@Grond0 I'm not sure what could be causing that, but I know that under the Effects tab on EEKeeper, the effect responsible for setting melee attacks to 1/round should look like this and should be at the top (if not the very first effect):
Thanks @Flashburn. I did do a comparison with another character and saw that effect was missing (as well as one of the cast spell on condition effects that presumably govern how berserk rage triggers).
I realize I could make further adjustments to sort out the character, but given I've already done an appreciable amount in BG2 with a character I'm not happy with I'm just going to retire him at this point.
I throw up PfMW against Illasera because I'm toast if she hits me even once. Under Improved Alacrity, I buff myself and throw out a planetar which cleans house. Illasera seems to have backed off when I cast PfMW, leaving us to fight her goons. When they're all dead, I'm wondering where she went. The planetar finds her first and starts hacking away.
The first challenge is trivial.
At Gromnir's palace, the fight begins in earnest.
Karun the Black casts a Time Stop and moves near me, but I strip away his protections under Improved Alacrity and disable him with Power Word Stun. To add insult to injury, I use my Cause Affliction Bhaal power on him afterward.
IA wears off, so I let Mitty and the planetar fight without my help for a while. I've been trying to get rid of the Il-Khan battlemage but my anti-magic attacks keep being cast at the wrong target. The mage eventually casts Time Stop and finally shows himself because he's got SI: Divination up. My Spell Trap absorbs his spells and I hit him with my staff to dispel most of his buffs, then follow up with a Spellstrike after time resumes. The planetar casts Fire Storm near the mage and he gets toasted.
The fight's over. I return to the Pocket Plane and construct Perfect Stone MK II. Time to do the rest of Watcher's Keep to pick up an ingredient I need to create the ultimate battle golem. Perfect Stone MK II dies fighting the devils of the maze.
I get through the maze and beat the Demon Wraith fair and square this time. Damn thing is only worth 25k XP when it clearly needs to be 50k or more. I arrive at Aesgareth's party an play him at cards. I use SI: necromancy to prevent him from stealing any XP from me, like I did with Nalia in Brunash's playthrough. I lose both times and decide to just fight him for the Magic Golem tome. I win and return to the wild magic area of the maze to build Magic Golem MK I.
Magic Golems will self-destruct if brought into a dead magic area, so I return to the very start of the maze and park him in Yakman's camp. I arrive at Watcher's Keep 4 and retrieve Magic Golem using the shortcut on the outside of the Keep to return to the 4th level. Time to draw cards from the deck. SI: Abjuration and Evocation are used first to protect against Donjon and Euryale. Ruin is no concern because I have a second bag of holding bursting at the seams with loot to sell in case my wild magic eats away at my gold.
SI: Alteration is next to protect against Void and Magician. My staff will protect against Rogue.
SI: Necromancy will protect against Fool. I have SI: Conjuration up too because last time with Brunash, I wasn't expecting Talons.
Wow! Too bad I'm already at max level. The demilich inside the Githyanki's enclave has half of the Adamantium Golem tome, so I pay him a visit. I use a scroll of PfU on him, which keeps him from using most of his spell arsenal, but he'll still gladly spam Trap the Soul and gate in up to 4 Fallen Planetars.
I imprison the Fallen Planetars as they come, but I can't really do much else against the Demilich because its completely immune to magic, so I just have to weave Freedom whenever Mitty and the planetar get trapped. This occurs several times. The demilich fires off a Spellstrike on me at one point because both Mitty and the planetar are imprisoned.
Inside his sarcophagus, I find the first half of the Adamantium Golem tome and another Spectral Obsidian Orb to build another Perfect Mithril golem. Against Saladrex, I have my Projected Image fight him instead of doing it personally. It begins the fight with Improved Alacrity and buffs itself with my standard routine, then starts lowering Sally's MR. Once Greater Malison takes, it casts Unluck and follows up with a woven Polymorph Other. It succeeds, so it casts Magic Missile as the finisher. Pop goes the weasel.
I spare Carston and gain a +1 to all stats and +5% MR for a total of 75% with all my equipment. On Watcher's Keep 5, I decide to let the golems handle the green dragon, but I forgot about its wing buffet attack that does damage. Magic Golem MK I is killed this way.
I only have enough wild magic stone fragments to build 2 more Magic Golems, so I gate in the planetar. It's probably too late in the playthrough to give the planetar a name, but I like to imagine it wearing a cute maid uniform, seeing as how it always has to clean up my messes.
