In my last attempt at this I got as far as Belhifet before succumbing to my failure to take along anything that could protect me from aura of fear. That's something I'll need to try and rectify if I get that far this time .
After a few chores in Candlekeep and shooting down Imoen, Xzar and Montaron, the real action started with kiting Shoal. The HPs of these wizard slayers have normally been very good and that trend continued with the 29 HPs gained for those two levels.
Before going to Nashkel I made my way over to Firewine Bridge and shot down Meilum. He had time during the battle to cast one hold person first, but as this is an unmodded installation I just made sure I was out of sight range before the spell completed (and saved anyway).
At Nashkel I picked up the ankheg armor before resting a few times to get LMD. The restoration of reputation began with shooting down a bunch of xvarts - edging into view to attack those one at a time enabled Arabelle to be left undamaged. That encounter also got me to level 4 and another juicy 15 HPs. Looking for more easy gains I went to the basilisk area and recruited Korax. He toured the area in search of basilisks while I stayed just out of their sight range until they were paralyzed. It didn't take long to get to level 5 there with 13 more HPs. Mutamin was another paralyzation victim before I moved on to the basilisks in the south - where I was slow to realise that I'd got another level (a first disappointment there with just 8 HPs though). I tried to lure Peter away to meet Korax, but Lindin came instead and took only a single swing to finish him off. Kiting Lindin was easy and I also shot down Kirian - who failed to complete a spell. Baerin chased after me, which was a bad move for him, before I took a bit of a risk in tackling Peter. I failed to hit him while he was casting rigid thinking and ran out of sight before that completed - but magic resistance kicked in anyway. Similar tactics with hold person saw me held twice, but safely out of sight, before Peter ran out of spells (and HPs). I tend to be rather anal about not buying equipment until that can be done at the minimum possible cost, but forced myself this time to part-exchange the ankheg armor for some full plate.
Visiting High Hedge for the first time, I used Baerin's magic arrows to shoot the golems before saying hello to Thalantyr. Unfortunately, he was unable to restore Melicamp. Looking for alternative sources of reputation I went to the coast with the intention of just helping Ardrouine. However, while trying to rest in preparation for that a sirine appeared and she was shot down despite poisoning me. With no Bhaal CLW, resting to cure HPs is a lengthy business and 2 more sirines were shot down before a third managed to cast a charm as I ran away.
A trip to the Carnival allowed uninterrupted resting before returning to the Lighthouse area to deal with a group of worgs. Charleston Nib, Brage and Oublek all offered quick and easy reputation gains. I expected Greywolf to be a bit more challenging, but in fact he failed to land a blow. The main encounters on the way through the Cloud Peaks yielded a couple more reputation points on the way to pick up the charisma tome.
Bjornin's half-ogres pushed reputation to 18 before I picked Samuel up. On the way to the FAI I dealt with the belt ogre and was surprised to find that pushed me up to level 7 (10 HPs). On arrival, Tarnesh got lucky with his mirror's and survived a number of hits - of course that meant his spell-casting was useless before I finally got a fatal hit in . I hadn't got around to doing Landrin's spiders, but still went upstairs to get the pantaloons as it's unlikely I'll go back there after this. I also bought Buckley's Buckler there (which would have been sensible to get earlier in order to activate constitution regeneration and avoid the need for much resting).
The first order of business was clearing the ankheg nest. None of the ankhegs managed to spit accurately enough to hit me and returning what was left of Farmer Brun's son got me to reputation 20 - though there was nothing I wanted to buy at the moment anyway.
A trip to Durlag's Tower was interrupted by a basilisk ambush, but I was quick enough to run away before it could focus its gaze. I had a slight combat advantage against battle horrors and was able to kill all of those without having to run away - this was the closest fight, where I resorted to micro-management to get an APR advantage rather than just standing still and whacking away. Inside the Tower various ghasts were shot down before I used a PfP scroll to baffle the basilisks on the roof - getting 14 HPs for my final BG1 level in the process. The +2 scimitar on the roof also provides a major upgrade to the non-magical ninjato bought in Candlekeep. Riggilo was the first to feel the weight of the new sword, though I didn't bother sacrificing a PfM scroll to get the nearby tome.
With preparations complete, the next stop was the Nashkel Mines. A couple of minutes sufficed to zip through that and find Mulahey. Initial attacks on him failed to disrupt his casting and I ran outside and rested (so that all the enemies were not gathered round the door and blocking the exit). Coming back in, long range shots managed to disrupt a couple of Mulahey's spells, while a hold person was dodged before the cleric started running in panic and was duly finished off. Outside the mine I successfully disrupted the spells of both Amazon clerics, so didn't have to run away at all there. In Nashkel, Nimbul managed to get a horror away, but that was dodged and his spell casting was fully shut down before he could try anything else. In Beregost, Tranzig got similar treatment before I hacked down Algernon. His cloak is no use to me, but his death and a nearby robbery pushed reputation back down to 9.
At the Bandit Camp, Taurgosz and his merry men scored a few hits, but would have needed many more to cause concern. Jumping in and out of the tent dragged Britik outside to be beaten up and when Venkt was poisoned on re-entry the fight was pretty much over. The only significant work in the Cloakwood was getting Spider's Bane - jumping in and out of the nest served to split the initial enemies up, while the remainder were triggered one at a time and caused very little damage. At the mine Drasus was pulled away first and failed to get a hit in. The others did only marginally better, with a total of 6 damage between them. Inside, I only did the minimum fighting necessary to get down to Davaeorn's level. The battle horrors there were pulled back separately: the first did enough damage to force a retreat to the top of the mine to rest, but the second only scratched me and I immediately attacked Davaeorn. A pathetic series of shots saw 6 acid arrows in a row miss though and further damage was taken from traps and a lightning bolt before I retreated to rest again. Shooting the next time was much better with 3 of the first 5 shots hitting. That still meant though that Davaeorn had a 25% chance of completing his next cast and a dire charm there could easily have been fatal. However, I chose to continue the attack rather than running for the exit before his spell could cast - and got another hit to end his chances. I rested to get a second Bhaal horror before flooding the mine and leaving.
This ended up being a short session - we had terrible server issues, as well as Grond0/Gate70 game's kept crashing. We did however manage to do a couple of quests.
We found ourselves in the Copper Coronet, obviously just recently rescued Hendak. Mikel suggested doing the slavers in the moored ship. He also mentioned he wanted the Lilacor sword (not that Mikel is in melee very much). Getting the sword was pretty uneventful, our team was just too much for these enemies.
The slavers did a better job, in part because of Grond0/Gate70 having game issues like crashes or unable to do anything - a troll had to be killed by Mikel all by himself - Gate70 took a lot of damage but survived.
Then it was time for the bigger group, with the slaver wizards. Some summons were used, and we tried to disrupt their spells to good effect. We reported to Hendak our success.
Next up was getting Officer Dirth's full plate, while killing the priest of Cyric on the way. This went quite well. We also cleared out the pirates, hidden in Old Thumb's Inn. By this point in the session, there were quite a few crashes and also server issues. We decided to save here, and hopefully next week will work out better.
In the City I did the poison quest to get a bow upgrade - Marek's opening spell being dodged before he was shot to pieces. After collecting the Helm of Balduran to improve saving throws I decided it was time to seek a scimitar upgrade. After stocking up with 600+ arrows I used a scroll of PfM to block Drizzt's first charm spell and settled in for some serious kiting. Eventually the scroll ran out and Drizzt tried casting a charm again. I had been careful to keep near the map edge so that I could run away if necessary, but had also bought a few exploding arrows and the guaranteed hit from one of those disrupted his spell. It was then just a question of time before the criticals mounted up - using just over 300 arrows in total. Some temple donations and a few quick quests soon got reputation back up to 20 and I bought a load of magical ammunition before travelling back to the Lighthouse area. Normally I would expect to have fired at least 4 arrows before a sirine could complete a charm spell (after trying and failing to use improved invisibility), but I think the 3rd sirine in the initial group must have seen me edging in before it was visible to me. As a result it managed a successful cast in the instant before it died from a 4th hit. That would have been a disappointing end to the run, but Lady Luck was on the case for me. There were no alarms from Sil and friends and the golems were also shot up to let me pick up the constitution tome. With no need for either money or XP the only further work I did in the City was clearing the dopplegangers out of the Seven Suns before moving into the Iron Throne. As usual a bit of stair hopping allowed the enemies to be split into manageable chunks - with some help from Bhaal horror when 2 of them were determined to stick together. Zhalimar was the last one left and lost out badly in a straight melee contest. At Candlekeep I picked up the PfP scroll before turning myself in. Without the aid of potions, neither of the tomes were accessible, but DUHM allowed a third tomb to be kicked open to get another PfM scroll. A few dopplegangers were killed before the boots of speed allowed me to run across Prat's line of sight without attracting his attention. The basilisks then provided some easy, if unneeded, XP on the way out.
Back in the City Ramazith's Tower was cleared with only a couple of kobold commandos getting the needed critical to hit. DUHM bust open his treasure chest to get another PfM scroll, but DUHM didn't provide enough strength to open up the chests in the Seven Suns.
A couple of conversations with Tamoko ensured her armor would be available for selection later, before I went in search of Slythe. He walked into a dispelling arrow and failed the subsequent melee test. Moving on to the Palace I buffed with DUHM before activating the dopplegangers. One of those was sent running by a first Bhaal horror and I dispelled the 3 attacking the dukes before trying a second horror. That sent another one running, but unfortunately one of those attacking me. However, the active dopplegangers were dead or running with Belt still only at badly injured and acid arrows finished the last of those off with Belt safely out of sight of Sarevok. After buying some final ammunition I fought through the maze easily enough - the second skeleton warrior being the only thing to inflict significant damage. I bypassed the Undercity party and dodged round Tamoko to be able to attack her near the temple door. Going in and out resulted in her duplicating, but some handy bats prevented the second one from talking to me while the first was shot up for her armor. I've died in the final fight before as a result of Semaj using sequencers even after normal spells have been shut down, so used a PfM scroll this time. Semaj got stuck in the web trap after teleporting out, so he didn't last long. Sarevok avoided getting stuck and chased hard while 5 dispelling arrows in a row missed him. However, a sixth fired at point-blank range proved more effective and that meant just routine kiting was sufficient to finish him off. The game crashed on transfer to SoD, but that didn't seem to matter as the final save had already been created so there was only a minor delay. On arrival in the dungeon I found an oddity, however. I know I was way over the XP cap and had seen the text show level up just before the game crashed. The final save game though had recorded XP at just the cap, rather than including the 'hidden' XP behind that. I decided to accept that though - it shouldn't take long to get to level 9 (and activate grand mastery in scimitars) anyway.
I probably haven't got the installation correct, but time will tell.
In addition to the mods mentioned in Weidu, I also gave the assassins in Candlekeep better weapons and armour.. If I play a thief, those could be significant as the daggers are +2 as is the leather armour. In most of my games, they will make those battles a bit harder and will make me a bit richer if/when I sell them.
Rigid Thinking spell in the Inn at Nashkel caused me to attack the innkeeper after winning the battle. This made Rowena fall. It was therefore no great loss when Greywolf killed her as she no longer had the benefits of being a paladin.
Our latest incarnations got under way today. There was the usual quick start from Shoal, but instead of moving on to the basilisks I decided to go for a slower burn this time by taking a trip through the Cloud Peak mountains. We were playing with the latest Beta and I wondered whether the stupidly short range of the bard song had been fixed in that, but it hadn't - Yowell had to shout his song in Shirley's ear to produce any effect on her.
With magic being fairly scarce at low levels, there was a lot of kiting things like xvarts around. With the difficulty of targeting in MP and limited pausing there was plenty of opportunity to get into trouble doing that and there were tons of examples of do-si-do dancing where one of us would approach an opponent and veer round him before running further back to try and target them again. However, we did pretty well to avoid any deaths doing that. The notionally tougher opponents tended to be far easier as they found it difficult to see who was attacking them . Yowell got a bit tired of kiting on the way to the xvart cave at the Gnoll Stronghold, which resulted in both characters being rather battered before they had successfully killed the first xvart in the cave - allowing us to rest up before doing the remaining occupants. Before going back to Nashkel with Brage we helped out Charleston Nib, though our magic missile firepower at that stage was not quite good enough to take on the Doomsayer. A trip to Firewine to blind Meilum for his bracers also got us another level each before doing a few more reputation quests like helping Arabelle. Another reputation quest was taking Samuel back to the FAI. We could have blinded Tarnesh there, but there seemed little point in doing that when we could magic missile him in concert. Reputation quickly grew and, once that hit 20, Yowell treated himself to a few scrolls at High Hedge.
Scrolls purchased had included protection from petrification, so it seemed about time to visit the basilisks. Killing the southern group didn't get us a level, but a few of the northern ones did the job. That meant that Yowell was able to put a web down on top of Mutamin. Yowell was disgruntled when the mage saved every time, but Shirley had also learned web by now and Mutamin couldn't keep saving for ever. Korax was slain out of hand this time as, with blindness and web available, Kirian's group had no chance. Shirley, Sorcerer 5, 27 HPs, 52 kills Yowell, Skald 6, 45 HPs, 58 kills, 0 deaths
In the SoD prologue Bhaal horror ensured there would be no problem in going to find Porios and threatening her got her to surrender without a fight. The previous times I've been here with a wizard slayer I've fought fairly, but having just lost a huge amount of XP as a result of a crash I decided to take things easy this time and use a scroll of PfU. The Flaming Fist were then used to help out against the final group of mercenaries. After resting to cure a bit of damage taken I hit Korlasz with a dispelling arrow followed by a couple of exploding ones to persuade her to give up the fight. I don't normally do much in the city, but in the last attempt with a wizard slayer I'd noted 2 things missing in the final fight with Belhifet. First was some means to defend against his fear aura and second protection against fatigue - that would allow restoration scrolls to be used without penalty. Consulting the internet I noted the availability in the city of a Battle Tankard that could remove fatigue. I'd not done that quest before, but it involved helping Irina in the Elfsong tavern by getting some wine from the palace. Going into the cellar there prompted Korlasz to stage a breakout, but she was soon shot down and Irina duly handed over a helmet in the shape of a tankard - the perfect gift for a dwarf . A bit of NPC slaughtering then saw Minsc bequeath me Kiel's helmet to prevent fear.
After marching out with the Fist, the first port of call was the Coast Way Forest. As I don't allow healing potions I was keen to help the vampire there in order to get the regeneration ioun stone. Winning that fight before the vampire is dead is not at all guaranteed, so I was pleased when a second Bhaal horror sent Isabella running at a time when Tsolak was in trouble. On the way back to the Coast Way Crossing I triggered the troll cave ambush. There wasn't much to gain there, but I cleared it anyway for the XP without ever quite being forced to run away and rest. After handing Takos back his relics (but accepting the shield back as a reward), I was close to level 9, but decided not to do anything more in the area. Instead I activated the encounter at the bridge and hid behind the tent until Caelar called off the fight. Arriving at Troll Claw Woods I pulled a group of hobgoblins back to the Flaming Fist to get their help - finding at the end of the fight I'd got my 9th level at some point. Travelling towards the Forest of Wyrms I came across the myconid ambush area. The goblins above ground were no danger after their witch doctor got scared. Down below I just attacked immediately - with a big combat advantage, getting confused was unlikely to be a problem and once the blue myconid (which produces a short-lived feeblemind effect) was dead the fight was pretty much won. The Spellbreaker sword found there gives +4 to spell saving throw for a wizard slayer - allowing me to reduce that down to 1 to safely negotiate some traps.
At the Forest of Wyrms horror made dealing with a group of wyverns on the road easy. A few spiders and bugbears later the path to the dragon's cave was clear, but the dragon was left unmolested for now. Instead more bugbears were pulled back in ones and twos for easy disposal before attacking the shaman - Spider's Bane being used there against hold person.
Moving into the temple I rested for a moment with my hand against the wall and watched horrified as some sort of spike trap killed a number of people in cages. Next I worked through all Ziatar's guards. In my previous attempt I had moved too far into the room with invisible stalkers and was held by a trap while one of those was still alive - only just surviving thanks to high HPs. This time I made sure to use Spider's Bane to avoid that happening. The final roomful of guards were lucky with their saving throws against horror, with only one of them running. However, the remaining group were all unable to hit me anyway. Ziatar was then drawn over to the entrance and chopped down once her sanctuary wore off. In the previous run I just relied on saving throws against the Neothelid, but I think that was more dangerous than it needed to be and this time I used one of my 3 remaining PfM scrolls. I still took a couple of lots of poison damage while meleeing it, but had the HPs to deal with that. Rather than waiting for regeneration to repair the damage I moved on to find Darskhelin while the scroll was still active. A couple of exploding arrows warmed things up before the illithid chased me out of the room. Unfortunately though, his morale broke at near death and he ran away. While I was busy dealing with his gang one at a time he recovered his spell abilities and disappeared. The text showed him constantly casting improved invisibility (I assume it must be an at will ability), but he refused to attack while my PfM scroll remained up. After the scroll ran out, I tried resting, but saw from the text that Darskhelin was still casting improved invisibility, so had to give him the opportunity for a free attack. I'm not sure whether his psionic blast had any chance of success against a spell save of 1, but saved anyway and a single shot finished him off. Akanna's aerial servants hit hard, but once they're visible they're no threat without distance attacks and were shot down. Akanna herself panicked at the thought of being alone, but found herself trapped in her room, so she couldn't run away to avoid the hail of arrows. On the way out I thought I would try the latest craze at fairs - the dragon-shoot. The depth of Morentherene's sleep is very variable, but this time she was well and truly in the Land of Nod as 7 throwing daggers clattered around her before an eighth found its mark. Just to prove I don't hate all green dragons, a young specimen was saved from some attacking hill giants in another ambush area on the way to Boareskyr Bridge.
