XP in a long session for his next Cleric level up.
Anyway let me first report his last adventure. Valygar the Stalker was in the party to help the team slay the Necromancer Lavok, Valygar's evil forfather who had unnaturally extended his life with many centuries by taking the bodies of his relatives. The Planar Sphere took off to an unknown destination when they entered it.
Sadly Valygar's stay with the party would be a very short one, as tragedy befell him. The party were battling a number of hardy Wild Halfling warriors when suddenly Halfling priests and even a mage, a very rare phenomenon, joined the fight. The Priest Commanded Valygar to Sleep before the wizard detected the hidden Stalker's whereabouts with an Oracle. The Mage also Symbol: Stunned Mazzy without having even seen her, before she could put away her bow and take her Sword of Arvoreen.She was made invisible by Aerie.
Thus the party was without its warriors. Valygar's health was gradually brought down to Near Death, when one Halfling (Entu) thought it was time for a more forceful assault. A 'ballistic attack' for 35 damage meant that Valygar was chunked,leaving the companions devastated. Valygar had only recently joined their ranks, but he had been a good man. (I'd had a long spell with no deaths. In fact only Aerie had died once, to a Lich, after a roleplayed supposition on her and Bart's part that the coast was clear in the Temple Ruins. This was painful, especially because I had decided I was going to keep Valygar on board.)
The Halfling priest had also summoned an Aerial Servant, a dangerous foe whose mere presence made Aerie and Jan keep a low profile. (Should their Stoneskins get dispelled, two hits from an Aerial Servant would be enough to kill them.) Bart applied an oil of speed, buffed with HP/DUHM/RM and avenged Valygar.When Mazzy regained control of herself, she dispelled the Mage's buffs, and started pelting him, until he PW:Blinded her. That didn't matter though, as Aerie fried the wizard with a WoF charge.Bart contined his crusade against the wild Halflings, taking advantage of his superior movement speed for sneak attacks. There was one potentially dicey moment when the Gnome, already Doomed by a priest, barely manage to cast Remove Fear on himself when a Cloak of Fear came his way.When the four thought themselves safe from Wild Halfling violence, Bart scouted two more warriors and two more wizards. He knocked the Halflings back (one of them even unconscious) with a Divine Wrath and then retreated.He took out the warriors as soon as they came for him. When one of the wizards arrived as well, he positioned himself behind the wizard, had Mazzy engage her in melee combat and Jan Breach her, and then finished her with a backstab.The last Mage faced an Aerie, buffed - almost @Alesia_BH style - with Spell Immunities (Abjuration and Alteration for a possible RRR), Chaotic Commands, Free Action, Death Ward (I remember Necre felling a no-reload Wizard Slayer of mine with a FoD), Shield and Spell Shield. The Halfling Mage was Improved Invisible, and Spell Shielded as well, but Jan's DI and Aerie and Jan's debuffers stripped the wizard of his protections, allowing Bart to land another fatal backstab.
With this, the most spectacular battles the companions would fight in the Sphere had ended. Several Golems, in the main area and in the power core, were dispatched by Aerial Servants.The party ran into Tolgerias. Bart backstabbed him while he was blue-circled.
(I normally don't do this, but assaults on both Tolgerias with whom the companions had beef due to Bart's failed pickpocketing attempts at the Council of Six Building, and Lavok whose wickedness had been explained to them in detail by Valygar, seemed legit in the RP context of this run. On the flipside, I've also exposed myself to threats where my metagame knowledge said 'danger' but Bart and friends couldn't know, for example with the Lich in the Temple Ruins, or with Tanova, who was the first spell casting Vampire the companions met.)
Bart's backstab didn't kill the wizard but forced him into a defensive stance. The companions waited out a Gelugon, and the duration of some of Tolgerias' spells, before repeated Breaches by Jan and Aerie made him vulnerable to Mazzy's attacks.A second Mage wasn't as well-protected. She was no threat even though she forced Bart to cast Chaotic Commands when she sent a Chaos his way.An Aerial Servant and Mazzy finished her.