The previous update referred to a session last night. This morning's session lasted all of 2 minutes after I went into the camp at Boareskyr Bridge and attempted to kill Vichand to get his scroll. His buffs fired though and he disappeared after I attacked him. I didn't want to leave at that point as I thought that would probably send the camp hostile, so I waited for Vichand to try casting a spell. Unfortunately he chose not to do that, but use a wand of paralyzation instead. The bonus from Spellbreaker doesn't help against that, so that was pretty dangerous and I duly froze in place. Vichand was still suffering partial spell failure though and wouldn't have been able to kill me while I was paralyzed. Regrettably though, after 6 or 7 rounds the rest of the camp seemed to become aware of the fight and once reinforcements arrived the end was swift.
update; I freed some statues, saved the dwarfs and fetched a halflings gear then blew up one bridge... grabbed a sling and attacked another bridge to collect my second dps.
now I just need my wild mage (and her spell bits) then we can cross the river
I have discovered a few mistakes in installation (I'm sure that there will be more) I meant to allow more than 1 protection item and make the entire map in cities to show on entrance. I also intended that those bits of RE that I haven't played to death would be installed. I also didn't intend armour to be breakable. It is actually the armour that is breaking rather than the weapons.
Still, so far the mistakes that I have made haven't been too bad.
I have noticed one change that I wasn't expecting. The FAI guards don't help you against the hobgoblins. No big deal though.
I have rolled a new character who is a dwarven berserker.
He has reached Nashkel killed Zordral, spoken to Noober, and turned down the reward.
To the south he killed Zargos Flintblade and thus reached level 2.
He then took Samuel to the FAI and after dropping him off at the temple, he returned Jois's ring with the result that his reputation reached 14.
He then headed south where he killed an ogre with a belt fetish and upon returning to Beregost, he returned the Colquetle Amulet and a tome for Firebead.
He was able to get Tolgrin back into shape, but not Mellicamp.
He killed Zargal and helped Charleston Nib and Brage.
Our session started at Durlag's Tower where some battle horrors were webbed or blinded and mown down with magic missiles. The doom guard found that the stairs were closed for renovations. Upstairs, the ghast that ended our previous run lashed out at Shirley, but she was quick enough to retreat. There was a momentary problem on the roof when Shirley ran out of bullets, but I managed to stop her from charging into melee and the basilisks there provided another level. The lore increase from that finally allowing Yowell to identify the charisma tome he'd been lugging around for some time. Before leaving, Yowell picked up the wisdom tome. He was charmed in the process and Shirley decided to occupy the time waiting for that by attacking Riggilo. Yowell recovered his senses just in time to come and get the kill there though . Next we went to the sirine area, where webs kept 2 of the first group quiet. The final one though escaped and starting returning fire. Yowell was slow to realise he'd been poisoned and his belated retreat resulted in the rare event of taking 2 healing potions to keep going before Shirley went back to finish off the sirine. Sil's friends were webbed and killed without incident, but Sil postponed her demise slightly by charming Yowell (Shirley just responding by disappearing to wait the effect out). Inside the cave, shooting the first golem proved difficult as a result of poor sightlines and Yowell was hit twice before the golem followed him outside where it was an easy target. The other 2 golems were shot down without further alarms though.
On the way back from the Lighthouse we called in on the Doomsayer to see how he was - not good I'm afraid. The next encounter was with Greywolf. There was something odd there as Greywolf didn't turn hostile when we refused to hand Prism over and Prism then failed to kill himself or offer any reward. Some further testing of that will be needed to see whether the latest beta has caused a problem with that quest.
The final action was in the Nashkel Mine, where both of us rather lost concentration. I started that off by forgetting that handing back a dagger had made me visible and allowing a group of kobolds to attack before reacting. Gate70 tried to help out there by coming back and singing to me - forgetting that in the beta bards can't stay invisible while singing. Eventually though we sorted ourselves out and progressed down to Mulahey. He caught sight of us earlier than intended and reacted to being blinded by summoning some friends. They were easy enough to dispose of though before dealing with the cleric himself. Shirley, Sorcerer 7, 38 HPs, 110 kills Yowell, Skald 7, 52 HPs, 75 kills, 0 deaths
After 3 or 4 quick deaths and restartitis, I've finally decided on a character. Introducing Fenix, Halfling Sniper (Thief kit from Might & Guile) Weidu:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~SETUP-WEIDU.TP2~ #0 #0 // 24300 ~SETUP-BWS.TP2~ #0 #0 // 20161130 - Updated by agb1 (installation started Fri 04/13/2018) ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15 ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15 ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15 ~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15 ~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.1 ~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.02 ~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE ~CONVINIENTAMMUNITION/SETUP-CONVINIENTAMMUNITION.TP2~ #0 #0 // Convinient Ammunition: 1.0 ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23.3 ~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23.3 ~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6 ~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v10 ~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4 ~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 12 ~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1 ~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1 ~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1 ~GARRICK-TT/SETUP-GARRICK-TT.TP2~ #1 #0 // Garrick: Tales of a Troubadour: 1.26 ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1 ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Psionics: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // Add the Meistersinger (bard kit): 3.7.4 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 3.7.4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3293 // Personalize automatic save names -> Use scheme: 000000000-(Protagonist) Save-Name: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO - Light/Heavy Weapon Distinctions: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.9 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.9 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility ~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.2 ~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71 ~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71 ~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #1 // Restore BG1 movies to BG:EE -> Add missing movies: v2.1.0 ~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v2.1.0 ~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #2 // Shader script files for lighting control -> Moderately increased contrast, brightness and gamma (recommended): v2.4 // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
The main things to note: this is SCS, Scales of Balance, Might & Guile with random NPC stuff tucked in here and there. Scales of Balance changes stat values, armor, and saving throws quite immensely, so I'll try to explain my decisions as I go along. But here's Fenix!
Picture from the RoTK pack somewhere in Fan Creations now. So Halflings also get +1 CHA for -1 INT, and the saving throw bonuses are not tied to CON. Rationale behind stats: STR is irrelevant, since I'm going crossbows anyways. DEX is maxed for obvious reasons, and CON would actually be better at 17, as that guarantees max HP per level... Which just made me realize that since HP rolls won't be adjusted, I ought to have rushed to Black Alaric's cave. Whoops. Too late now.
There's a Feat system for Fighters, Rangers, and Thieves (Rogues in this mod): Thieves get one Feat every 2 levels, and there's one at level 8 that gives you Wand and Scroll use if you have 15 INT or more. I'll be nabbing that at Baldur's Gate itself, once I liberate the tome from Razamith's tower. Wisdom... Ugh. So 10 Wisdom is actually giving me a -2% EXP penalty to start with, nothing too major, but if I let it lie too long I'm losing over 2k EXP over the entire game. I'll be trying to get the WIS tome from Durlag's tower quickly. CHA is interesting: it gives a +1 Luck bonus at 18, as well as numerous saving throw bonuses. I can get a +2 Luck bonus at 23 CHA, as well as +2 to all saving throws, but that's going to require 3 additional CHA after the tome. Nymph or Algernon's Cloak bump to 22, so only need 1 more CHA from somewhere... Too bad the Helm of the Noble is a helmet and thus unusable by Fenix.
The game is started, max points into Open Locks for the Sapphire, and the first feat is allocated for Quick Stride. Permanent movement speed boost, and in a game where kiting is king... Shoal is killed after getting ambushed by a Ghast.
Second Feat goes to Basic Alchemy, allowing Fenix to create one of Potion of Healing, Antidote, Insight, Strength, Fire Resistance, Cold Resistance, or a 5 ft radius Oil of Burning. Insight's the one I'm really interested in, though having some small AoE's not bad either. Melicamp, in a complete change of subject, fails to survive.
Quests around Beregost still get Fenix to level 5, though.
I think the Feat went to Detection Bonus? +10% to Find traps and Detect Illusion? Can't recall. Anyhow, now immune to Sleep and with sufficient HP, Tarnesh falls.
I want a Ring of Free Action, so I head north. Sources say that Pickpocketing of 60 should be sufficient to pick Dushai's pocket: sources are wrong, and I turn Ulgoth Beard hostile. I still want that ring, though... So I head back to Beregost, quaff a potion of Insight, pickpocket Algernon's Cloak, rest multiple times before Dushai fails the save...
Realize after leaving the zone that I had only pick pocketed her Potion of Invulnerability. Another like 7 attempts to get past her Magic Resistance (?!) and saving throws, and we finally get the ring.
We also get the Greenstone Amulet and Cloak of Mirroring. To my chagrin, I have no mods installed that remove the blurriness from the wretched thing, so I guess I'm just suffering through it. Battle Horrors are evaded by Stealth, and make our way to the Tome of Wisdom. Again, sources in the Did You Know thread implied that 110 Find Traps would be enough. Again, after two potions of Insight, I'm not entirely sure sources are correct.
I honestly don't know how this wasn't a Game Over. There's no successful saving throw message in the console, and Halflings don't have any innate Charm resistance, and as far as I know I have no immunity to Charm. Regardless, the -2% penalty's about to be wiped out. Finally heading south, Neira falls (she killed a past attempt, so this is just payback.)
Zordral dies as well. A funny thing I didn't show is that somehow Fenix Evaded Magic Missile. There's an Evasion feat, but it's not one I picked, unless it's one of the 3 starting feats for a Sniper.
Heading West in preparation for SoD as well as the CHA tome, we kill the fastest dart slinger in the west, two belligerent Ogrillons, and a ton of Xvarts.
Should've picked up a ride from Brage, forgot I intended to do so, killed some Basilisks instead.
Not shown: Silke casting a Charm spell on Fenix, only for that to fizzle without a saving throw message either. I'm mildly baffled, but I guess I'm not complaining for now? Regardless, Basillus doesn't have either Physical Mirror or Aerial Servant to wreck Fenix, so we claim the 5k gold and the Shadow Armor. The Light Crossbow of Speed is already in our hands.
Fenix, Halfling Sniper, update 1 BG1 Intro The majority of the mines are stealthed through, though I had to fight twice: once at the bridge after disarming the traps, and again to get the kobolds at the southern bridge to break formation and let me through. At Mulahey, Fenix ends pretty boxed in, Xan's kobolds having an inexplicable 20+ HP leaving Fenix unable to kill them fast enough. It devolves into a melee where crits hurt a lot, but Mulahey offers to surrender, I accept to get him off my heels, and kill the remaining reinforcements. I attack Mulahey again, killing him, and this time there's no ridiculously healthy kobolds to aid him.
Some raiding to the east gets a Wand of Summoning and one of the Fire Resistance rings. Back at Nashkel, Fenix is Glitterdusted and Ray of Enfeeblement'd, but he's still agile enough to dodge an undodgable spell. Whatever.
Sirenes are enough to get us to level 7, but I wait for my CON to rise before leveling up. No difficulties: between the cloak of displacement, boots of missile avoidance, and Elves' Bane, Sirenes need a critical to hit me. Bolts +1 (Enchanted bolts per SCS) are enough to deal with the Flesh Golems.
Tranzig fails to deal with rabble such as us. Bolts of Biting are amazing mage killers.
For the first time ever, I deem Ankhegs too dangerous to do, and so we head straight to Peldvale to get recruited. Fenix hits Tazok at the perfect moment, interrupting an instant-cast Berserk. After that, it's just kiting the guy to a surrender.
In the Bandit Tent, Potions of Explosion injured everyone, including myself. I think Venkt was affected by a Bolt of Biting, but a regular bolt seals his fate anyways. Raemon follows next, and I end up making a mistake kiting and I'm hit hard by Britik . I'm one crit away from death, and there's two Black talon elite still alive and wielding bows. Fenix quaffs potions and kites and shoots both of them to death before they can do the same, and Britik falls last of all.
After a bit of selling and buying, Aldeth is an easier kill than the Druids. It also gets me access to Dabron, though Fenix can't use the Guide anyways.
Spiders and an ambush get Fenix to level 8, putting yet another pip into Crossbows. Scales of Balance modifies the proficiency table a lot, so 3 pips is now granting Fenix +3 to hit, +2 damage, and +1 APR (!). With the Army Scythe, Fenix is now hitting at 3 APR and something like 11-15 damage after gauntlets are factored in. Not bad for a Thief of any stripe. Drasus soon feels the sting of that, after a bit of frantic kiting.
After stealthing through the mines, only stopping to free the slaves and Perwell, a scroll of Pro. Magic is used per normal. The only other buff Fenix takes is a Potion of Regeneration. Davaeorn fails to save vs Death, and poison nibbles away at his health before his inevitable end. Some bolts of lightning were used as well just for good measure.
Perwell, despite being reunited with his mother, insists on following me. It's a bug, and so... CTRL-Y says hello.
Ogre Mages, regular mages, Thief/mages, a Thief and a Mage, and a vengeful brother all meet their ends fairly quickly. The Thief is polymorphed, by the way, and she can still backstab. It's a bit odd.
I'm greedy, so I elect to fight the Iron Throne. Potions of Explosion + Arrows of Detonation do a boatload of damage, and Alai dies before doing anything.
Fleeing back down the stairs, one of the two invisible thieves followed. He fails the backstab, and is summarily executed. More arrows are used upstairs, including one or two arrows of dispelling to take down some mirror images. Gardush follows downstairs, and is shot down. Eventually, we claim the rest of the fight.
Not wanting to use a potion of magic shielding at Candlekeep, Fenix uses the boots of cheetah speed to just run through the gauntlet while the mages cast Mirror Image. We kill the greater Shistal-ganger, and leave Rieltar and company alive. In the Candlekeep catatombs, Spiders get Fenix a level up past the cap. It should've netted us another feat, but I think the table for that didn't expect SoD values to be a possibility, and doesn't give us one. One short EE-keeper use later, I use the feat, expecting to get Wands and Scroll usage and... it's not an option. After asking in the Might and Guile thread, apparently it was an oversight, but I couldn't figure out how to fix it. It's a decent drawback to the kit, IMO, to have immense ranged firepower but unable to use some other tools. I end up taking Shadow Magic instead, which can cast 1 per day any of Sanctuary, Blindness, Shadow Door, Shadowstep, or Summon Shadow. Improved invisibility 1xday as a feat? I'm happy with that.
Potions of explosion and Arrows of Detonation take out the guy with Darts of Stunning. The rest of the cleanup is elementary.
My original plan for Slythe was to bait him with summons. Due to the above bug, I can't use the wand, and have to resort to other methods. The dangerous thing is the backstabs, so the plan is to drink a potion of invisibility if he ever does so himself, and use Detect Illusions to reveal him. It's a success: he doesn't get a single backstab off, and fortunately this install doesn't give him random invisibilities between attacks. Fenix gets too close and gets hit once, but Slythe dies.
Ducal palace: Oil of speed, potion of mind focusing, DuHM, potion of Clarity. Fenix needs to Dispel the Mage, and force its aura onto defense, while shooting down the melee attackers as fast as possible. The assassin goes after Fenix to start with, but the Mage loses its Mirror Images and Stoneskin and runs. Using Bolts of Lightning, Fenix with 4 APR mows down the Greater Doppelgangers, taking a single backstab for like 20 damage. The Shaman, after its first Defensive Harmony, fails to cast any spells after. After all the melee attackers are dead, the Mage decides to Fireball one of the rooms with nobles, but the mage dies soon after.
Liia dies, but Belt survives. Undercity, stealth, traps, more traps, more stealth, finally the temple. Pro. Magic, Potion of Power, Mind focusing, Oil of speed, Perception cuz why not, and Regeneration. Fenix engages Sarevok, and heads southwest to park him there after a successful Hide in Shadows. Diarmid is killed in the ensuing sniper war, and backstabs finish off the first skeleton warrior. Angelo is next: a summoned Shadow is used to lure him out, and he decides that he can attempt to fight 1 on 1. He doesn't have a magic weapon, so the Shadow just kind of laughs at him while Fenix takes pot shots. Tazok and Semaj are both invisible, so I need to grab them without Sarevok to avoid headaches. Fenix takes a couple of hits, but Tazok is lured out of invisibility while Sarevok is parked up north, and Tazok and his skeleton die. After waiting for 5 minutes or so, the Pro. from Magic scroll runs out, a potion of magic shielding is instantly quaffed, and Semaj is killed after several arrows of dispelling and regular bolts. Finally, Sarevok is kited successfully, and BG1 is at an end.
Emerging from the Nashkel Mine we immediately put the Amazons in a sticky situation. Travelling back to Beregost we stopped off to fumigate some spiders before seeking out Tranzig. As usual his actions were not a good match for his words. At the Bandit Camp there was very little use of sleep; the bandits died pretty quickly anyway, though they did manage a few painful criticals. Taurgosz tried to chase us down, but seemed to lose the trail (and his life). Inside the tent we didn't bother blinding anyone initially - they all died quickly anyway, though Yowell did take the precaution of shutting Hakt's eyes when he briefly escaped the webs. I then went into Shirley's inventory to sort things out prior to looting and found a minute later that she'd had a near death experience from the trapped chest. There was nothing to interest us on the way through the Cloakwood to the mine. More webs there prevented any enemy action, though Drasus did break free at one point and stormed towards Shirley - only to be trapped again right at the edge of the webs. There was limited fighting on the way down to find Davaeorn. We hadn't rested though, which meant there was insufficient spellpower to kill the battle horrors - so Yowell led them round for a number of rounds while Shirley fired magic missiles from wands to kill them. We did then rest before putting the final touches to Davaeorn. We hadn't been north of the FAI before this, so decided to grab the ankheg treasure on the way to the City. We were aware of vulnerability to criticals and when the ankheg nearest to the cache got a hit on Yowell we decided to leave the other beasties alone. In Baldur's Gate a wand of monster summoning was purchased to allow us to surround Lothander (Yowell could only memorize a single 3rd level spell, so couldn't guarantee being able to do that). On the way to find Marek Shirley was determined to blind Larze. He proved a hard nut to crack, but the 7th attempt finally stuck and Marek then caused no trouble. Coming towards the end of our session we had our typical problem of starting to lose concentration or run higher risks. In Ramazith's Tower that manifested itself with Yowell using his only invisibility spell to bypass the ghasts, hobgoblins and kobolds to go and grab the tome. That would actually have been fine as it's easy to avoid the enemies coming back down if they're in their original positions. However, Shirley had tried to be helpful by casting invisibility on Yowell herself just as he did his own cast. That would have been fine as well, but she then decided to be even more helpful by going to the top to make Yowell invisible - without making herself invisible first. That resulted in a mass movement of the enemies and Shirley had to hurriedly go invisible when her exit route back down was blocked by ghasts. That was not fine as the ghasts were now in position to be able to attack Yowell as he came down - and he duly froze in place. Shirley wasn't quite close enough to save him and saw Yowell draw his last breath as a result of MP lagged damage just as her invisibility spell cast. Not content with that amount of trouble, Shirley skipped over to the local Temple to get Yowell raised. She made him invisible outside the Tower and waited while he went inside to grab his gear. However, I've noted many times before that when you send an invisible party member into another area that can prompt enemies to come back out to find the rest of the party. I regularly use that feature deliberately as a way to get enemies to switch areas when they're reluctant to follow me, but forgot about the possibility here - luckily the emerging ghast rolled a critical miss with its free attack and Shirley was able to run it round and kill it. Not content with even that amount of trouble, Yowell was struggling inside to get his gear due to the number of enemies about. He used quickloot to pick it up, but doing that in the beta version turns you visible. That meant he had to run the gauntlet of attacks again on the way out - and didn't make it. With so many attackers Shirley had no hope of using invisibility for a rescue this time, so tried to send Yowell on his way in a blaze of glory (or a shower of skull trap fragments anyway). However, her spell was just too slow to get the kill . Another trip to the Temple failed to convince the priest that his first spell had proved defective and we had to pay up again before collecting the gear and finally leaving the Tower.
There was time for one more mistake when returning a child's body for resurrection. Despite coming across this issue before I clicked too quickly through that sequence and found the body had been grabbed, but the father then denying he'd had it.
At least the last action of the session was more successful with Sunin providing a second Ring of Wizardry (though in the EE you can't use more than one) and the Seven Suns restored to order.
A few months after my last attempt at this I thought I would have another go at this poverty run. My definition of that is: 1) You can never buy or sell any items (including any items required for quests). 2) You can never use or equip any items (but can pick things up for quests). 3) You may pay for quests (such as Gaelan Bayle), but not anything else (temples, inns etc).
This party was originally created for a standard SCS setup, but recent attempts have been in an installation with Spell Revisions added. I'm confident that in either installation they have the ability to get through BG1. I'm less confident they have the ability to do that while I'm managing them, but we'll see .
I adjusted their starting spells slightly to make them better suited to Spell Revisions - in particular Hardup the shaman was given Magical Stone. That would be a decent spell in any run at low levels, but is obviously particularly beneficial for a poverty run where you don't have the alternative of standard missile weapons.
A 17th attempt didn't last long when I let Ogre Droth stray too far away from Shoal and he called for help from the nearby ogre clan. The 18th was looking reasonably promising until I decided to take on Kahrk. I can't remember if I've killed him using Spell Revisions, but I've certainly done so quite a few times just with SCS. However, his behavior this time caught me out after I'd tried to use an invisible blocker to keep him away from the main group - who would have then fed him summons. He used detect invisibility to make the blocking sorcerer visible, but she responded by disappearing again. Kahrk immediately moved closer to her and set off a fatal fire burst.I suspect that's to do with the mechanic of the spell - in SR Detect Invisibility lasts for a turn like True Sight. However, if you go invisible between ticks of the spell you are genuinely invisible until the next tick. Kahrk acted in this case as though that wasn't true in SR.
Trying again, the group have: - given themselves an immediate opportunity to level up by leading a nosy old man into some traps.- in Beregost Firebead and Silke both got the trap treatment. - at High Hedge the golem guards met some magical stones before Melicamp was successfully restored. - the sirines at the Lighthouse were mainly trapped letting everyone level up again. The golems were then stoned.- spell damage did most of the work clearing the grounds of Durlag's Tower. Moving inside, killing all the ghasts was enough to trigger another level. While at the top of the Tower, Washout laid half a dozen traps for Kirinhale. Coming back down, the sorcerers used their new invisibility spells to create invisible blockers for Riggilo. Then a stream of summons soaked up the ghost's spells. On the roof a lesser basilisk died in Writhing Fogs, while 3 greater ones were a light snack for a spirit lion.- some more XP was gained from getting the Beregost Temple ready for new tenants. While in the mood for that sort of thing High Hedge was also visited. The 3,000 XP for killing Thalantyr was worthwhile, though the 7 XP and reputation hit for Melicamp was not.- finally getting round to what's usually my first destination, the Opera sought out Shoal and watched as Washout took one for the team. After she was revived by Shoal, Ogre Droth was overcome without problems and Shoal taught a final lesson. The ogre clan nearby didn't last long against summons and spell attacks, while traps ensured Mad Arcand had no chance to survive an initial attack.- their despised reputation got a bit of a boost by accompanying Brage back to Nashkel, where Beggar learnt Bhaal LMD. - the Valley of the Tombs was cleared, with the Revenant being stuck in an invisible cage, the mustard jellies being meleed by summons, Narcillicus drained of spells by summons and the ghasts shot from behind an invisible wall.- after picking Samuel up I couldn't remember what killing Hafiz did. I soon discovered - 650 XP and no reputation loss seemed a reasonable deal. There were no ambushes on the way to the FAI, where Tarnesh, Joia and Unshey's belt pushed them closer to their next level. - ankhegs are stupid, so even the SCS versions will attack the closest creature. That meant summons could easily help kill a few of the ankhegs in the nest to let everyone level up again. Beggar, Totemic Druid - L6, 59 HPs, 17 kills Pauper, Priest of Helm - L6, 45 HPs, 29 kills, 0 deaths Hardup, Shaman - L6, 35 HPs, 44 kills, 0 deaths Washout, Bounty Hunter - L6, 21 HPs, 14 kills, 1 death Aspire, Sorcerer - L6, 26 HPs, 9 kills, 0 deaths Skint, Sorcerer - L6, 30 HPs, 22 kills, 0 deaths
Once more I got into problems within a minute or two of deciding to post an update.
The Opera had actually already finished off the remainder of the main ankheg area last night and cashed in a bonus ankheg after giving Tenya back her bowl (then killing her). The next level was a long way off, but they looked to make a bit of a dent in the required XP by using a spirit lion to clean up the basilisk area. That had killed all the basilisks, except Mutamin's pets, before I saved the last session.
This morning the lion moved round to attack the last of the basilisks, but disappeared just before it killed the lesser one next to Mutamin. Beggar then created a spirit snake to go and deal with Mutamin and the basilisks. I clicked on the snake and moved it towards Mutamin and watched with suddenly dawning horror as Beggar himself, rather than the snake, wandered towards the basilisks. I didn't react quickly enough to move him away before he was targeted by the lesser one and he ground to a halt despite having apparently saved (I'm not sure just how the permanent hold effect SR uses in place of petrification is supposed to work, so I suppose that could be deliberate). Aspire finished off the lesser basilisk with a magic missile in response, while Skint (who had been acting as the invisible observer) did a good job in blocking the greater basilisk from moving into range. However, that left Mutamin on the loose and he ran round and found a likely target before Pauper could finish summoning some skeletons to keep him occupied. The SR version of Flame Arrow seems to have been upgraded and produces more arrows than it used to - making it a dangerous spell for mages. Aspire was targeted and survived 2 arrows at him - only to see a third one zooming towards him ... Back to Candlekeep they go.
Today's session started with an assault on the Iron Throne. After sneaking up invisibly the normal selection of webs were followed by area damage and MMMs. Gardush managed to break free at one point, but was blinded as he charged at us. The delay that caused did though mean that Zhalimar and the doppleganger still survived when the webs cleared - not that that did them any good . Moving on to Candlekeep we had a bit of fun tanking the traps to rob the tombs before working through the dopplegangers. There was an amusing moment there when Shirley suggested that Yowell might want to show himself before resting in order to get some healing. He tried to talk to her, but instead managed to talk to himself (asking himself whether he wanted to rejoin the party ). That seems to be just a client thing though as Shirley was unable to talk to herself (though she would have loved to be able to do so in order to tell herself not to call herself Shirley). Prat's gang were less successful at web-evasion than the Iron Throners and all died without making a move. The basilisks then provided Yowell with his final BG1 level.
Back in the City Slythe was pulled into some summoned monsters. Moving those near Quenash after he was dead proved a slow business and Krystin's cloudkill failed to make the Cloak of Balduran available (that wasn't really a concern for us though, so we didn't bother doing the quest properly). At the palace we decided not to bother with area effect spells this time. Instead, some summoned monsters provided an alternative target for the dopplegangers while we rained in MMMs and MMs. With haste and potions of mind focusing we got regular hits and were killing the dopplegangers pretty quickly. However, they were also clawing through the dukes defenses quickly, so it was probably a good job that only 3 of the 5 attacked them. Liia died just as the last attacker on her went down and Belt was left badly wounded. The maze proved more of an obstacle than expected. Not so much due to the inhabitants, but the traps. Using a scroll of PfU, Shirley eased her way along the corridor towards the skeleton warriors. She was surprised to trigger a lightning trap, but survived the damage from that. Concentrating hard, she took a couple of further steps as close to the wall as possible - and triggered another lightning trap. The extended bouncing of lightning in the beta meant survival chances didn't look good and both Shirley and Yowell would probably have died if they hadn't swigged down potions of absorption. Thinking something funny was definitely going on (possibly as a result of both characters being in range of the traps at the same time - position of characters differs on different computers and if both characters and in shot at the same time the computer which is in overall control at any particular moment will keep changing). Shirley took a couple more cautious steps forward - and triggered the fireball trap. That would have almost certainly been fatal for Yowell and probably for Shirley and our auras were clouded from the previous potion so potions were not an option. As a result, Shirley ran forward hard while tugging on a couple of rings of fire resistance, while Yowell rushed backwards (or, as he was still slowed at the time as a result of an encounter with a mustard jelly, waddled backwards) - the increased separation was just enough to save him.
The Undercity party was oblivious as we went past them invisibly and still oblivious as webs settled gently around them. The back line died without incident, but on moving forward Rahvin managed to free himself just long enough to fire a single exploding arrow at us before being trapped again. In the temple Yowell successfully used a dispelling arrow on Sarevok. As he ran back the web trap fired and that did a good job by disabling Semaj as he teleported out. That resulted in his contingencies continually firing, but Yowell had by this time activated a scroll of PfM and took no notice of the magical assault for the short time it took to finish off Semaj. Shirley thought it would be neat to trap Sarevok in a similar way and used her own web to renew coverage after the trap one expired. That did indeed hold Sarevok briefly and allowed some significant damage on him from MMMs. However, the danger of using those is that the icon switches to a melee attack as soon as they run out and Shirley duly found herself trapped near Sarevok just as he was about to finish off a final summoned ogre. She plaintively asked if Yowell would mind moving a bit closer to Sarevok and he duly did so to draw the big man's attack. Naturally though there was a price to pay for that. In running Sarevok around in the web Yowell triggered a lightning trap and watched as the bolt narrowly missed Shirley. Like any good gunner though Yowell is expert at adjusting his aim and when he triggered a second trap that scored a direct hit . In due course Shirley was able to get out of the web and re-cast MMMs. Using those up brought Sarevok to his death, but as the meteors ended she once more went for a walk in the webs - although this time the position where she got held was a long way outside where the web was on my screen (one of the wonders of MP ). Yowell kept Sarevok occupied though and shortly afterward he accepted his defeat. As we were playing the beta and there is no beta for SoD, we moved straight on to BG2. Neither of our portraits could be seen by either of us and we decided to just assign new ones and carry on quickly. - the dungeon was cleared, including ensuring Ulvaryl would not flap away.- the Circus was restored to normality. - after reporting to Gaelen Bayle we travelled invisibly to trigger the Suna Seni and Renfeld ambushes and trash those.- Prebek and his companion were never likely to survive a pair of skull traps.- on first arrival at the Docks we'd detoured around the Mad Cleric due to our inability to safely use spells. With some MMMs still active though there seemed no danger this time and the cleric was duly dispatched (though he did manage to hold Shirley just before he died).- after looting the harper building we had enough money to pay Gaelan Bayle his newly reduced fee. There was even enough left over to pay for a license - Gate70 having decided he'd played enough of that perennial favorite game of "see how long it is before Grond0 fires magic missiles during a fight".
Shirley, Sorcerer 11, 62 HPs (incl. 6 from familiar), 90 kills (+201 in BG1) Yowell, Skald 11, 76 HPs, 33 kills (+138 in BG1), 2 deaths
Algrim, Isra and Tenya came to a sticky end in the Nashkel Mines. They were in the process of buffing when they were spotted by a Dark Horizons Assassin. They needed those buffs to succeed and without them failed miserably.
Done! I managed to complete a no-reload IWD2 run with Tactics, which I had been using to test and re-balance my semiOverhaul for IWD2 run. I'll post on it in the coming days.
Since I tweaked the mod while I played the game, I'll make clear which parts of the mod were changed at which points in the run, so the reader can judge the difficulty of the run.
We didn't get very far. We ventured into Watcher's Keep, but encountered vampiric wraiths. Grond0 died early, and the team suggested closing the door on it - but Corey_Russell could not execute and died. Grond0 is the next protagonist.
Trio EE attempt 7, update 1 Grond0: Peer, Elf Archer. Chaotic Good Corey_Russell: Hunter, Human Undead Hunter. Lawful Good Gate70: Biff, Dwarf Barbarian. Neutral Evil
We were in the process of generating new characters after the swift end to our previous run, when Gate70 had to leave to deal with a RL event. As a result he got stuck with another fighter-type to complement the ones Corey and I had chosen. Biff seemed suitable as a name not only from the point of view of what a barbarian with 18(00) strength can do to his enemies, but also as he was standing in for Gate70's own choice.
Here are character records taken after the flight from Candlekeep.
Star Butterfly vs. the Legion of the Chimera: No-Reload Icewind Dale 2 Run
Part 1
I've done a couple of IWD2 no-reload runs before, the Underdale run with Frisk, Chara, and Asriel. Like before, this is a run with Tactics4IWD2 and Light of Selune installed, but this one also includes the new semiOverhaul for IWD2 mod, a massive mod that rebalances classes, items, spells, and critters, designed to make gameplay more complex, balanced, and streamlined. Clerics, sorcerers, and druids no longer dominate gameplay, and a lot of previously useless or underpowered spells and items are much more viable. This run is designed to test and re-balance the mod.
Our first character is our fighter/mage, Star from Star Butterfly vs. the Forces of Evil, a surprisingly fun and charming Disney show. Here she is, hugging her friend Marco.
Next up is Marco, our fighter/rogue. Here he is, hugging Star back in a different episode.
Yes, the show is very sweet, and that's exactly why I love it so much. Notice the stats are very poorly min-maxed for their character classes. I figured that normal min-maxing would make the game too easy, since the last run only had three characters, and this time we have six.
Next up is our diviner, Dipper from Gravity Falls, another sweet and fun show. Here he is, hugging his twin sister Mabel.