Ice and fire rooms required mostly physical force. Against the cold creatures Mazzy and Aerial Servants did most of the work. Bart helped with Holy Smites.Potions and items that protected from fire damage helped Bart and Mazzy prevail over the creatures from the fire room, including an elusive Noble Efreeti.
Given Lavok's history, Bart had no reservations about doing this:When Lavok proved reasonable and begged the companions to manoever the Sphere back to Athkatla. The friends had to slay a Demon and throw its heart into the power core.
Mazzy was lightly buffed (frost giant strength, fire, speed, PfE), Bart heavily (speed, death ward, chaotic commands, free action, fire, HP/RM/DUHM, Shield of the Archons), and the two were accompanied by three Aerial Servants as they went Demon hunting.
Lea'liyil, a Marilith, was the toughest and the first of the Demons they encountered. Mazzy and the Aerials managed to slay it just as a Nabassu arrived at the scene. (I really like the cocky dialog options here, so I included them.)
Mazzy finished the Nabassu, and Bart (Detecting Illusions while fighting) sent a plane-shfting Glabrezu back to the abyss.
Lavok was brought outside, and died under the sky of Athkatla.The level-up you can see in the screenshot brought Bart to Thief level 17 (1.54 million XP). UAI was picked as a HLA. Jan gave give Bart his Adventurer Wear and AC3 Bracers. In turn he received Aerie's Robe of Vecna for the time being, while the Elf donned a Robe of the Good Archmagi as improved by Cromwell (Item Upgrades). Btw Jan's armor was also slightly upgraded by priests of Gond, as part of his quest. The upgraded armor gave 20% magic damage resistance in addition to its original protections.
I'm somewhat worried about the SoA level cap. I'm playing with improved staying power for dragons. Firkraag for example has 552 base HPs. (WIS drain with Kachiko's Wakizashi might be the way to go should I want to obtain Carsomyr.) Improved Bodhi is scary, and I can't see the Shattered Irenicus fight happen in this setup. This is all speculation though. Who knows how far Bartholomew will get?
Still, Bartholomew's story is far from over! Believe!
I think it'll actually be interesting to play with the level cap, and it might help me be more careful.
SoA is the best part of the Trilogy, in my opinion, and the ToB cap ruins it- at least for me.
Of course, the ToB cap may suit some players better than others.
I hope you find a solution, Blackraven!
Best,
A.
The Ice Island is a dangerous place, because you cannot make up for mistakes. A dead party member cannot be resurrected till you are back.
In this run, I lost Viconia early on to a minor sequencer of Magic Missiles. (Magic resistance? What magic resistance?!)
After a very VERY careful crawling of the dungeon, using up almost all charges of the Wand of Summoning to cover my escape, I was at last faced with the lone remaining MAD GNOME:
Tellan [apparently a lvl 13 illusionist]
He chased the party across the *entire* labyrinth, eating up all the summons I threw his way.
He casts FOUR Chain Lightnings!! [see pic]
He killed Minsc, who was covering our retreat.
With Viconia and Minsc dead, we had to leave some minor loot behind and crawled back to the surface.
Close call for the whole party.
Word of Bart running his own guildhouse had reached Baldur's Gate. Several friends and acquaintances such as Narlen Darkwalk, Rededge, and Black Lily preferred working under the affable Gnome to serving that conniving Alatos Thuibuld. However, on their journey south the rogues got waylaid by a band of Orcs and kept as hostages in a cave just outside Athkatla. Narlen was the only one to reach Athkatla. He traveled with Bart & Co to the location of the ambush.
The companions dispatched several Orcs and Wyverns guarding the entrance to the cave, and looked at each other in disbelief when a near fatally injured Narlen Darkwalk entered the cave without waiting for any healing. Inside the cave there were more Orcs and Orogs, including casters. Aerie and Jan each dropped a Teleport Field around Narlen, and Bart proceeded to heal his old friend (twice).Note in the portraits that the companions had buffed extensively. The casters' buffs were also hard if not impossible to dispel.
Mazzy and Bart, dualwielding the FoA and the DoE (one of my preferred combos, made viable by Rogue Rebalancing TWF specialization for Thieves and Bards), engaged a small group of warriors that included the bandit leader, Gruuk the Hairy. Aerie successfully dispatched some of the weaker Orc Archers with WoF scorchers.Mazzy dispelled an Orc Mage's improved invisibility with one of her arrows of dispelling and slew the monsters with elemental arrows. The Baldur's Gate thieves then joined the battle and helped the party overcome Gruuk, and Orc Priest and some lesser foes.
Before returning to Aran Linvail to arrange their departure, the companions first paid a visit to the Bridge District, where a Rogue Stone saw them enter a derelict building that looked very different on the inside than they expected. They sensed danger, so Bart and Jan placed several snares a few steps in front of them. And Aerie cast six Skull Traps, an example that Bart followed: he cast two more from scroll.
Ok, ok, I admit this part wasn't roleplayed; Blackraven and Bart meant business here. With the SoA XP cap pretty much in tact, with a bit of temporary flexibility as explained in my previous update, the companions might only expect one (single class Mazzy) or maybe two (the multiclass characters Bart, Jan, Aerie) HLAs, and fewer spells than foreseen. I reckoned a good dispelling weapon might save up some spell slots for Jan and Aerie. Apart from that, the SotM is just a beautiful weapon for Bart, and generally a favorite for my rogues.
When the intrepd Gnome scouted the room that lay before him, a Lich appeared and told him he would pay with his life for his intrusion. Moments later that same Lich lay dead upon the ground,and so did a Beholder.A hasted warrior was dispelled and slain by Mazzy.The Halfling warrior also dispatched a Vampiress and the latter's Giant Rats.A pack of Wand of Summoning Gnoll Elites, sent in one after the other saw a female mage waste a number of her spells, until she started gating in fiends, no less than three Gelugons. There were two problems with the Gelugons. First of all they were interested in one person and one person only: Bart. Secondly, while Bart had had the presence of mind to protect himself and his companions from Fear, the same did not go for the Gnoll Elites; the critters panicked and caused the wizard to discover the companions after Mazzy slew the first Gelugon but before they had the time to prepare themselves for her.Bart shrugged off a PW: Silence and a Symbol Stun cast by the wizard while he was playing catch me if you can with the Gelugons. Mazzy kept on hitting the two remaining fiends, and would eventually slay the both of them. In the meantime Jan and Aerie could do little against the mage as she had protected herself with Absolute Immunity.The mage then wished for the companions' defenses to be utterly destroyed, which was kind of a waste considering the quartet's minimal buffs.Jan summoned a couple of Hobgoblins as an Efreeti that the mage had previously summoned joined the fray. Meanwhile the mage Breached Aerie and protected herself with an Improved Mantle. Mazzy quaffed a potion of magic shielding (and later one of fire protection), and engaged the Efreeti.The other companions went invisible and distanced themselves from the two foes, but the mage dispelled their invisibilities with an Oracle (even Bart's stealth as he had forgotten to don the Cloak of Non-Detection). She then dealt Bart some electricity damage with Chain Lightning and a Lightning Bolt.Bart wasn't really impressed with those spells and suspecting the wizard had used up her best spells, he got a bit cocky. He decided to attack the female, and indeed landed a couple of hits, slow and slightly injuring her with his FoA.Mazzy repeatedly failed to kill the Efreeti before it took its gaseous form, but eventually the creature was unsummoned. She didn't hesitate to use an arrow of dispelling or two to get strip the mage of her protections, and with Bart and Jan, she finished the woman.
Jan and Mazzy got a level-up beyond the SoA cap here. Jan picked UAI (perhaps not the best choice, but at least it allowed him to use a Robe of the Evil Archmagi as improved by Cromwell), and was enthusiastic about being able to cast his first level 7 spells. Mazzy picked the Whirlwild Attack HLA.
The Staff of the Magi became Bart's weapon of choice, alternated with his Flails and his backstab Staves. The companions got some items forged at Cromwell's, and had Maheer upgrade their Horn of Walhalla twice, before they reported back to Aran Linvail and prepared for their journey to Spellhold.