Speaking of Mabel, she's our cleric. Here she is, hugging Dipper in a separate episode.
I love these characters and I like seeing them happy.
Anyhoo, next up is our bard, Frisk. Here they are, hugging Asriel.
Oh, and here's Asriel, our druid, giving Frisk a nuzzle.
The semiOverhaul mod changes a lot of stuff about the game, from helmets, which now actually offer some defensive benefit, and the Sleep spell, which now offers a saving throw but can affect high-level critters. It's no longer game-breaking the early game while being useless everywhere else.
We stay a safe distance from the goblins and use a level 1 monster summoning spell to buy us time to put the goblins down with Sleep, at which point our harder hitters can land a guaranteed kill on goblins one at a time. It also helps us cut through Phaen's Mirror Images.
The first few quests in Targos are little trouble, but the invasion is going to be hideous. We go to the trouble of purchasing a bunch of healing potions and a very expensive but very necessary bomb.
Marco, our best tank thanks to his impressive AC, rushes out to engage the enemy during the invasion. Unfortunately, it seems that Tactics has removed the -4 luck penalty that I thought plagued these goblins, allowing them to land critical hits on him. With the party at level 2, every hit is life-threatening.
Our attack bonuses are pretty lousy, but Burning Oils hit automatically. As long as we target them very carefully, we can deal some precious damage to the enemy without torching the party.
We don't have many spell slots to burn, but we do have some nice options. SemiOverhaul introduces the Spook spell, which gives us a very short reprieve from Vghotan, who has excellent attack bonuses and can reliably impale any one of our party members--even our tank, Marco.
Or at least, it would have given us a reprieve, if the Houndstooth Collar didn't give Vghotan immunity to fear.
The enemy begins encroaching on our space. Star engages the enemy, but with her stats poorly min-maxed and with Shield granting a +5 shield bonus instead of a +7 armor bonus, her AC is not that great.
You can reach higher AC values with semiOverhaul installed, since more options stack, but at low levels, achieving high AC is a little harder, and enemy fighter types (which means virtually ALL enemies in the game) get higher attack bonuses. We don't have the numbers to just steamroll the enemy--all we can do is kite them, which is not very effective when some of the enemies have ranged attacks and there are many different critters to run away from.
The only reason we're not completely disintegrating is because Goodberries now heal 1d4+5 HP, a very valuable resource in an environment with limited healing potions and spells.
We finally thin the herd and kite down Vghotan, who drops a very special mace.
The damage and DC are pretty crummy compared to any other weapon of this type, but we don't have any other weapons of this type. For most enemies at this stage of the game, that poison effect amounts to death on a failed save.
We've saved up some precious resources from the previous fight, which means we can handle Ghotrag a little better than we did Vghotan by burning our few precious spells.
Ghotrag hits really hard and really fast when he wakes up, but once his fellow gobbos are gone, we can kite him down as well.
Then the game crashes when I try to use a bugged item (currently fixed). We have to start over, but this time we play things a little more intelligently, using summons and Sleep spells early while using Asriel's Animal Empathy to win over Vghotan's wolves. Unfortunately, the goblins are having some very good luck this time, and they shoot down Star even after she heals herself with a potion.
We land some lucky hits on Vghotan, grind down the rest of the first wave, and proceed to Ghotrag. This time, we hold off the goblins with an Entangle spell so we can kite Ghotrag early instead of late.
But no-reload runs in IWD2 are very tricky. Targos has a very small and finite amount of XP that limits the levels you can gain before this fight, and helmets do not block critical hits in this game. Ghotrag axes Marco.
We shoot down Ghotrag and torch the remaining goblins with Burning Oil, but we're in very poor condition, and the third wave is the hardest of all.
Caballus, the goblin sorcerer, has level 3 spells, Mirror Image, and some pretty solid stats on top of his entourage. Luckily, he always opens with Mirror Image, and the other goblins are always bunched up in a group, which means we can sneak up and roast the lot of them with an Oil of Fiery Burning (not to be confused with Burning Oil, a much weaker item).
Caballus can kill anyone in the party with a single spell, but we have summoning spells to soak up the damage.
We knock him out with Sleep, allowing us to cut through his Mirror Images, and he responds with Fireball, nearly killing Mabel. Dipper responds in kind and pins down the last goblin with a critical hit.
Star and Marco, our fighter/mage and fighter/thief, are stuck at level 2 while everyone else is at level 3. We've got pretty crummy stats across the board, but Asriel can now cast Rainstorm. Rainstorm doesn't scale with levels, but it's much stronger than it was in vanilla, and has a very, very large area of effect.
Rainstorm imposes a short-lasting 5/- resistance to fire damage and a -5 weakness to cold and electricity damage. As it happens, Dipper has recently learned Snilloc's Snowball swarm, which does an extra 5 damage after Asriel soaks the enemy with Rainstorm. With Sleep, Rainstorm, and Snilloc's Snowball Swarm, we can steamroll the orc hordes in record time.
It's very party-unfriendly, though, and we don't have that much more HP than the enemy.
We accidentally hit Emma Moonblade with Rainstorm and it turns her hostile, prompting her to flee the area and costing us a valuable source of XP.
Most of the orcs are no trouble at all, but Torak is an exception. We didn't anticipate just how strong he was. Our Rainstorm+Snowball combo fails to do more than scratch him, and when he engages us in melee, we grievously underestimate his power. SemiOverhaul has made him very strong.
SemiOverhaul nerfs the price of Arrows of Fire, but not by enough--collecting the arrows from Orc Firestarters still nets us over 15,000 gold.
Without any single-classed fighters, we have trouble damaging the zombies and jellies inside Vrek Vileclaw's cave. The Carrion Crawlers are also a problem: while Mabel can grant temporary Freedom of Movement thanks to her Selune kit abilities, she can only cover one target. We end up having to use Sanctuary to keep poor Star alive.
We bring down Vrek with Emma's Moonblade and Asriel's Flame Blade spell, with Sleep to hold down the orcs.
Star Butterfly vs. the Legion of the Chimera: No-Reload Icewind Dale 2 Run
Part 2
Gaernat Sharptooth is a major threat on the way to Shaengarne Bridge. With strong attacks and damage reduction as well as lots of allies, he can apply a lot of pressure very fast. Mabel casts Selune's Freedom on Marco, who draws out the enemy into a Web spell where we can bomb them with Rainstorm and Snilloc's Snowball Swarm. When the enemy gets too close, we follow up with Horror, which no longer has that obnoxious -3 save bonus that made it underpowered in vanilla.
The Moonblade bypasses Gaernat's damage resistances and helps pave the way to the last area before the bridge. We trade Web and Entangle spells with the Malarites and use Mabel's Remove Paralysis to cure the Hold Person on Frisk.
The Malarites keep a save distance, which gives us a free Rainstorm+Snowball bomb.
The Malarites have the same trick, though: Entangle followed by Unholy Blight.
Frisk and Mabel both fail saves against Hold Person, but Web disrupts the enemy's spells long enough for us to prevail. We bomb the last of the resistance.
We're still not quite where we need to be, though. We have to grind a little by triggering rest ambushes from orcs in the previous area to bump up the party to level 5.
It's time to win back the Shaengarne Bridge. We buy every explosive on sale at Oswald's lab, cast Invisibility Sphere, and sneak up to Xuki, only to get Asriel and Dipper blocked behind a wall of enemies that spawned from nowhere.
Those guys are supposed to flank you, not split up the party. Regardless, we can't get our druid and our mage through that wall without breaking invisibility, so we proceed without them. We bomb the enemy with Potions of Explosions, but Star is under heavy pressure from the archers and Xuki both.
Then, before she can recover, Star fails a save against Chromatic Orb. Chromatic Orb only stuns for 1 round at most in semiOverhaul, but she's still surrounded and low on HP. Mabel can't reach her in time to save her with Sanctuary.
I try to bring Dipper and Asriel over to help bring down Xuki, but Asriel's own Entangle spell is crippling us, and we can't get the Witherbranch Boots and their immunity to Entangle until Xuki falls.
We've done major damage to the enemy, but we've still got some priests and bugbears gradually making their way through our Entangle spell. A lucky Fortitude save against Xuki's Icelance keeps Marco alive.
Unable to hit Xuki with any spells while her MGOI is active, we knock out the enemies with Sleep. Mabel deploys Invisibility Purge when Xuki casts Improved Invisibility, but it turns out that Xuki cast it on her zombie instead of herself--which is just as well, since MGOI apparently blocks Invisibility Purge!
We finally bring down Xuki through sheer melee and ranged pressure, but more enemies are pouring in from the west, and Asriel gets shot down just seconds after escaping Entangle.
Then Marco, unable to escape due to being caught in a Web, falls to Xuki's undead.
Mabel and Dipper lose spells to Web and Command, and I abandon the fight. There are too many enemies left and we have too few options to bring them down.
I thought that we could scrape by with a non-min-maxed team since we had 6 party members instead of 3 this time around. But with Tactics cranking up the difficulty and semiOverhaul granting stronger attacks to enemy fighters, we just didn't have the numbers to handle this fight without luck on our side. I have to create a new party that's a little more optimized for no-reload gameplay.
Star Butterfly vs. the Legion of the Chimera: No-Reload Icewind Dale 2 Run
Part 3
This time around, we're choosing roughly optimal stats for everyone in the party, and we're also making Star into a single-classed sorcerer, Marco into a monk, and Dipper into a single-classed fighter, just because fighter/mages take too long to get on their feet (4 fighter levels for weapon specialization and 3 mage levels for a nerfed Mirror Image spell isn't great for a level 7 character).
I will also be tolerating level squatting this time around. I don't like level squatting, but it's really useful for Shaengarne Bridge and the Horde Fortress, both of which are very difficult bottlenecks in the early game. Finally, I'm willing to use some mod items like the Rabbit's Foot (+1 luck!), though I don't have all of the strongest store mods installed (no Flail of Ages or Tsuki No Ken for us, as if we could even afford them in normal mode).
Targos proceeds much the same as it did before, though a higher Dexterity for almost everyone in the group makes our ranged attacks much more reliable. Sleep brings down lots of the goblins, an Oil of Fiery Burning slays Caballus' goons, and we send Dipper forward to tank Caballus while the rest of the party uses missile weapons. Caballus stuns Dipper with Chromatic Orb, but it's not a death sentence in semiOverhaul.
Dipper uses a Potion of Minor Globe of Invulnerability (Oswald sells some finite but very interesting new potions in semiOverhaul) to block Caballus's spells. He still nearly dies when he tries engaging in melee, and MGOI doesn't dispel pre-existing Melf's Acid Arrow damage, but the potion does keep him safe from Caballus' spells for 10 whole rounds.
We manage to knock out Caballus with a Sleep spell, allowing Dipper to land a powerful hit with a greataxe with Power Attack active. When Caballus escapes Entangle, we kite him down.
Due to our changed party makeup, we no longer have access to Snilloc's Snowball Swarm unless I'm willing to dedicate one of Star's level 2 spell picks to it, which isn't a good long-term investment considering sorcerers don't get as many spell picks as they do in vanilla. This time, though, we do have a much stronger Dipper, who can land some really ridiculous hits with an axe.
We rely very heavily on Sleep to handle the numerous orc hordes, which synergizes brilliantly with Dipper's Power Attack ability. Once he hits level 4, he gets weapon specialization in axes, which gives him +5 to hit and damage. He can hit reliably even with Expertise active to bump up his AC. Torak ravaged the party in our previous attempt, but this time, we goes down pretty quick. Fighters are great in semiOverhaul.
The same bonuses still apply to enemies, though. Gaernat Sharptooth has a crazy +13 attack bonus; you'd need an AC of 23 just to force a 50% miss rate on him. Worse yet, he gets multiple attacks per round! Luckily, so does Dipper.
Right before Shaengarne Bridge, I discover that I've broken Marco's level progression: by giving him a fighter level, he can no longer gain any monk levels. Because starting over would be lame, keeping him on as a fighter would be boring, and re-creating him at level 1 would be annoying, I just re-create a new Marco and console in the right XP, giving him a single fighter level and then a few monk levels so I can see how monks progress in semiOverhaul.
Before we proceed, we grind until Star and Asriel hit level 6 and we buy some new potions from Oswald and get a Protection from Fire scroll, which now grants a remarkable 15/- resistance to fire instead of the virtually useless 3/- it used to grant. We burn our only Invisibility Sphere scroll to turn the party invisible, and this time, we keep the party together while approaching Xuki. Dipper lands a massive hit on Xuki right off the bat.
Meanwhile, Asriel holds off the enemies by spamming Entangle. To my surprise, Dipper lands another hit right afterward, a critical hit that chunks the mage that plagued us in the previous run.
We put the enemy to the torch with Potions of Explosions, but Mabel gets caught in an Entangle spell while she's trying to escape, and while I give her the Witherbranch boots, she can't wriggle away fast enough to avoid a fatal arrow.
Dipper exacts vengeance with a Potion of Explosions, and Star follows up with a Fireball spell. The enemy crumples.
More enemies move in, but we still have Entangle spells, allowing us to hold them off while we thin the herd from afar. The last enemy is a Verbeeg, but Asriel's Creeping Doom form gives him high resistance to the verbeeg's piercing damage, as well as a very fast attack that deals lingering damage.
We're through the bottleneck. We have another big one coming up, though: the Horde Fortress, which is absolutely crawling with fighter types that will get higher attack bonuses than they do in vanilla.
Starting new run with an Inquisitor of Azuth. Remarkably good roll, though I have had better.
Same set-up. Missed a few mods that I wanted- sleep anywhere, more than one protection item etc but it's playable. My first BGT/EET installation. Weidu as per my last character. Assassins in Candlekeep given better armour/weapons. Diary of Xazutha In Candlekeep I dealt with three assassins only one of which hurt me. Upon leaving Gorion and I were ambushed and he was killed. Why on earth am I attracting so many assassins? Another attacked at the Frienly Arms Inn. He was plain stupid. A weak mage is no match for an Inquisitor of Azuth. He paid the price for his stupidity. I headed south to Nashkel dealing with various hostile characters on the way, ogrillon and hobgoblin mainly. Picked up a letter, an amulet and was given a ring on the way. That ring could be invaluable as my charisma is almost non-existent and it boosts it to 18. In Nashkel I found some nice items, ankheg armour being the most important. I turned down a reward that should have gone to Greywolf and talked to Noober. He's lucky that I didn't throw rocks at him.
Killed by acid damage in one second, as I was trying to leave the cave.
And that's after barely cheating death at the hands of Morenthene: is there actually a safe way to deal with ridiculously high Poison damage at that point in the game without being a Cavalier?
Comments
In my last attempt at this I got as far as Belhifet before succumbing to my failure to take along anything that could protect me from aura of fear. That's something I'll need to try and rectify if I get that far this time .
After a few chores in Candlekeep and shooting down Imoen, Xzar and Montaron, the real action started with kiting Shoal. The HPs of these wizard slayers have normally been very good and that trend continued with the 29 HPs gained for those two levels.
Before going to Nashkel I made my way over to Firewine Bridge and shot down Meilum. He had time during the battle to cast one hold person first, but as this is an unmodded installation I just made sure I was out of sight range before the spell completed (and saved anyway).
At Nashkel I picked up the ankheg armor before resting a few times to get LMD. The restoration of reputation began with shooting down a bunch of xvarts - edging into view to attack those one at a time enabled Arabelle to be left undamaged. That encounter also got me to level 4 and another juicy 15 HPs.
Looking for more easy gains I went to the basilisk area and recruited Korax. He toured the area in search of basilisks while I stayed just out of their sight range until they were paralyzed. It didn't take long to get to level 5 there with 13 more HPs. Mutamin was another paralyzation victim before I moved on to the basilisks in the south - where I was slow to realise that I'd got another level (a first disappointment there with just 8 HPs though). I tried to lure Peter away to meet Korax, but Lindin came instead and took only a single swing to finish him off. Kiting Lindin was easy and I also shot down Kirian - who failed to complete a spell. Baerin chased after me, which was a bad move for him, before I took a bit of a risk in tackling Peter. I failed to hit him while he was casting rigid thinking and ran out of sight before that completed - but magic resistance kicked in anyway. Similar tactics with hold person saw me held twice, but safely out of sight, before Peter ran out of spells (and HPs).
I tend to be rather anal about not buying equipment until that can be done at the minimum possible cost, but forced myself this time to part-exchange the ankheg armor for some full plate.
Visiting High Hedge for the first time, I used Baerin's magic arrows to shoot the golems before saying hello to Thalantyr. Unfortunately, he was unable to restore Melicamp. Looking for alternative sources of reputation I went to the coast with the intention of just helping Ardrouine. However, while trying to rest in preparation for that a sirine appeared and she was shot down despite poisoning me. With no Bhaal CLW, resting to cure HPs is a lengthy business and 2 more sirines were shot down before a third managed to cast a charm as I ran away.