I'll post the four's character records and inventory screens for an impression of their stats (relevant only in Mazzy's and Aerie's case) and their gear.
Mazzy:
Aerie uses one mod item: Citadel Helmet (combination of Helmets of Defense and Charm Protection, Item Upgrades).
Bart and his friends reached Spellhold in good order, if accompanied by Bodhi's friends. Mazzy slew the Vampires in Brynnlaw. Enemies there were no problem except for Galvena's lackey. His Sequencered Flame Arrow wounded Bart severely. Bart soloed Perth using the SotM with its invisibility at will and dispels.
In Spellhold, the friends were without equipment. (First time for me.) The first two levels went pretty well, thanks mostly to rests while invisible (so that Bodhi and vampires, who in my install appear each time one rests, couldn't do anything), and to Bart's Diva as per the P&P Celestials mod. That mod has the priest gate one of three types of the Divas. The Movanic Deva that Bart got, had a summon Planetar innate (with a 30% chance of successful gating). Bart was lucky and got the Planetar. I'm not sure if it's as good as Mage Planetars, but it was good anyway. It fell against the Lich but only after soaking up a lot of spells. Bart and Aerie summoned Skeletons to make the Lich waste Death Spells, before Aerial Servants killed the Lich.
On the third level, Bart faced Bodhi again, and transformed unwillingly into the Slayer. Bodhi and the Vampires technically killed him, but he stayed at 1 HP until he took his normal shape again. Surrounded by Giant Rats and Vampires, casting a spell like Sanctuary wasn't an option, nor was running away. All he could do was quaff a minor healing potion, which proved insufficient.I didn't know such a death was possible and honestly I wish it weren't. I think it's lame.
I wonder what triggers (or is supposed to trigger) Bodhi's interjection and her flight back to Irenicus. If it's a timer, then Bart must fallen due to a bug because Bodhi was still around when Slayer Change expired. In my experience Bodhi never sticks around for such a long time. If the trigger is a minimum current HP pool for Charname then it was also a bug, since Slayer Bart was down to 1 HP. If however Bodhi's script triggers only after she suffered a given amount of damage, then Bart may have been legally killed. I don't know how much damage Slayer Bart had dealt her, and whether that was supposed to be enough.
Could anyone shed their light on this?
For the purpose of reloads, we define a "bug" as a game breaking anomaly or design flaw which unambiguously subverts developer intent.
Bart's incident with Bodhi seems to qualify.
According to your report, Bodhi was present throughout the entire Slayer change period. She was still present after it ended. That makes little sense given the structure of the enounter: Bodhi is suppose to see you as the slayer, and then rush to Irenicus. The dialogue leaves little room for debate on this point.
This seems like a clear case of subverted developer intent. And that subversion of intent broke your game. A reload is justified, as I see it. You may resume play, if you wish.
I can't speak for other players, but I'm pretty confident they'd be happy to see Bart continue.
Best,
A.
To me what happened this morning was a bug. I've never had it happen before, and it didn't happen again. Bodhi in my install isn't supposed to fight to the death with Charname in Spellhold. I'm leaning toward continuing with Bart. If/when he falls, I want his fall to be legit. I might find that my enjoyment of the run is gone because of what happened, but that's something I'll just have to find out.
I unscrupulously reload when weird unintended things happen, including occasional mod install mismanagements.
(e.g. in my BGEE/SCS install Minsc could not rejoin if left behind; no idea why. If I did not reload I would have lost him (and all his gear) simply because of a scripting issue?! I don't think so.)
Sad news
Bart, Aerie, Mazzy, Jan, and Imoen survived the remainder of Spellhold, relying on summons to deal with Golems and Minoraurs and on traps to survive the Trolls. For some reason I couldn't rest or save until the party was back in the asylum. I constantly got the 'There are enemies nearby' message. They entered Irenicus' room where they got their gear back, and then went and fought a fantastic battle against Irenicus. Honestly the best I've ever done there. Unfortunately due to Bart's death afterwards I can't be bothered with typing an extensive battle report.