A trip to the Carnival allowed uninterrupted resting before returning to the Lighthouse area to deal with a group of worgs. Charleston Nib, Brage and Oublek all offered quick and easy reputation gains. I expected Greywolf to be a bit more challenging, but in fact he failed to land a blow. The main encounters on the way through the Cloud Peaks yielded a couple more reputation points on the way to pick up the charisma tome.
Bjornin's half-ogres pushed reputation to 18 before I picked Samuel up. On the way to the FAI I dealt with the belt ogre and was surprised to find that pushed me up to level 7 (10 HPs). On arrival, Tarnesh got lucky with his mirror's and survived a number of hits - of course that meant his spell-casting was useless before I finally got a fatal hit in . I hadn't got around to doing Landrin's spiders, but still went upstairs to get the pantaloons as it's unlikely I'll go back there after this. I also bought Buckley's Buckler there (which would have been sensible to get earlier in order to activate constitution regeneration and avoid the need for much resting).
Wizard Slayer L7, 90 HPs, 82 kills
Previous updates:
The first order of business was clearing the ankheg nest. None of the ankhegs managed to spit accurately enough to hit me and returning what was left of Farmer Brun's son got me to reputation 20 - though there was nothing I wanted to buy at the moment anyway.
A trip to Durlag's Tower was interrupted by a basilisk ambush, but I was quick enough to run away before it could focus its gaze. I had a slight combat advantage against battle horrors and was able to kill all of those without having to run away - this was the closest fight, where I resorted to micro-management to get an APR advantage rather than just standing still and whacking away. Inside the Tower various ghasts were shot down before I used a PfP scroll to baffle the basilisks on the roof - getting 14 HPs for my final BG1 level in the process. The +2 scimitar on the roof also provides a major upgrade to the non-magical ninjato bought in Candlekeep. Riggilo was the first to feel the weight of the new sword, though I didn't bother sacrificing a PfM scroll to get the nearby tome.
With preparations complete, the next stop was the Nashkel Mines. A couple of minutes sufficed to zip through that and find Mulahey. Initial attacks on him failed to disrupt his casting and I ran outside and rested (so that all the enemies were not gathered round the door and blocking the exit). Coming back in, long range shots managed to disrupt a couple of Mulahey's spells, while a hold person was dodged before the cleric started running in panic and was duly finished off. Outside the mine I successfully disrupted the spells of both Amazon clerics, so didn't have to run away at all there.
In Nashkel, Nimbul managed to get a horror away, but that was dodged and his spell casting was fully shut down before he could try anything else. In Beregost, Tranzig got similar treatment before I hacked down Algernon. His cloak is no use to me, but his death and a nearby robbery pushed reputation back down to 9.
At the Bandit Camp, Taurgosz and his merry men scored a few hits, but would have needed many more to cause concern. Jumping in and out of the tent dragged Britik outside to be beaten up and when Venkt was poisoned on re-entry the fight was pretty much over.
The only significant work in the Cloakwood was getting Spider's Bane - jumping in and out of the nest served to split the initial enemies up, while the remainder were triggered one at a time and caused very little damage. At the mine Drasus was pulled away first and failed to get a hit in. The others did only marginally better, with a total of 6 damage between them. Inside, I only did the minimum fighting necessary to get down to Davaeorn's level. The battle horrors there were pulled back separately: the first did enough damage to force a retreat to the top of the mine to rest, but the second only scratched me and I immediately attacked Davaeorn. A pathetic series of shots saw 6 acid arrows in a row miss though and further damage was taken from traps and a lightning bolt before I retreated to rest again. Shooting the next time was much better with 3 of the first 5 shots hitting. That still meant though that Davaeorn had a 25% chance of completing his next cast and a dire charm there could easily have been fatal. However, I chose to continue the attack rather than running for the exit before his spell could cast - and got another hit to end his chances.
I rested to get a second Bhaal horror before flooding the mine and leaving.
Wizard Slayer L8, 104 HPs, 282 kills
Mikel - elven archer, protagonist (Corey_Russell)
Alors - half-orc shaman (Grond0)
Trukk - dwarven dwarven defender (Gate70)
This ended up being a short session - we had terrible server issues, as well as Grond0/Gate70 game's kept crashing. We did however manage to do a couple of quests.
We found ourselves in the Copper Coronet, obviously just recently rescued Hendak. Mikel suggested doing the slavers in the moored ship. He also mentioned he wanted the Lilacor sword (not that Mikel is in melee very much). Getting the sword was pretty uneventful, our team was just too much for these enemies.
The slavers did a better job, in part because of Grond0/Gate70 having game issues like crashes or unable to do anything - a troll had to be killed by Mikel all by himself - Gate70 took a lot of damage but survived.
Then it was time for the bigger group, with the slaver wizards. Some summons were used, and we tried to disrupt their spells to good effect. We reported to Hendak our success.
Next up was getting Officer Dirth's full plate, while killing the priest of Cyric on the way. This went quite well. We also cleared out the pirates, hidden in Old Thumb's Inn. By this point in the session, there were quite a few crashes and also server issues. We decided to save here, and hopefully next week will work out better.
Previous updates:
https://forums.beamdog.com/discussion/comment/972646/#Comment_972646
In the City I did the poison quest to get a bow upgrade - Marek's opening spell being dodged before he was shot to pieces. After collecting the Helm of Balduran to improve saving throws I decided it was time to seek a scimitar upgrade. After stocking up with 600+ arrows I used a scroll of PfM to block Drizzt's first charm spell and settled in for some serious kiting. Eventually the scroll ran out and Drizzt tried casting a charm again. I had been careful to keep near the map edge so that I could run away if necessary, but had also bought a few exploding arrows and the guaranteed hit from one of those disrupted his spell. It was then just a question of time before the criticals mounted up - using just over 300 arrows in total.
Some temple donations and a few quick quests soon got reputation back up to 20 and I bought a load of magical ammunition before travelling back to the Lighthouse area. Normally I would expect to have fired at least 4 arrows before a sirine could complete a charm spell (after trying and failing to use improved invisibility), but I think the 3rd sirine in the initial group must have seen me edging in before it was visible to me. As a result it managed a successful cast in the instant before it died from a 4th hit. That would have been a disappointing end to the run, but Lady Luck was on the case for me. There were no alarms from Sil and friends and the golems were also shot up to let me pick up the constitution tome.
With no need for either money or XP the only further work I did in the City was clearing the dopplegangers out of the Seven Suns before moving into the Iron Throne. As usual a bit of stair hopping allowed the enemies to be split into manageable chunks - with some help from Bhaal horror when 2 of them were determined to stick together. Zhalimar was the last one left and lost out badly in a straight melee contest.
At Candlekeep I picked up the PfP scroll before turning myself in. Without the aid of potions, neither of the tomes were accessible, but DUHM allowed a third tomb to be kicked open to get another PfM scroll. A few dopplegangers were killed before the boots of speed allowed me to run across Prat's line of sight without attracting his attention. The basilisks then provided some easy, if unneeded, XP on the way out.
Back in the City Ramazith's Tower was cleared with only a couple of kobold commandos getting the needed critical to hit. DUHM bust open his treasure chest to get another PfM scroll, but DUHM didn't provide enough strength to open up the chests in the Seven Suns.
A couple of conversations with Tamoko ensured her armor would be available for selection later, before I went in search of Slythe. He walked into a dispelling arrow and failed the subsequent melee test. Moving on to the Palace I buffed with DUHM before activating the dopplegangers. One of those was sent running by a first Bhaal horror and I dispelled the 3 attacking the dukes before trying a second horror. That sent another one running, but unfortunately one of those attacking me. However, the active dopplegangers were dead or running with Belt still only at badly injured and acid arrows finished the last of those off with Belt safely out of sight of Sarevok.
After buying some final ammunition I fought through the maze easily enough - the second skeleton warrior being the only thing to inflict significant damage. I bypassed the Undercity party and dodged round Tamoko to be able to attack her near the temple door. Going in and out resulted in her duplicating, but some handy bats prevented the second one from talking to me while the first was shot up for her armor.
I've died in the final fight before as a result of Semaj using sequencers even after normal spells have been shut down, so used a PfM scroll this time. Semaj got stuck in the web trap after teleporting out, so he didn't last long. Sarevok avoided getting stuck and chased hard while 5 dispelling arrows in a row missed him. However, a sixth fired at point-blank range proved more effective and that meant just routine kiting was sufficient to finish him off.
The game crashed on transfer to SoD, but that didn't seem to matter as the final save had already been created so there was only a minor delay. On arrival in the dungeon I found an oddity, however. I know I was way over the XP cap and had seen the text show level up just before the game crashed. The final save game though had recorded XP at just the cap, rather than including the 'hidden' XP behind that. I decided to accept that though - it shouldn't take long to get to level 9 (and activate grand mastery in scimitars) anyway.
Wizard Slayer L8, 109 HPs (incl. 5 from helm), 370 kills
Just done my first EET Installation. Here's the BG1 Weidu log
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24400
~SETUP-DARKHORIZONSBGEE.TP2~ #0 #0 // "Dark Horizons" Mod for Baldur's Gate: Enhanced Edition: BG:EE v213 BWP Fix
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #0 // The Drizzt Saga for BGEE/Tutu/BGT -> Default version: areas connected by travel triggers: v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #3 // Delayed start: Drizzt joins after Durlag's Tower: v3.00
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> Default version: areas connected by travel triggers: 2.1
~KARATUR/SETUP-KARATUR.TP2~ #0 #0 // T'Was a Slow Boat from Kara-Tur: v1 BWP fix
~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23.3
~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #17 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in the Hall of Wonders: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #3 // The BG1 NPC Project: Give Imoen her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.3
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
~FINCHNPC/FINCHNPC.TP2~ #0 #0 // Finch NPC: v4.0 BETA 7
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu, BGT, and BG:EE: 14
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): 14
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): 14
~GAVIN/GAVIN.TP2~ #0 #4 // Gavin: Alternate Portraits (Default portrait is already installed) -> Dawnbringer, by Amaurea: 14
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1 BWP Fix
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu: v2.3
~ISRA/SETUP-ISRA.TP2~ #0 #1 // Install Valerie/Isra crossmod banter?: v2.3
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?: v2.3
~SIRENE/SETUP-SIRENE.TP2~ #0 #0 // Sirene NPC for Baldur's Gate: Enhanced Edition
~SIRENE/SETUP-SIRENE.TP2~ #0 #1 // Sirene NPC for Baldur's Gate: Siege of Dragonspear
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1
~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
~NEERABANTERS/NEERABANTERS.TP2~ #0 #10 // Neera Banters: Dialogue Banters and Interjections: v0.9.1
~SETUP-TENYATHERMIDOR.TP2~ #0 #0 // Tenya Thermidor for BG:EE
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
My first game in EET.
I probably haven't got the installation correct, but time will tell.
In addition to the mods mentioned in Weidu, I also gave the assassins in Candlekeep better weapons and armour.. If I play a thief, those could be significant as the daggers are +2 as is the leather armour. In most of my games, they will make those battles a bit harder and will make me a bit richer if/when I sell them.
Shirley (elf sorcerer, Grond0); Yowell (Human skald, Gate70)
Our latest incarnations got under way today. There was the usual quick start from Shoal, but instead of moving on to the basilisks I decided to go for a slower burn this time by taking a trip through the Cloud Peak mountains. We were playing with the latest Beta and I wondered whether the stupidly short range of the bard song had been fixed in that, but it hadn't - Yowell had to shout his song in Shirley's ear to produce any effect on her.
With magic being fairly scarce at low levels, there was a lot of kiting things like xvarts around. With the difficulty of targeting in MP and limited pausing there was plenty of opportunity to get into trouble doing that and there were tons of examples of do-si-do dancing where one of us would approach an opponent and veer round him before running further back to try and target them again. However, we did pretty well to avoid any deaths doing that. The notionally tougher opponents tended to be far easier as they found it difficult to see who was attacking them . Yowell got a bit tired of kiting on the way to the xvart cave at the Gnoll Stronghold, which resulted in both characters being rather battered before they had successfully killed the first xvart in the cave - allowing us to rest up before doing the remaining occupants.
Before going back to Nashkel with Brage we helped out Charleston Nib, though our magic missile firepower at that stage was not quite good enough to take on the Doomsayer. A trip to Firewine to blind Meilum for his bracers also got us another level each before doing a few more reputation quests like helping Arabelle. Another reputation quest was taking Samuel back to the FAI. We could have blinded Tarnesh there, but there seemed little point in doing that when we could magic missile him in concert. Reputation quickly grew and, once that hit 20, Yowell treated himself to a few scrolls at High Hedge.
Scrolls purchased had included protection from petrification, so it seemed about time to visit the basilisks. Killing the southern group didn't get us a level, but a few of the northern ones did the job. That meant that Yowell was able to put a web down on top of Mutamin. Yowell was disgruntled when the mage saved every time, but Shirley had also learned web by now and Mutamin couldn't keep saving for ever. Korax was slain out of hand this time as, with blindness and web available, Kirian's group had no chance.
Shirley, Sorcerer 5, 27 HPs, 52 kills
Yowell, Skald 6, 45 HPs, 58 kills, 0 deaths
Previous updates:
https://forums.beamdog.com/discussion/comment/972646/#Comment_972646
https://forums.beamdog.com/discussion/comment/972773/#Comment_972773
In the SoD prologue Bhaal horror ensured there would be no problem in going to find Porios and threatening her got her to surrender without a fight. The previous times I've been here with a wizard slayer I've fought fairly, but having just lost a huge amount of XP as a result of a crash I decided to take things easy this time and use a scroll of PfU. The Flaming Fist were then used to help out against the final group of mercenaries. After resting to cure a bit of damage taken I hit Korlasz with a dispelling arrow followed by a couple of exploding ones to persuade her to give up the fight.
I don't normally do much in the city, but in the last attempt with a wizard slayer I'd noted 2 things missing in the final fight with Belhifet. First was some means to defend against his fear aura and second protection against fatigue - that would allow restoration scrolls to be used without penalty. Consulting the internet I noted the availability in the city of a Battle Tankard that could remove fatigue. I'd not done that quest before, but it involved helping Irina in the Elfsong tavern by getting some wine from the palace. Going into the cellar there prompted Korlasz to stage a breakout, but she was soon shot down and Irina duly handed over a helmet in the shape of a tankard - the perfect gift for a dwarf . A bit of NPC slaughtering then saw Minsc bequeath me Kiel's helmet to prevent fear.
After marching out with the Fist, the first port of call was the Coast Way Forest. As I don't allow healing potions I was keen to help the vampire there in order to get the regeneration ioun stone. Winning that fight before the vampire is dead is not at all guaranteed, so I was pleased when a second Bhaal horror sent Isabella running at a time when Tsolak was in trouble.
On the way back to the Coast Way Crossing I triggered the troll cave ambush. There wasn't much to gain there, but I cleared it anyway for the XP without ever quite being forced to run away and rest. After handing Takos back his relics (but accepting the shield back as a reward), I was close to level 9, but decided not to do anything more in the area. Instead I activated the encounter at the bridge and hid behind the tent until Caelar called off the fight.
Arriving at Troll Claw Woods I pulled a group of hobgoblins back to the Flaming Fist to get their help - finding at the end of the fight I'd got my 9th level at some point. Travelling towards the Forest of Wyrms I came across the myconid ambush area. The goblins above ground were no danger after their witch doctor got scared. Down below I just attacked immediately - with a big combat advantage, getting confused was unlikely to be a problem and once the blue myconid (which produces a short-lived feeblemind effect) was dead the fight was pretty much won. The Spellbreaker sword found there gives +4 to spell saving throw for a wizard slayer - allowing me to reduce that down to 1 to safely negotiate some traps.
At the Forest of Wyrms horror made dealing with a group of wyverns on the road easy. A few spiders and bugbears later the path to the dragon's cave was clear, but the dragon was left unmolested for now. Instead more bugbears were pulled back in ones and twos for easy disposal before attacking the shaman - Spider's Bane being used there against hold person.
Moving into the temple I rested for a moment with my hand against the wall and watched horrified as some sort of spike trap killed a number of people in cages. Next I worked through all Ziatar's guards. In my previous attempt I had moved too far into the room with invisible stalkers and was held by a trap while one of those was still alive - only just surviving thanks to high HPs. This time I made sure to use Spider's Bane to avoid that happening. The final roomful of guards were lucky with their saving throws against horror, with only one of them running. However, the remaining group were all unable to hit me anyway. Ziatar was then drawn over to the entrance and chopped down once her sanctuary wore off.
In the previous run I just relied on saving throws against the Neothelid, but I think that was more dangerous than it needed to be and this time I used one of my 3 remaining PfM scrolls. I still took a couple of lots of poison damage while meleeing it, but had the HPs to deal with that. Rather than waiting for regeneration to repair the damage I moved on to find Darskhelin while the scroll was still active. A couple of exploding arrows warmed things up before the illithid chased me out of the room. Unfortunately though, his morale broke at near death and he ran away. While I was busy dealing with his gang one at a time he recovered his spell abilities and disappeared. The text showed him constantly casting improved invisibility (I assume it must be an at will ability), but he refused to attack while my PfM scroll remained up. After the scroll ran out, I tried resting, but saw from the text that Darskhelin was still casting improved invisibility, so had to give him the opportunity for a free attack. I'm not sure whether his psionic blast had any chance of success against a spell save of 1, but saved anyway and a single shot finished him off.