Everyone was buffed to the max, and long enough to be safe for the e. Irenicus was initially untouchable due to his high level protections, so the companions focused on the clones, and one by one the clones fell, except faux Aerie (who lasted till the end). After a few turns Irenicus perma-killed Mazzy with heavy magic damage from Comet and ADHW cast in Time Stop. The others were never in danger though. Jan, Imoen, and Bart took no damage; Aerie just a little. When Irenicus became vulnerable to Pierce Magic / Breach / Staff of the Magi, the friends forced him to surrender. (Bart had switched to his Flails.)
There was however one problem. Aerie had cast an Earthquake at some point, antagonizing a Planetar that had been gated in either by Wanev/Dradeel or by Bart's Deva (without me knowing it). When the dust of the battle had settled, the Planetar was still hostile, and it vorpaled Imoen while the companions were trying to flee from it. The companions closed the door behind them and dealt with the Murderers in the corridors.
Bart and co waited a few in-game hours but for some reason the Planetar was never unsummoned. (Perhaps this was a feature of the P&P Celestials mod. If so, not a feature I like.)
After the epic battle I wasn't as focused, and besides I had to leave for work. I couldn't save, even though the Planetar was not within visual range of the companions. Bart was wearing the boots of speed and tried to enter the room to get Mazzy's and Imoen's loot, hoping to be able to leave, rest and save. Well, Bart got vorpaled as well by the Planetar who was waiting for him by the door.
Should have used Jan or Aerie with PfMW or gone downstair and load the auto-save, but as I said, I was running out of time and became a bit reckless because of that.
I could complain about how ridiculous I think it is that a Planetar stays around for ages, but it was my choice to try the P&P Celestials mod, so too bad for me. It's only a game, but I'm sad. This has been one of my funnest playthroughs.
Below a couple of screenshots:
If I'm to do a new playthrough, it will be a slower one (because of girlfriend and traveling to Europe next month), and a simpler one (probably EE with just SCS and Rogue Rebalancing).
I give you my sincere condolences.
Also, good luck on traveling to Europe next month Hope you two enjoy your vacation! Are you going to one certain country?
I also mourn Bart's fall, especially because we had actually won. The battle was over and I should have simply ctrl-y'd that overly persevering (buggy?) Planetar...
Anyway, I want to do a test run with the EEs, including Rogue Rebalancing, SCS 30, aTweaks and BP Ascension as the only mods that affect battles. I might be posting on that before I'm off to Europe.
Here's the WEIDU log for BG1:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
~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
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4140 // Allow Yeslick to use axes: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4146 // Skip the Candlekeep tutorial sections -> Skip Candlekeep altogether (warning: breaks the 4th wall!): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.42
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.42
~APR_ON_SPEC/APR_ON_SPEC.TP2~ #0 #0 // Everyone Gets Bonus APR from Specialization
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #100 // Annah-of-the-Shadows: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #110 // Dak'kon: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #120 // Fall-From-Grace: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #130 // Ignus: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #140 // Morte: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #160 // The Nameless One: 1.00
~S9SOUNDSETSVOL3/SETUP-S9SOUNDSETSVOL3.TP2~ #0 #170 // Vhailor: 1.00
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
I didn't originally intend to include Song & Silence, but ended up doing so to see if I could get Isadora to specialize at character creation. But apparently neither vanilla EE nor RR or S&S makes that possible. (I'm pretty sure that in my BGT install I could.) A notable tweak I included for the first time is: APR_ON_SPEC meaning that weapon specialization (besides warriors only possible for Swashies in my current install) will give Isa an extra half APR.
It will be a no-reload run until she dies, but with stuff like BP Ascension that wasn't written for the EEs, a fix by a fellow from the Bioware forums, and SCS v30 some testing in BG2 will be needed. So I shall continue the run anyway.
I've no idea how much progress I'll make in the coming weeks. So far Isadora hasn't achieved much other than being chased out of town after she failed to nick a shiny dagger from Fuller.The death of her foster father, who had left home with her, at the hands of a giant of man left the lass all alone. She's currently roaming the no man's land between the Friendly Arm Inn and Beregost.
I'm pleased to report that Isa has been doing well for herself. Gorion's death left her both sad and rudderless, but a near complete tour of the Sword Coast has turned the intrepid Halfling into a seasoned adventurer.
Isa paid a short visit to Firebead Elvenhair in Beregost and pacified a drunk in that town's poshest inn. A visit to the FAI was preceded by the discovery of a precious ring. Isa sold it and used the proceeds to invest in her reputation. Friends of Gorion learned that Isa had no interest in being looked after by them. A brooding wizard that seemed to be waiting for someone on the doorstep never saw the Halfling sneak by. Exploration of the northern Sword Coast resulted in Isa befriending a girl priestess of Umberlee, and a farmer named Brun (whose son's corpse was only salvaged with the help of Jaheira's invisibility potion, for she failed to hide from hungry Ankhegs). In the village of Ulgoth's Beard she purchased a Cloak of Displacement, a Returning Frost Dart +1, and a Greenstone Amulet.
She then journeyed south, southwest. A rogue Ogre south of the FAI and four Huge Spiders, two Ogrillons, three Gnolls, and a couple of Hobgoblins in and around Beregost all fell to Isa's frost dart.
Even further south, in Nashkel, she met a fellow named Noober, found a suit of Ankheg armor, and promised mayor Berrun Ghastkill to look into the troubled Naskhel Mines. On her way to the mines she helped a Half-Orc defeat a group of bandits. When she actually reached the mines, she decided against entering them. She did deal with Greywolf the bounty hunter though, who in applying an oil of speed forced the Halfling to do the same.The One Gift Lost, a Necklace of Missiles, allowed Isa to deal with two Battle Horrors that were loitering on a narrow path that led to Durlag's Tower, while three potions of mirrored eyes were barely enough for Isa to finish off three Greater Basilisks that were guarding Rashad's Talon, her scimitar.Inside the tower Isa limited herself to picking up a tome of wisdom (at the expense of Greenstone Amulet charge). But during a later visit, when she had honed her trap detection skills, the Halfling looted several potions and a number of enchanted items she would sell.
On the coast, Isa slew three Worgs to allow a trapped boy to find his mother, and she plundered a treasure cave. She also protected an archaeologist against bandits and his own men, and tracked down cursed Captain Brage, whom she escorted home to Nashkel.
The South-western coast housed a Gnoll fortress. Isadora didn't visit but she dispatched two Half-Ogres near it, and looted a cave containing a charisma tome.
In the Red Canyons the Halfling ran into chickenated Melicamp (who would not survive Thalantyr's anti-chickenation spell), and she faced a genuine test of her abilities when she took on Bassilus the killer. Unfortunately, most of her carefully laid snares were triggered by a stray Skeleton rather than its master. The level 12 Priest also took her by surprise when he summoned an Aerial Servant. Isadora patiently waited in the shadows for it to be unsummoned. A Greenstone charge protected her from most of Bassilus' magics, when she finally engaged the priest. She was more interested in a ranged duel, but the cleric preferred melee combat. She humored him but might have come to regret that decision if it weren't for her quick retreat after he cast Slay Living. Eventually Isa finished her foe with her dart.
Her looting and bounty hunting had been worth her while though, as it allowed her to purchase a suit of Shadow Armor, the Claw of Kazgaroth, and the Stalwart Defender (Buckler +2, +2 against giant humanoids).
In Ulgoth's Beard Dushai unwittingly relinquished he Ring of Free Action to Isa (the initial pickpocket attempt succeeded), while the Sword Coast's self-proclaimed best swordsman and the allegedly fastest dart thrower, both bandits in reality, parted with their Gauntlets of Weapon Expertise and Bracers of Archery respectively, after being beaten by the Halfling in fair duels. Other brigands that did not live to tell about meeting Isa were Krumm and Caldo, Ingot the Gnoll, and a hunting party led by one Sendai.