Akanna's aerial servants hit hard, but once they're visible they're no threat without distance attacks and were shot down. Akanna herself panicked at the thought of being alone, but found herself trapped in her room, so she couldn't run away to avoid the hail of arrows.
On the way out I thought I would try the latest craze at fairs - the dragon-shoot. The depth of Morentherene's sleep is very variable, but this time she was well and truly in the Land of Nod as 7 throwing daggers clattered around her before an eighth found its mark.
Just to prove I don't hate all green dragons, a young specimen was saved from some attacking hill giants in another ambush area on the way to Boareskyr Bridge.
Wizard Slayer L8, 109 HPs (incl. 5 from helm), 370 kills
Previous updates:
https://forums.beamdog.com/discussion/comment/972646/#Comment_972646
https://forums.beamdog.com/discussion/comment/972773/#Comment_972773
https://forums.beamdog.com/discussion/comment/973207/#Comment_973207
The previous update referred to a session last night. This morning's session lasted all of 2 minutes after I went into the camp at Boareskyr Bridge and attempted to kill Vichand to get his scroll. His buffs fired though and he disappeared after I attacked him. I didn't want to leave at that point as I thought that would probably send the camp hostile, so I waited for Vichand to try casting a spell. Unfortunately he chose not to do that, but use a wand of paralyzation instead. The bonus from Spellbreaker doesn't help against that, so that was pretty dangerous and I duly froze in place. Vichand was still suffering partial spell failure though and wouldn't have been able to kill me while I was paralyzed. Regrettably though, after 6 or 7 rounds the rest of the camp seemed to become aware of the fight and once reinforcements arrived the end was swift.
I freed some statues, saved the dwarfs and fetched a halflings gear then blew up one bridge... grabbed a sling and attacked another bridge to collect my second dps.
now I just need my wild mage (and her spell bits) then we can cross the river
Still, so far the mistakes that I have made haven't been too bad.
I have noticed one change that I wasn't expecting. The FAI guards don't help you against the hobgoblins. No big deal though.
I have rolled a new character who is a dwarven berserker.
He has reached Nashkel killed Zordral, spoken to Noober, and turned down the reward.
To the south he killed Zargos Flintblade and thus reached level 2.
He then took Samuel to the FAI and after dropping him off at the temple, he returned Jois's ring with the result that his reputation reached 14.
He then headed south where he killed an ogre with a belt fetish and upon returning to Beregost, he returned the Colquetle Amulet and a tome for Firebead.
He was able to get Tolgrin back into shape, but not Mellicamp.
He killed Zargal and helped Charleston Nib and Brage.
He is now a fully fledged Hero.
Shirley (elf sorcerer, Grond0); Yowell (Human skald, Gate70)
Previous updates:
Our session started at Durlag's Tower where some battle horrors were webbed or blinded and mown down with magic missiles. The doom guard found that the stairs were closed for renovations. Upstairs, the ghast that ended our previous run lashed out at Shirley, but she was quick enough to retreat. There was a momentary problem on the roof when Shirley ran out of bullets, but I managed to stop her from charging into melee and the basilisks there provided another level. The lore increase from that finally allowing Yowell to identify the charisma tome he'd been lugging around for some time. Before leaving, Yowell picked up the wisdom tome. He was charmed in the process and Shirley decided to occupy the time waiting for that by attacking Riggilo. Yowell recovered his senses just in time to come and get the kill there though .
Next we went to the sirine area, where webs kept 2 of the first group quiet. The final one though escaped and starting returning fire. Yowell was slow to realise he'd been poisoned and his belated retreat resulted in the rare event of taking 2 healing potions to keep going before Shirley went back to finish off the sirine. Sil's friends were webbed and killed without incident, but Sil postponed her demise slightly by charming Yowell (Shirley just responding by disappearing to wait the effect out). Inside the cave, shooting the first golem proved difficult as a result of poor sightlines and Yowell was hit twice before the golem followed him outside where it was an easy target. The other 2 golems were shot down without further alarms though.
On the way back from the Lighthouse we called in on the Doomsayer to see how he was - not good I'm afraid.
The next encounter was with Greywolf. There was something odd there as Greywolf didn't turn hostile when we refused to hand Prism over and Prism then failed to kill himself or offer any reward. Some further testing of that will be needed to see whether the latest beta has caused a problem with that quest.
The final action was in the Nashkel Mine, where both of us rather lost concentration. I started that off by forgetting that handing back a dagger had made me visible and allowing a group of kobolds to attack before reacting. Gate70 tried to help out there by coming back and singing to me - forgetting that in the beta bards can't stay invisible while singing. Eventually though we sorted ourselves out and progressed down to Mulahey. He caught sight of us earlier than intended and reacted to being blinded by summoning some friends. They were easy enough to dispose of though before dealing with the cleric himself.
Shirley, Sorcerer 7, 38 HPs, 110 kills
Yowell, Skald 7, 52 HPs, 75 kills, 0 deaths
Weidu:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-WEIDU.TP2~ #0 #0 // 24300
~SETUP-BWS.TP2~ #0 #0 // 20161130 - Updated by agb1 (installation started Fri 04/13/2018)
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: v15
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Orcish Lover Encounter: v15
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v15
~BGQE/SETUP-BGQE.TP2~ #0 #8 // "Many Little Paws": v15
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v15
~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v15
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v15
~SOA/SETUP-SOA.TP2~ #0 #1 // The Stone of Askavar for TotSC/Tutu/BGT/BGEE -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): 2.1
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.02
~SETUP-BG1AERIE.TP2~ #0 #0 // Aerie for BG:EE
~CONVINIENTAMMUNITION/SETUP-CONVINIENTAMMUNITION.TP2~ #0 #0 // Convinient Ammunition: 1.0
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #26 // BGEE Banter Timing Tweak: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #28 // The BG1 NPC Project: Bardic Reputation Adjustment: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #31 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #4 // The BG1 NPC Project: Give Jaheira her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #5 // The BG1 NPC Project: Give Minsc his BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23.3
~BG1NPC/BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v23.3
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~XANBG1FRIEND/SETUP-XANBG1FRIEND.TP2~ #0 #0 // Xan's friendship path for BG1: v10
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks: v4
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 12
~NEERA/NEERA.TP2~ #0 #0 // Neera Expansion: v1.1
~NEERA/NEERA.TP2~ #0 #4 // How much time would you like between talks (approximately)? -> 1.5 hours (default): v1.1
~NEERA/NEERA.TP2~ #0 #6 // Make Neera romanceable by women?: v1.1
~GARRICK-TT/SETUP-GARRICK-TT.TP2~ #1 #0 // Garrick: Tales of a Troubadour: 1.26
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v15.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v15.1
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Psionics: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #450 // Add the Jongleur (bard kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #470 // Add the Gallant (bard kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #480 // Add the Meistersinger (bard kit): 3.7.4
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #490 // Add the Loresinger (bard kit): 3.7.4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2320 // Trap Cap Removal (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3293 // Personalize automatic save names -> Use scheme: 000000000-(Protagonist) Save-Name: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4110 // Give Kagain A Legal Constitution Score of 19: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4120 // Give Coran A Legal Dexterity Score of 19: v4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO - Light/Heavy Weapon Distinctions: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.9
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.9
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6101 // Potions for NPCs -> One third of the potions dropped by slain enemies break and are lost: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 BWP fix + K4thos' EET compatibility
~SETUP-BP-BGT-WORLDMAP.TP2~ #0 #0 // Worldmap for Baldur's Gate - including colored Baldur's Gate map icons: v10.2.2
~AREA_PATCHER/SETUP-AREA_PATCHER.TP2~ #0 #0 // Area Patcher: ALPHA 16
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #1000 // Main -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #2000 // Followers -> Vanilla: 0.71
~THEPICTURESTANDARD/THEPICTURESTANDARD.TP2~ #0 #3000 // BG1NPC -> Vanilla: 0.71
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #1 // Restore BG1 movies to BG:EE -> Add missing movies: v2.1.0
~BGEECLASSICMOVIES/SETUP-BGEECLASSICMOVIES.TP2~ #0 #2 // Show all movies in options without need to unlock them in game: v2.1.0
~LIGHTINGPACK/SETUP-LIGHTINGPACK.TP2~ #0 #2 // Shader script files for lighting control -> Moderately increased contrast, brightness and gamma (recommended): v2.4
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
The main things to note: this is SCS, Scales of Balance, Might & Guile with random NPC stuff tucked in here and there. Scales of Balance changes stat values, armor, and saving throws quite immensely, so I'll try to explain my decisions as I go along. But here's Fenix!
Picture from the RoTK pack somewhere in Fan Creations now.
So Halflings also get +1 CHA for -1 INT, and the saving throw bonuses are not tied to CON. Rationale behind stats: STR is irrelevant, since I'm going crossbows anyways. DEX is maxed for obvious reasons, and CON would actually be better at 17, as that guarantees max HP per level... Which just made me realize that since HP rolls won't be adjusted, I ought to have rushed to Black Alaric's cave. Whoops. Too late now.
There's a Feat system for Fighters, Rangers, and Thieves (Rogues in this mod): Thieves get one Feat every 2 levels, and there's one at level 8 that gives you Wand and Scroll use if you have 15 INT or more. I'll be nabbing that at Baldur's Gate itself, once I liberate the tome from Razamith's tower. Wisdom... Ugh. So 10 Wisdom is actually giving me a -2% EXP penalty to start with, nothing too major, but if I let it lie too long I'm losing over 2k EXP over the entire game. I'll be trying to get the WIS tome from Durlag's tower quickly. CHA is interesting: it gives a +1 Luck bonus at 18, as well as numerous saving throw bonuses. I can get a +2 Luck bonus at 23 CHA, as well as +2 to all saving throws, but that's going to require 3 additional CHA after the tome. Nymph or Algernon's Cloak bump to 22, so only need 1 more CHA from somewhere... Too bad the Helm of the Noble is a helmet and thus unusable by Fenix.
The game is started, max points into Open Locks for the Sapphire, and the first feat is allocated for Quick Stride. Permanent movement speed boost, and in a game where kiting is king... Shoal is killed after getting ambushed by a Ghast.
Second Feat goes to Basic Alchemy, allowing Fenix to create one of Potion of Healing, Antidote, Insight, Strength, Fire Resistance, Cold Resistance, or a 5 ft radius Oil of Burning. Insight's the one I'm really interested in, though having some small AoE's not bad either. Melicamp, in a complete change of subject, fails to survive.
Quests around Beregost still get Fenix to level 5, though.
I think the Feat went to Detection Bonus? +10% to Find traps and Detect Illusion? Can't recall. Anyhow, now immune to Sleep and with sufficient HP, Tarnesh falls.
I want a Ring of Free Action, so I head north. Sources say that Pickpocketing of 60 should be sufficient to pick Dushai's pocket: sources are wrong, and I turn Ulgoth Beard hostile. I still want that ring, though... So I head back to Beregost, quaff a potion of Insight, pickpocket Algernon's Cloak, rest multiple times before Dushai fails the save...
Realize after leaving the zone that I had only pick pocketed her Potion of Invulnerability. Another like 7 attempts to get past her Magic Resistance (?!) and saving throws, and we finally get the ring.
We also get the Greenstone Amulet and Cloak of Mirroring. To my chagrin, I have no mods installed that remove the blurriness from the wretched thing, so I guess I'm just suffering through it. Battle Horrors are evaded by Stealth, and make our way to the Tome of Wisdom. Again, sources in the Did You Know thread implied that 110 Find Traps would be enough. Again, after two potions of Insight, I'm not entirely sure sources are correct.
I honestly don't know how this wasn't a Game Over. There's no successful saving throw message in the console, and Halflings don't have any innate Charm resistance, and as far as I know I have no immunity to Charm. Regardless, the -2% penalty's about to be wiped out. Finally heading south, Neira falls (she killed a past attempt, so this is just payback.)
Zordral dies as well. A funny thing I didn't show is that somehow Fenix Evaded Magic Missile. There's an Evasion feat, but it's not one I picked, unless it's one of the 3 starting feats for a Sniper.
Heading West in preparation for SoD as well as the CHA tome, we kill the fastest dart slinger in the west, two belligerent Ogrillons, and a ton of Xvarts.
Should've picked up a ride from Brage, forgot I intended to do so, killed some Basilisks instead.
Not shown: Silke casting a Charm spell on Fenix, only for that to fizzle without a saving throw message either. I'm mildly baffled, but I guess I'm not complaining for now? Regardless, Basillus doesn't have either Physical Mirror or Aerial Servant to wreck Fenix, so we claim the 5k gold and the Shadow Armor. The Light Crossbow of Speed is already in our hands.
Onto Nashkel!
BG1 Intro
The majority of the mines are stealthed through, though I had to fight twice: once at the bridge after disarming the traps, and again to get the kobolds at the southern bridge to break formation and let me through. At Mulahey, Fenix ends pretty boxed in, Xan's kobolds having an inexplicable 20+ HP leaving Fenix unable to kill them fast enough. It devolves into a melee where crits hurt a lot, but Mulahey offers to surrender, I accept to get him off my heels, and kill the remaining reinforcements. I attack Mulahey again, killing him, and this time there's no ridiculously healthy kobolds to aid him.
Some raiding to the east gets a Wand of Summoning and one of the Fire Resistance rings. Back at Nashkel, Fenix is Glitterdusted and Ray of Enfeeblement'd, but he's still agile enough to dodge an undodgable spell. Whatever.
Sirenes are enough to get us to level 7, but I wait for my CON to rise before leveling up. No difficulties: between the cloak of displacement, boots of missile avoidance, and Elves' Bane, Sirenes need a critical to hit me. Bolts +1 (Enchanted bolts per SCS) are enough to deal with the Flesh Golems.
Tranzig fails to deal with rabble such as us. Bolts of Biting are amazing mage killers.
For the first time ever, I deem Ankhegs too dangerous to do, and so we head straight to Peldvale to get recruited. Fenix hits Tazok at the perfect moment, interrupting an instant-cast Berserk. After that, it's just kiting the guy to a surrender.
In the Bandit Tent, Potions of Explosion injured everyone, including myself. I think Venkt was affected by a Bolt of Biting, but a regular bolt seals his fate anyways. Raemon follows next, and I end up making a mistake kiting and I'm hit hard by Britik . I'm one crit away from death, and there's two Black talon elite still alive and wielding bows. Fenix quaffs potions and kites and shoots both of them to death before they can do the same, and Britik falls last of all.
After a bit of selling and buying, Aldeth is an easier kill than the Druids. It also gets me access to Dabron, though Fenix can't use the Guide anyways.
Spiders and an ambush get Fenix to level 8, putting yet another pip into Crossbows. Scales of Balance modifies the proficiency table a lot, so 3 pips is now granting Fenix +3 to hit, +2 damage, and +1 APR (!). With the Army Scythe, Fenix is now hitting at 3 APR and something like 11-15 damage after gauntlets are factored in. Not bad for a Thief of any stripe. Drasus soon feels the sting of that, after a bit of frantic kiting.
After stealthing through the mines, only stopping to free the slaves and Perwell, a scroll of Pro. Magic is used per normal. The only other buff Fenix takes is a Potion of Regeneration. Davaeorn fails to save vs Death, and poison nibbles away at his health before his inevitable end. Some bolts of lightning were used as well just for good measure.
Perwell, despite being reunited with his mother, insists on following me. It's a bug, and so... CTRL-Y says hello.
Ogre Mages, regular mages, Thief/mages, a Thief and a Mage, and a vengeful brother all meet their ends fairly quickly. The Thief is polymorphed, by the way, and she can still backstab. It's a bit odd.
I'm greedy, so I elect to fight the Iron Throne. Potions of Explosion + Arrows of Detonation do a boatload of damage, and Alai dies before doing anything.
Fleeing back down the stairs, one of the two invisible thieves followed. He fails the backstab, and is summarily executed. More arrows are used upstairs, including one or two arrows of dispelling to take down some mirror images. Gardush follows downstairs, and is shot down. Eventually, we claim the rest of the fight.
Not wanting to use a potion of magic shielding at Candlekeep, Fenix uses the boots of cheetah speed to just run through the gauntlet while the mages cast Mirror Image. We kill the greater Shistal-ganger, and leave Rieltar and company alive. In the Candlekeep catatombs, Spiders get Fenix a level up past the cap. It should've netted us another feat, but I think the table for that didn't expect SoD values to be a possibility, and doesn't give us one. One short EE-keeper use later, I use the feat, expecting to get Wands and Scroll usage and... it's not an option. After asking in the Might and Guile thread, apparently it was an oversight, but I couldn't figure out how to fix it. It's a decent drawback to the kit, IMO, to have immense ranged firepower but unable to use some other tools. I end up taking Shadow Magic instead, which can cast 1 per day any of Sanctuary, Blindness, Shadow Door, Shadowstep, or Summon Shadow. Improved invisibility 1xday as a feat? I'm happy with that.
Potions of explosion and Arrows of Detonation take out the guy with Darts of Stunning. The rest of the cleanup is elementary.
My original plan for Slythe was to bait him with summons. Due to the above bug, I can't use the wand, and have to resort to other methods. The dangerous thing is the backstabs, so the plan is to drink a potion of invisibility if he ever does so himself, and use Detect Illusions to reveal him. It's a success: he doesn't get a single backstab off, and fortunately this install doesn't give him random invisibilities between attacks. Fenix gets too close and gets hit once, but Slythe dies.
Ducal palace: Oil of speed, potion of mind focusing, DuHM, potion of Clarity. Fenix needs to Dispel the Mage, and force its aura onto defense, while shooting down the melee attackers as fast as possible. The assassin goes after Fenix to start with, but the Mage loses its Mirror Images and Stoneskin and runs. Using Bolts of Lightning, Fenix with 4 APR mows down the Greater Doppelgangers, taking a single backstab for like 20 damage. The Shaman, after its first Defensive Harmony, fails to cast any spells after. After all the melee attackers are dead, the Mage decides to Fireball one of the rooms with nobles, but the mage dies soon after.
Liia dies, but Belt survives. Undercity, stealth, traps, more traps, more stealth, finally the temple. Pro. Magic, Potion of Power, Mind focusing, Oil of speed, Perception cuz why not, and Regeneration. Fenix engages Sarevok, and heads southwest to park him there after a successful Hide in Shadows. Diarmid is killed in the ensuing sniper war, and backstabs finish off the first skeleton warrior. Angelo is next: a summoned Shadow is used to lure him out, and he decides that he can attempt to fight 1 on 1. He doesn't have a magic weapon, so the Shadow just kind of laughs at him while Fenix takes pot shots. Tazok and Semaj are both invisible, so I need to grab them without Sarevok to avoid headaches. Fenix takes a couple of hits, but Tazok is lured out of invisibility while Sarevok is parked up north, and Tazok and his skeleton die. After waiting for 5 minutes or so, the Pro. from Magic scroll runs out, a potion of magic shielding is instantly quaffed, and Semaj is killed after several arrows of dispelling and regular bolts. Finally, Sarevok is kited successfully, and BG1 is at an end.
Onto SoD!
Fenix, halfling sniper 11, 85 HP
Shirley (elf sorcerer, Grond0); Yowell (Human skald, Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/973601/#Comment_973601
Emerging from the Nashkel Mine we immediately put the Amazons in a sticky situation. Travelling back to Beregost we stopped off to fumigate some spiders before seeking out Tranzig. As usual his actions were not a good match for his words.
At the Bandit Camp there was very little use of sleep; the bandits died pretty quickly anyway, though they did manage a few painful criticals. Taurgosz tried to chase us down, but seemed to lose the trail (and his life). Inside the tent we didn't bother blinding anyone initially - they all died quickly anyway, though Yowell did take the precaution of shutting Hakt's eyes when he briefly escaped the webs. I then went into Shirley's inventory to sort things out prior to looting and found a minute later that she'd had a near death experience from the trapped chest.
There was nothing to interest us on the way through the Cloakwood to the mine. More webs there prevented any enemy action, though Drasus did break free at one point and stormed towards Shirley - only to be trapped again right at the edge of the webs.
There was limited fighting on the way down to find Davaeorn. We hadn't rested though, which meant there was insufficient spellpower to kill the battle horrors - so Yowell led them round for a number of rounds while Shirley fired magic missiles from wands to kill them. We did then rest before putting the final touches to Davaeorn.
We hadn't been north of the FAI before this, so decided to grab the ankheg treasure on the way to the City. We were aware of vulnerability to criticals and when the ankheg nearest to the cache got a hit on Yowell we decided to leave the other beasties alone.
In Baldur's Gate a wand of monster summoning was purchased to allow us to surround Lothander (Yowell could only memorize a single 3rd level spell, so couldn't guarantee being able to do that). On the way to find Marek Shirley was determined to blind Larze. He proved a hard nut to crack, but the 7th attempt finally stuck and Marek then caused no trouble.
Coming towards the end of our session we had our typical problem of starting to lose concentration or run higher risks. In Ramazith's Tower that manifested itself with Yowell using his only invisibility spell to bypass the ghasts, hobgoblins and kobolds to go and grab the tome. That would actually have been fine as it's easy to avoid the enemies coming back down if they're in their original positions. However, Shirley had tried to be helpful by casting invisibility on Yowell herself just as he did his own cast. That would have been fine as well, but she then decided to be even more helpful by going to the top to make Yowell invisible - without making herself invisible first. That resulted in a mass movement of the enemies and Shirley had to hurriedly go invisible when her exit route back down was blocked by ghasts. That was not fine as the ghasts were now in position to be able to attack Yowell as he came down - and he duly froze in place. Shirley wasn't quite close enough to save him and saw Yowell draw his last breath as a result of MP lagged damage just as her invisibility spell cast.
Not content with that amount of trouble, Shirley skipped over to the local Temple to get Yowell raised. She made him invisible outside the Tower and waited while he went inside to grab his gear. However, I've noted many times before that when you send an invisible party member into another area that can prompt enemies to come back out to find the rest of the party. I regularly use that feature deliberately as a way to get enemies to switch areas when they're reluctant to follow me, but forgot about the possibility here - luckily the emerging ghast rolled a critical miss with its free attack and Shirley was able to run it round and kill it.
Not content with even that amount of trouble, Yowell was struggling inside to get his gear due to the number of enemies about. He used quickloot to pick it up, but doing that in the beta version turns you visible. That meant he had to run the gauntlet of attacks again on the way out - and didn't make it. With so many attackers Shirley had no hope of using invisibility for a rescue this time, so tried to send Yowell on his way in a blaze of glory (or a shower of skull trap fragments anyway). However, her spell was just too slow to get the kill .
Another trip to the Temple failed to convince the priest that his first spell had proved defective and we had to pay up again before collecting the gear and finally leaving the Tower.
There was time for one more mistake when returning a child's body for resurrection. Despite coming across this issue before I clicked too quickly through that sequence and found the body had been grabbed, but the father then denying he'd had it.
At least the last action of the session was more successful with Sunin providing a second Ring of Wizardry (though in the EE you can't use more than one) and the Seven Suns restored to order.
Shirley, Sorcerer 8, 50 HPs (incl. 6 from familiar), 166 kills
Yowell, Skald 8, 60 HPs, 110 kills, 2 deaths
Previous run
A few months after my last attempt at this I thought I would have another go at this poverty run. My definition of that is:
1) You can never buy or sell any items (including any items required for quests).
2) You can never use or equip any items (but can pick things up for quests).
3) You may pay for quests (such as Gaelan Bayle), but not anything else (temples, inns etc).
This party was originally created for a standard SCS setup, but recent attempts have been in an installation with Spell Revisions added. I'm confident that in either installation they have the ability to get through BG1. I'm less confident they have the ability to do that while I'm managing them, but we'll see .
I adjusted their starting spells slightly to make them better suited to Spell Revisions - in particular Hardup the shaman was given Magical Stone. That would be a decent spell in any run at low levels, but is obviously particularly beneficial for a poverty run where you don't have the alternative of standard missile weapons.
A 17th attempt didn't last long when I let Ogre Droth stray too far away from Shoal and he called for help from the nearby ogre clan. The 18th was looking reasonably promising until I decided to take on Kahrk. I can't remember if I've killed him using Spell Revisions, but I've certainly done so quite a few times just with SCS. However, his behavior this time caught me out after I'd tried to use an invisible blocker to keep him away from the main group - who would have then fed him summons. He used detect invisibility to make the blocking sorcerer visible, but she responded by disappearing again. Kahrk immediately moved closer to her and set off a fatal fire burst.I suspect that's to do with the mechanic of the spell - in SR Detect Invisibility lasts for a turn like True Sight. However, if you go invisible between ticks of the spell you are genuinely invisible until the next tick. Kahrk acted in this case as though that wasn't true in SR.
Trying again, the group have:
- given themselves an immediate opportunity to level up by leading a nosy old man into some traps.- in Beregost Firebead and Silke both got the trap treatment.
- at High Hedge the golem guards met some magical stones before Melicamp was successfully restored.
- the sirines at the Lighthouse were mainly trapped letting everyone level up again. The golems were then stoned.- spell damage did most of the work clearing the grounds of Durlag's Tower. Moving inside, killing all the ghasts was enough to trigger another level. While at the top of the Tower, Washout laid half a dozen traps for Kirinhale. Coming back down, the sorcerers used their new invisibility spells to create invisible blockers for Riggilo. Then a stream of summons soaked up the ghost's spells. On the roof a lesser basilisk died in Writhing Fogs, while 3 greater ones were a light snack for a spirit lion.- some more XP was gained from getting the Beregost Temple ready for new tenants. While in the mood for that sort of thing High Hedge was also visited. The 3,000 XP for killing Thalantyr was worthwhile, though the 7 XP and reputation hit for Melicamp was not.- finally getting round to what's usually my first destination, the Opera sought out Shoal and watched as Washout took one for the team. After she was revived by Shoal, Ogre Droth was overcome without problems and Shoal taught a final lesson. The ogre clan nearby didn't last long against summons and spell attacks, while traps ensured Mad Arcand had no chance to survive an initial attack.- their despised reputation got a bit of a boost by accompanying Brage back to Nashkel, where Beggar learnt Bhaal LMD.
- the Valley of the Tombs was cleared, with the Revenant being stuck in an invisible cage, the mustard jellies being meleed by summons, Narcillicus drained of spells by summons and the ghasts shot from behind an invisible wall.- after picking Samuel up I couldn't remember what killing Hafiz did. I soon discovered - 650 XP and no reputation loss seemed a reasonable deal. There were no ambushes on the way to the FAI, where Tarnesh, Joia and Unshey's belt pushed them closer to their next level.
- ankhegs are stupid, so even the SCS versions will attack the closest creature. That meant summons could easily help kill a few of the ankhegs in the nest to let everyone level up again.
Beggar, Totemic Druid - L6, 59 HPs, 17 kills
Pauper, Priest of Helm - L6, 45 HPs, 29 kills, 0 deaths
Hardup, Shaman - L6, 35 HPs, 44 kills, 0 deaths
Washout, Bounty Hunter - L6, 21 HPs, 14 kills, 1 death
Aspire, Sorcerer - L6, 26 HPs, 9 kills, 0 deaths
Skint, Sorcerer - L6, 30 HPs, 22 kills, 0 deaths
Previous updates
Once more I got into problems within a minute or two of deciding to post an update.
The Opera had actually already finished off the remainder of the main ankheg area last night and cashed in a bonus ankheg after giving Tenya back her bowl (then killing her). The next level was a long way off, but they looked to make a bit of a dent in the required XP by using a spirit lion to clean up the basilisk area. That had killed all the basilisks, except Mutamin's pets, before I saved the last session.
This morning the lion moved round to attack the last of the basilisks, but disappeared just before it killed the lesser one next to Mutamin. Beggar then created a spirit snake to go and deal with Mutamin and the basilisks. I clicked on the snake and moved it towards Mutamin and watched with suddenly dawning horror as Beggar himself, rather than the snake, wandered towards the basilisks. I didn't react quickly enough to move him away before he was targeted by the lesser one and he ground to a halt despite having apparently saved (I'm not sure just how the permanent hold effect SR uses in place of petrification is supposed to work, so I suppose that could be deliberate). Aspire finished off the lesser basilisk with a magic missile in response, while Skint (who had been acting as the invisible observer) did a good job in blocking the greater basilisk from moving into range. However, that left Mutamin on the loose and he ran round and found a likely target before Pauper could finish summoning some skeletons to keep him occupied. The SR version of Flame Arrow seems to have been upgraded and produces more arrows than it used to - making it a dangerous spell for mages. Aspire was targeted and survived 2 arrows at him - only to see a third one zooming towards him ...
Back to Candlekeep they go.
Shirley (elf sorcerer, Grond0); Yowell (Human skald, Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/973601/#Comment_973601
https://forums.beamdog.com/discussion/comment/973919/#Comment_973919
Today's session started with an assault on the Iron Throne. After sneaking up invisibly the normal selection of webs were followed by area damage and MMMs. Gardush managed to break free at one point, but was blinded as he charged at us. The delay that caused did though mean that Zhalimar and the doppleganger still survived when the webs cleared - not that that did them any good .
Moving on to Candlekeep we had a bit of fun tanking the traps to rob the tombs before working through the dopplegangers. There was an amusing moment there when Shirley suggested that Yowell might want to show himself before resting in order to get some healing. He tried to talk to her, but instead managed to talk to himself (asking himself whether he wanted to rejoin the party ). That seems to be just a client thing though as Shirley was unable to talk to herself (though she would have loved to be able to do so in order to tell herself not to call herself Shirley). Prat's gang were less successful at web-evasion than the Iron Throners and all died without making a move. The basilisks then provided Yowell with his final BG1 level.
Back in the City Slythe was pulled into some summoned monsters. Moving those near Quenash after he was dead proved a slow business and Krystin's cloudkill failed to make the Cloak of Balduran available (that wasn't really a concern for us though, so we didn't bother doing the quest properly).
At the palace we decided not to bother with area effect spells this time. Instead, some summoned monsters provided an alternative target for the dopplegangers while we rained in MMMs and MMs. With haste and potions of mind focusing we got regular hits and were killing the dopplegangers pretty quickly. However, they were also clawing through the dukes defenses quickly, so it was probably a good job that only 3 of the 5 attacked them. Liia died just as the last attacker on her went down and Belt was left badly wounded.
The maze proved more of an obstacle than expected. Not so much due to the inhabitants, but the traps. Using a scroll of PfU, Shirley eased her way along the corridor towards the skeleton warriors. She was surprised to trigger a lightning trap, but survived the damage from that. Concentrating hard, she took a couple of further steps as close to the wall as possible - and triggered another lightning trap. The extended bouncing of lightning in the beta meant survival chances didn't look good and both Shirley and Yowell would probably have died if they hadn't swigged down potions of absorption. Thinking something funny was definitely going on (possibly as a result of both characters being in range of the traps at the same time - position of characters differs on different computers and if both characters and in shot at the same time the computer which is in overall control at any particular moment will keep changing). Shirley took a couple more cautious steps forward - and triggered the fireball trap. That would have almost certainly been fatal for Yowell and probably for Shirley and our auras were clouded from the previous potion so potions were not an option. As a result, Shirley ran forward hard while tugging on a couple of rings of fire resistance, while Yowell rushed backwards (or, as he was still slowed at the time as a result of an encounter with a mustard jelly, waddled backwards) - the increased separation was just enough to save him.
The Undercity party was oblivious as we went past them invisibly and still oblivious as webs settled gently around them. The back line died without incident, but on moving forward Rahvin managed to free himself just long enough to fire a single exploding arrow at us before being trapped again.
In the temple Yowell successfully used a dispelling arrow on Sarevok. As he ran back the web trap fired and that did a good job by disabling Semaj as he teleported out. That resulted in his contingencies continually firing, but Yowell had by this time activated a scroll of PfM and took no notice of the magical assault for the short time it took to finish off Semaj. Shirley thought it would be neat to trap Sarevok in a similar way and used her own web to renew coverage after the trap one expired. That did indeed hold Sarevok briefly and allowed some significant damage on him from MMMs. However, the danger of using those is that the icon switches to a melee attack as soon as they run out and Shirley duly found herself trapped near Sarevok just as he was about to finish off a final summoned ogre. She plaintively asked if Yowell would mind moving a bit closer to Sarevok and he duly did so to draw the big man's attack. Naturally though there was a price to pay for that. In running Sarevok around in the web Yowell triggered a lightning trap and watched as the bolt narrowly missed Shirley. Like any good gunner though Yowell is expert at adjusting his aim and when he triggered a second trap that scored a direct hit .
In due course Shirley was able to get out of the web and re-cast MMMs. Using those up brought Sarevok to his death, but as the meteors ended she once more went for a walk in the webs - although this time the position where she got held was a long way outside where the web was on my screen (one of the wonders of MP ). Yowell kept Sarevok occupied though and shortly afterward he accepted his defeat.
As we were playing the beta and there is no beta for SoD, we moved straight on to BG2. Neither of our portraits could be seen by either of us and we decided to just assign new ones and carry on quickly.
- the dungeon was cleared, including ensuring Ulvaryl would not flap away.- the Circus was restored to normality.
- after reporting to Gaelen Bayle we travelled invisibly to trigger the Suna Seni and Renfeld ambushes and trash those.- Prebek and his companion were never likely to survive a pair of skull traps.- on first arrival at the Docks we'd detoured around the Mad Cleric due to our inability to safely use spells. With some MMMs still active though there seemed no danger this time and the cleric was duly dispatched (though he did manage to hold Shirley just before he died).- after looting the harper building we had enough money to pay Gaelan Bayle his newly reduced fee. There was even enough left over to pay for a license - Gate70 having decided he'd played enough of that perennial favorite game of "see how long it is before Grond0 fires magic missiles during a fight".