Isadora went Basilisk hunting east of Beregost, but was rudely interrupted by a Gnome wizard (who had better ears than in my BGT/SCSv21 install, as he approached Isa when she wasn't even close to his location). Thankfully it was dark. She accomplished a swift retreat into the shadows, and managed to take out all the Basilisks before she'd face the Gnome again. Greenstone-protected so that no mind or movement affecting spells could endanger her, she engaged the wizard. He injured her with damage spells (Chromatic Orb, Melf's Acid Arrow, Magic Missile) before she slew him.In the same area, two of four brigands awaited the same fate (Kirian and Lindin).In the Nashkel inn Isa slew Neira the bounty hunting priestess, so that she could properly prepare for her investigation of the Nashkel Mines.
One of these days, I will dare play a thief (let alone a solo one), but I feel like I need to first successfully finish with one of my casters. Give me another decade or so...
(Speaking of which, I am currently working on a brand new Dragon Disciple, who I feel will go the distance. Will post when I get a chance.)
Well, that's it, I say!
I have created the ultimate anti-Kobold character.
I give you... dun dun dun... the Dragon Disciple.
Wait, what, it's already an EE kit?
I don't care.
I discovered it's ultimate potential: Kobold killing.
The potential to roast Kobolds is awesome and there is no end to Kobold-overkill one can achieve with a well-played (or ill-played) Dragon Disciple.
Enter Selyna Flamewreath. [pic]
[Technically, this is my second character of the same name. The first one was... lost to Kobolds!]
She fairly rolled a 17/17/16/12/12/18.
Would have preferred a higher Wis, but this is an otherwise very good roll.
Her main feature is the Dragon Breath: apparently 3d8 is more than enough to turn a Kobold ambush on its head.
(Jaheira, who is my front-liner, is sick of her hair catching fire every time some yells "Kobold!". So, now she casts Prot. from Fire/Cold on herself first sign of Kobolds, before I can say "Eat my Jalapeno breath!")
Selyna has successfully cleaned the Nashkel Mines with a party of Imoen [this time not eeKeepered to anything; just regular Thief-> Mage [at 5]], Minsc, Jaheira, Rasaad, Branwen.
Selyna is 'romancing' Rasaad, because... flames and stuff.
Will tackle Bandit Camp next, after clearing Sword Coast from Kobolds.
Isadora, Halfling Swashbuckler, BG1 update 2
Isa encountered the Nashkel Mines infested with Kobolds. The Halfling, unwilling to expend resources on the overgrown, scaly rats, kept to the shadows during her reconaissance of the mines until she tracked down their commander, Mulahey, a Half-Orc priest, in his den. Two snares at the entrance of the den ensured that six summoned Kobolds immediatel fell when hostilities broke out. Mulahey himself did his 'What!? What are you doing here?' speech twice,before he understood that less talk, more fight was required of him. Either way, Greenstone and Ring of Free Action-protected Isa had the Half.Orc on his kness soon enough, and awarded him no mercy when he begged for it. Remaining Skeletons were fairly easily dispatched as well.Back in Nashkel, the local military dealt with an assassin that had wanted to kill her.(Unlike in my BGT install, Nimbul dropped no potions of invisibility. Maybe that's SCS v30 50% potion breakage working differently than the SCS v21 variant.)
There were clues suggesting that the iron crisis and the rampant bandity, issues that didn't really intrigue her much, had not only been related but also orchestrated by people that wanted her dead. On the corpse of a wizard henchman she eliminated at Feldepost's Inn,Isa found a map with the location of the bandit camp, in the Wood of Sharp Teeth. There was a moment of excitement with this Tranzig, when he sent a Dire Charm her way while she considered herself safely hidden in shadows. The stairs were too far to escape the spell, but a potion of magic blocking quaffed in the nick of time kept her safe.
The Halfling didn't immediately seek out the bandits. She first returned to the Nashkel Mine exit area, to loot three tombs and to slay an evil wizard (Greenstone plus frost dart). On the North Coast she finished a treacherous Nereid with her frost dart, and in Beregost an equally treacherous thespian, Silke (Greenstone Amulet, frost dart, melee).Three innocent men she would have had to kill for Silke, thanked her with a potion of defense, after they had already unknowingly parted with three more of such potions.Isa also helped a Half-Elf Wild Mage when she was attacked by Thayvians.
On her way to the Wood of Sharp Teeth Isa got waylaid by four amazons. She quickly activated her Greenstone Amulet, and distanced herself from her pursuers. When they followed her she threw a Necklace of Missiles fireball at them.She ended up successfully meleeing the four, much to her satisfaction.It pleased the lass that her swordplay skills had evolved so, although she realized part of her success was thanks to her quality gear.
At the bandit camp, Greenstone protection and a potion of defense helped Isa overcome a group of acting bandit leaders.(First time in several playthroughs that no fireballs were used here.) She was never in danger against her enemies, but she endangered herself afterwards when she opened a trapped chest. It let off a lightning bolt that severely injured her. Ender Sai, a prisoner she had just released and who had disclosed to her the Cloakwood location of an Iron Throne base (the evil behind the iron crisis and the bandits), didn't even survive the bolt.(I had taken a break from playing and I mistakenly assumed the chest had been detrapped when I resumed playing.)
Isa traveled to Cloakwood to search for the Iron Throne base and was again waylaid on her way there. This time four males attempted to take her life. Isa recognized a Gnome wizard amongst them. His presence made her quaff a potion of magic blocking, as she feared her Greenstone Amulet protection might not activate fast enough to keep her safe from his rapidly cast spells. As with the amazons, she ended up besting her foes in close combat, though she retreated a few times to heal with potions.In Cloakwood Isa procured a Cloak of Non-Detection from a pack of Tasloi, slew a group of murderous Druids that had been out to kill a hunter, and protected from poison, she dispatched several Spiders. (Centeol's Spiders prompted Isa to gulp a potion of invisibility. They were a bit too much to handle.)
Isa reached the level cap here, something I had hoped for, because I wanted to see how level 10 Isadora would fare against Kysus' and Rezdan's Remove Magics.
When she found the Iron Throne base, Isa first explored the surroundings, and slew a number of guards. Near the entrance she scouted four more, menacing-looking guards, including two wizards. Rather than engaging them, the patient rogue decided to wait, hoping they would be gone in a day. In the meantime she laid several snares just outside the complex. After a day she returned and found the guards still there. She protected herself with her Greenstone amulet (great item of course, and quite fitting in this playthrough because in her portrait, you can see Isa actually wearing an amulet with a green stone, an emerald).
She quaffed an oil of speed and retreated when a lightning fast warrior attacked her. Thankfully a Remove Magic from one of the wizards did not affect her. Isa knew where she had placed her traps and lured the hasted warrior into them.The secret of the warrior's pace had been a pair of Boots of Speed. She gladly equipped them, and proceeded her hunt. The first of the remaining guards she ran into was a wizard (Kysus). He somehow sensed she was Greenstone protected and attacked with damage spells. A Fireball's damage was mitigated with a potion of fire protection, but a Skull Trap dealt some serious damage.It caused the lass to retreat and heal before she finished her foe with her frost dart.The other wizard was less of a threat and fell soon after, and the second warrior proved to be the inferior crack shot.
Inside the Cloakwood Mine, Isa orchestrated the liberation of slave miners. She found the master of the mines, Davaeorn, on the fourth and deepest level. He had trapped his lair, but Isa deftly disarmed all but one of them. The last trap was a skull trap. Protected from magic, and doubly hasted she rushed toward Davaeorn so that the skull would explode in his face. It only injured a Battle Horror though.Besides two Battle Horrors, Davaeorn had a host of guards that came to his aid. They included Black Talon snipers. Isa quaffed a potion of defense in response. She repeatedly used her Necklace of Missiles and battled the guards (swapping the Golden Girdle and the Girdle of Piercing depending on who she was facing) until they were all down.As the Battle Horrors had disappeared for some reason, Isa could then simply pelt Davaeorn until he fell.Isa took what valuables she could carry (which weren't many because her inventory already contained several items she didn't want to part with), flooded the mine, and left for Baldur's Gate.