Shirley, Sorcerer 11, 62 HPs (incl. 6 from familiar), 90 kills (+201 in BG1)
Yowell, Skald 11, 76 HPs, 33 kills (+138 in BG1), 2 deaths
Since I tweaked the mod while I played the game, I'll make clear which parts of the mod were changed at which points in the run, so the reader can judge the difficulty of the run.
Mikel - elven archer, protagonist (Corey_Russell)
Alors - half-orc shaman (Grond0)
Trukk - dwarven dwarven defender
We didn't get very far. We ventured into Watcher's Keep, but encountered vampiric wraiths. Grond0 died early, and the team suggested closing the door on it - but Corey_Russell could not execute and died. Grond0 is the next protagonist.
Grond0: Peer, Elf Archer. Chaotic Good
Corey_Russell: Hunter, Human Undead Hunter. Lawful Good
Gate70: Biff, Dwarf Barbarian. Neutral Evil
We were in the process of generating new characters after the swift end to our previous run, when Gate70 had to leave to deal with a RL event. As a result he got stuck with another fighter-type to complement the ones Corey and I had chosen. Biff seemed suitable as a name not only from the point of view of what a barbarian with 18(00) strength can do to his enemies, but also as he was standing in for Gate70's own choice.
Here are character records taken after the flight from Candlekeep.
Star Butterfly vs. the Legion of the Chimera: No-Reload Icewind Dale 2 Run
Part 1
I've done a couple of IWD2 no-reload runs before, the Underdale run with Frisk, Chara, and Asriel. Like before, this is a run with Tactics4IWD2 and Light of Selune installed, but this one also includes the new semiOverhaul for IWD2 mod, a massive mod that rebalances classes, items, spells, and critters, designed to make gameplay more complex, balanced, and streamlined. Clerics, sorcerers, and druids no longer dominate gameplay, and a lot of previously useless or underpowered spells and items are much more viable. This run is designed to test and re-balance the mod.Our first character is our fighter/mage, Star from Star Butterfly vs. the Forces of Evil, a surprisingly fun and charming Disney show. Here she is, hugging her friend Marco.
Next up is Marco, our fighter/rogue. Here he is, hugging Star back in a different episode.
Yes, the show is very sweet, and that's exactly why I love it so much. Notice the stats are very poorly min-maxed for their character classes. I figured that normal min-maxing would make the game too easy, since the last run only had three characters, and this time we have six.
Next up is our diviner, Dipper from Gravity Falls, another sweet and fun show. Here he is, hugging his twin sister Mabel.
Speaking of Mabel, she's our cleric. Here she is, hugging Dipper in a separate episode.
I love these characters and I like seeing them happy.
Anyhoo, next up is our bard, Frisk. Here they are, hugging Asriel.
Oh, and here's Asriel, our druid, giving Frisk a nuzzle.
The semiOverhaul mod changes a lot of stuff about the game, from helmets, which now actually offer some defensive benefit, and the Sleep spell, which now offers a saving throw but can affect high-level critters. It's no longer game-breaking the early game while being useless everywhere else.
We stay a safe distance from the goblins and use a level 1 monster summoning spell to buy us time to put the goblins down with Sleep, at which point our harder hitters can land a guaranteed kill on goblins one at a time. It also helps us cut through Phaen's Mirror Images.
The first few quests in Targos are little trouble, but the invasion is going to be hideous. We go to the trouble of purchasing a bunch of healing potions and a very expensive but very necessary bomb.
Marco, our best tank thanks to his impressive AC, rushes out to engage the enemy during the invasion. Unfortunately, it seems that Tactics has removed the -4 luck penalty that I thought plagued these goblins, allowing them to land critical hits on him. With the party at level 2, every hit is life-threatening.
Our attack bonuses are pretty lousy, but Burning Oils hit automatically. As long as we target them very carefully, we can deal some precious damage to the enemy without torching the party.
We don't have many spell slots to burn, but we do have some nice options. SemiOverhaul introduces the Spook spell, which gives us a very short reprieve from Vghotan, who has excellent attack bonuses and can reliably impale any one of our party members--even our tank, Marco.
Or at least, it would have given us a reprieve, if the Houndstooth Collar didn't give Vghotan immunity to fear.
The enemy begins encroaching on our space. Star engages the enemy, but with her stats poorly min-maxed and with Shield granting a +5 shield bonus instead of a +7 armor bonus, her AC is not that great.
You can reach higher AC values with semiOverhaul installed, since more options stack, but at low levels, achieving high AC is a little harder, and enemy fighter types (which means virtually ALL enemies in the game) get higher attack bonuses. We don't have the numbers to just steamroll the enemy--all we can do is kite them, which is not very effective when some of the enemies have ranged attacks and there are many different critters to run away from.
The only reason we're not completely disintegrating is because Goodberries now heal 1d4+5 HP, a very valuable resource in an environment with limited healing potions and spells.
We finally thin the herd and kite down Vghotan, who drops a very special mace.
The damage and DC are pretty crummy compared to any other weapon of this type, but we don't have any other weapons of this type. For most enemies at this stage of the game, that poison effect amounts to death on a failed save.
We've saved up some precious resources from the previous fight, which means we can handle Ghotrag a little better than we did Vghotan by burning our few precious spells.
Ghotrag hits really hard and really fast when he wakes up, but once his fellow gobbos are gone, we can kite him down as well.
Then the game crashes when I try to use a bugged item (currently fixed). We have to start over, but this time we play things a little more intelligently, using summons and Sleep spells early while using Asriel's Animal Empathy to win over Vghotan's wolves. Unfortunately, the goblins are having some very good luck this time, and they shoot down Star even after she heals herself with a potion.
We land some lucky hits on Vghotan, grind down the rest of the first wave, and proceed to Ghotrag. This time, we hold off the goblins with an Entangle spell so we can kite Ghotrag early instead of late.
But no-reload runs in IWD2 are very tricky. Targos has a very small and finite amount of XP that limits the levels you can gain before this fight, and helmets do not block critical hits in this game. Ghotrag axes Marco.
We shoot down Ghotrag and torch the remaining goblins with Burning Oil, but we're in very poor condition, and the third wave is the hardest of all.
Caballus, the goblin sorcerer, has level 3 spells, Mirror Image, and some pretty solid stats on top of his entourage. Luckily, he always opens with Mirror Image, and the other goblins are always bunched up in a group, which means we can sneak up and roast the lot of them with an Oil of Fiery Burning (not to be confused with Burning Oil, a much weaker item).
Caballus can kill anyone in the party with a single spell, but we have summoning spells to soak up the damage.
We knock him out with Sleep, allowing us to cut through his Mirror Images, and he responds with Fireball, nearly killing Mabel. Dipper responds in kind and pins down the last goblin with a critical hit.
Star and Marco, our fighter/mage and fighter/thief, are stuck at level 2 while everyone else is at level 3. We've got pretty crummy stats across the board, but Asriel can now cast Rainstorm. Rainstorm doesn't scale with levels, but it's much stronger than it was in vanilla, and has a very, very large area of effect.
Rainstorm imposes a short-lasting 5/- resistance to fire damage and a -5 weakness to cold and electricity damage. As it happens, Dipper has recently learned Snilloc's Snowball swarm, which does an extra 5 damage after Asriel soaks the enemy with Rainstorm. With Sleep, Rainstorm, and Snilloc's Snowball Swarm, we can steamroll the orc hordes in record time.
It's very party-unfriendly, though, and we don't have that much more HP than the enemy.
We accidentally hit Emma Moonblade with Rainstorm and it turns her hostile, prompting her to flee the area and costing us a valuable source of XP.
Most of the orcs are no trouble at all, but Torak is an exception. We didn't anticipate just how strong he was. Our Rainstorm+Snowball combo fails to do more than scratch him, and when he engages us in melee, we grievously underestimate his power. SemiOverhaul has made him very strong.
SemiOverhaul nerfs the price of Arrows of Fire, but not by enough--collecting the arrows from Orc Firestarters still nets us over 15,000 gold.
Without any single-classed fighters, we have trouble damaging the zombies and jellies inside Vrek Vileclaw's cave. The Carrion Crawlers are also a problem: while Mabel can grant temporary Freedom of Movement thanks to her Selune kit abilities, she can only cover one target. We end up having to use Sanctuary to keep poor Star alive.
We bring down Vrek with Emma's Moonblade and Asriel's Flame Blade spell, with Sleep to hold down the orcs.
Shaengarne Bridge is coming up soon.
Star Butterfly vs. the Legion of the Chimera: No-Reload Icewind Dale 2 Run
Part 2
Gaernat Sharptooth is a major threat on the way to Shaengarne Bridge. With strong attacks and damage reduction as well as lots of allies, he can apply a lot of pressure very fast. Mabel casts Selune's Freedom on Marco, who draws out the enemy into a Web spell where we can bomb them with Rainstorm and Snilloc's Snowball Swarm. When the enemy gets too close, we follow up with Horror, which no longer has that obnoxious -3 save bonus that made it underpowered in vanilla.The Moonblade bypasses Gaernat's damage resistances and helps pave the way to the last area before the bridge. We trade Web and Entangle spells with the Malarites and use Mabel's Remove Paralysis to cure the Hold Person on Frisk.
The Malarites keep a save distance, which gives us a free Rainstorm+Snowball bomb.
The Malarites have the same trick, though: Entangle followed by Unholy Blight.
Frisk and Mabel both fail saves against Hold Person, but Web disrupts the enemy's spells long enough for us to prevail. We bomb the last of the resistance.
We're still not quite where we need to be, though. We have to grind a little by triggering rest ambushes from orcs in the previous area to bump up the party to level 5.
It's time to win back the Shaengarne Bridge. We buy every explosive on sale at Oswald's lab, cast Invisibility Sphere, and sneak up to Xuki, only to get Asriel and Dipper blocked behind a wall of enemies that spawned from nowhere.
Those guys are supposed to flank you, not split up the party. Regardless, we can't get our druid and our mage through that wall without breaking invisibility, so we proceed without them. We bomb the enemy with Potions of Explosions, but Star is under heavy pressure from the archers and Xuki both.
Then, before she can recover, Star fails a save against Chromatic Orb. Chromatic Orb only stuns for 1 round at most in semiOverhaul, but she's still surrounded and low on HP. Mabel can't reach her in time to save her with Sanctuary.
I try to bring Dipper and Asriel over to help bring down Xuki, but Asriel's own Entangle spell is crippling us, and we can't get the Witherbranch Boots and their immunity to Entangle until Xuki falls.
We've done major damage to the enemy, but we've still got some priests and bugbears gradually making their way through our Entangle spell. A lucky Fortitude save against Xuki's Icelance keeps Marco alive.
Unable to hit Xuki with any spells while her MGOI is active, we knock out the enemies with Sleep. Mabel deploys Invisibility Purge when Xuki casts Improved Invisibility, but it turns out that Xuki cast it on her zombie instead of herself--which is just as well, since MGOI apparently blocks Invisibility Purge!
We finally bring down Xuki through sheer melee and ranged pressure, but more enemies are pouring in from the west, and Asriel gets shot down just seconds after escaping Entangle.
Then Marco, unable to escape due to being caught in a Web, falls to Xuki's undead.
Mabel and Dipper lose spells to Web and Command, and I abandon the fight. There are too many enemies left and we have too few options to bring them down.
I thought that we could scrape by with a non-min-maxed team since we had 6 party members instead of 3 this time around. But with Tactics cranking up the difficulty and semiOverhaul granting stronger attacks to enemy fighters, we just didn't have the numbers to handle this fight without luck on our side. I have to create a new party that's a little more optimized for no-reload gameplay.
Star Butterfly vs. the Legion of the Chimera: No-Reload Icewind Dale 2 Run
Part 3
This time around, we're choosing roughly optimal stats for everyone in the party, and we're also making Star into a single-classed sorcerer, Marco into a monk, and Dipper into a single-classed fighter, just because fighter/mages take too long to get on their feet (4 fighter levels for weapon specialization and 3 mage levels for a nerfed Mirror Image spell isn't great for a level 7 character).I will also be tolerating level squatting this time around. I don't like level squatting, but it's really useful for Shaengarne Bridge and the Horde Fortress, both of which are very difficult bottlenecks in the early game. Finally, I'm willing to use some mod items like the Rabbit's Foot (+1 luck!), though I don't have all of the strongest store mods installed (no Flail of Ages or Tsuki No Ken for us, as if we could even afford them in normal mode).
Targos proceeds much the same as it did before, though a higher Dexterity for almost everyone in the group makes our ranged attacks much more reliable. Sleep brings down lots of the goblins, an Oil of Fiery Burning slays Caballus' goons, and we send Dipper forward to tank Caballus while the rest of the party uses missile weapons. Caballus stuns Dipper with Chromatic Orb, but it's not a death sentence in semiOverhaul.
Dipper uses a Potion of Minor Globe of Invulnerability (Oswald sells some finite but very interesting new potions in semiOverhaul) to block Caballus's spells. He still nearly dies when he tries engaging in melee, and MGOI doesn't dispel pre-existing Melf's Acid Arrow damage, but the potion does keep him safe from Caballus' spells for 10 whole rounds.
We manage to knock out Caballus with a Sleep spell, allowing Dipper to land a powerful hit with a greataxe with Power Attack active. When Caballus escapes Entangle, we kite him down.
Due to our changed party makeup, we no longer have access to Snilloc's Snowball Swarm unless I'm willing to dedicate one of Star's level 2 spell picks to it, which isn't a good long-term investment considering sorcerers don't get as many spell picks as they do in vanilla. This time, though, we do have a much stronger Dipper, who can land some really ridiculous hits with an axe.
We rely very heavily on Sleep to handle the numerous orc hordes, which synergizes brilliantly with Dipper's Power Attack ability. Once he hits level 4, he gets weapon specialization in axes, which gives him +5 to hit and damage. He can hit reliably even with Expertise active to bump up his AC. Torak ravaged the party in our previous attempt, but this time, we goes down pretty quick. Fighters are great in semiOverhaul.
The same bonuses still apply to enemies, though. Gaernat Sharptooth has a crazy +13 attack bonus; you'd need an AC of 23 just to force a 50% miss rate on him. Worse yet, he gets multiple attacks per round! Luckily, so does Dipper.
Right before Shaengarne Bridge, I discover that I've broken Marco's level progression: by giving him a fighter level, he can no longer gain any monk levels. Because starting over would be lame, keeping him on as a fighter would be boring, and re-creating him at level 1 would be annoying, I just re-create a new Marco and console in the right XP, giving him a single fighter level and then a few monk levels so I can see how monks progress in semiOverhaul.
Before we proceed, we grind until Star and Asriel hit level 6 and we buy some new potions from Oswald and get a Protection from Fire scroll, which now grants a remarkable 15/- resistance to fire instead of the virtually useless 3/- it used to grant. We burn our only Invisibility Sphere scroll to turn the party invisible, and this time, we keep the party together while approaching Xuki. Dipper lands a massive hit on Xuki right off the bat.
Meanwhile, Asriel holds off the enemies by spamming Entangle. To my surprise, Dipper lands another hit right afterward, a critical hit that chunks the mage that plagued us in the previous run.
We put the enemy to the torch with Potions of Explosions, but Mabel gets caught in an Entangle spell while she's trying to escape, and while I give her the Witherbranch boots, she can't wriggle away fast enough to avoid a fatal arrow.
Dipper exacts vengeance with a Potion of Explosions, and Star follows up with a Fireball spell. The enemy crumples.
More enemies move in, but we still have Entangle spells, allowing us to hold them off while we thin the herd from afar. The last enemy is a Verbeeg, but Asriel's Creeping Doom form gives him high resistance to the verbeeg's piercing damage, as well as a very fast attack that deals lingering damage.
We're through the bottleneck. We have another big one coming up, though: the Horde Fortress, which is absolutely crawling with fighter types that will get higher attack bonuses than they do in vanilla.
But now Star can cast Fireball.
Same set-up. Missed a few mods that I wanted- sleep anywhere, more than one protection item etc but it's playable. My first BGT/EET installation. Weidu as per my last character. Assassins in Candlekeep given better armour/weapons.
Diary of Xazutha
In Candlekeep I dealt with three assassins only one of which hurt me.
Upon leaving Gorion and I were ambushed and he was killed. Why on earth am I attracting so many assassins? Another attacked at the Frienly Arms Inn. He was plain stupid. A weak mage is no match for an Inquisitor of Azuth. He paid the price for his stupidity. I headed south to Nashkel dealing with various hostile characters on the way, ogrillon and hobgoblin mainly. Picked up a letter, an amulet and was given a ring on the way. That ring could be invaluable as my charisma is almost non-existent and it boosts it to 18. In Nashkel I found some nice items, ankheg armour being the most important. I turned down a reward that should have gone to Greywolf and talked to Noober. He's lucky that I didn't throw rocks at him.