The three challenges are completed and the three keys are acquired. I unlock the Rilmani seal and deal with them easily. Next is Azamantes the pyromaniac lich. His flaming skulls cast Incendiary Cloud, but all of us are unaffected. Azamantes casts Time Stop and Improved Alacrity, then starts unloading a bunch of Magic Missiles and Acid Arrows at me. Unphased, I cast Spell Turning while this is going on in case Spell Trap collapses. He gates in a Fallen Planetar as I cast Shapechange in preparation to devour his brain.
When his Time Stop wears off, I cast my own and then transform into the Illithid, sucking out Azamantes' brain.
I try to do the same to one of the Flaming Skulls but I run out of time. I transform back to normal but my planetar maid has been vorpalled by the Fallen Planetar. Mitty suffers the same fate and so do her kids.
I'm pretty bummed about this because I only have 1 Spectral Orb left, gained from the demilich. I cast PfMW and open the big gate, then imprison the Fallen Planetar. The Flaming Skulls are dealt with by using the Improved Cloak of Protection's Improved Haste and then reshifting back into Illithid form. Back at the Pocket Plane, I build Perfect Iron MK II and Perfect Clay MK III.
Next are the demon amazons. Y'tossi and Xei Win Toh gib my planetar maid, so I gate her back in, and this time she brings a sister.
While under Improved Alacrity, I use a charged Wish, though it doesn't help much. The planetar maid sisters and the golems are enough to bring the amazons to heel.
Demogorgon awaits, but I return to the Pocket Plane to rebuild Mitty the Perfect Mithril Golem MK II.
I just died in a solo HoF run of IWD2--not the current IWD2 run I'm posting on; a separate one--for reasons I don't fully understand. I died due to a failed Fortitude save at full health, indicating an instant death effect, but the only instant death effect the enemy could have used would have been Slay Living. Yet I had Death Ward active according to a screenshot, and testing after the fact confirmed that Death Ward blocks Slay Living. Plus, since I had Aegis active and there were at least several rounds left in its duration, I knew that I couldn't have lost Death Ward to a Dispel Magic spell a fraction of a second before dying.
The only other possibility was that I accidentally cast Flesh to Stone on self. But I wouldn't have done that--I had just tried to hit Sherincal with Disintegrate (which is not an instant death effect in semiOverhaul), not Flesh to Stone, and began casting Mirror Image afterwards. Plus, I did not notice either a line about slashing damage or a line about petrification in the dialogue box after death, which would have indicated death by Disintegrate or Flesh to Stone.
So none of the possible causes of death make sense, which presumably means it was a bug. Yet I've never seen that kind of bug in IWD2 before, and because I seem to be getting more like @Grond0 as time goes on and getting increasingly harsh on myself when it comes to reloads, I've decided not to continue with that run, even though I have good reason to think the cause of death was just a bug.
I've come up with a new strategy for a solo HoF run of semiOverhaul and Tactics. Basically, my Charname is going to be a partially undead gnomish sorcerer who fights by shouting everything to death.
For Demogorgon, I summon my planetar maid and cast a charged wish before the fight starts, gaining us all Improved Haste and getting Hardiness for myself. I run up and challenge Big D who immediately stops time. I flee to the upper platform where the two portals are.
I cast Project Image and have my clone buff to hell using Improved Alacrity and SI: Divination. When time resumes, my clone dies immediately despite the aforementioned SI: Divination. Looks like I have to do this personally. Perfect Clay MK III is already destroyed and has split in half. I used a charged Wand of Monster summoning to bait out his Death Spell, but his Storm of Vengeance slays them all instead. I then use a charged elemental swarm from the Staff of Elemental Mastery +5.
They fight for a full round, but many of my elementals are rendered confused by Big D's insanity gaze. Even Mitty II is not immune! I cast Improved Alacrity and start spamming Pierce Shield at Big D, though I have a better idea. I use a charged Wish to lower everyone's MR to 40% and refresh my arsenal, and then continue spamming Pierce Shield. One of the 6 wishes included casting Improved Haste on all enemies in the area (i.e. everyone who isn't the party, but this includes summons).
Demogorgon is tearing through my poor planetar maids. Each time I summon one, it gets reduced to Badly Injured before it even comes out of its gate because of his excellent THAC0 and on-hit disease. I go through 4 planetars or so until I cast another charged Wish for the Rest option. Perfect Iron MK II and its kids are destroyed by the Hasted Demogorgon. But my summons are making progress eliminating the demon hordes so my Pierce Shields strike true on Big D. Eventually I test his MR with a Greater Malison, which sticks, then I follow up with a spell I haven't used much before: Nahal's Wildstrike.
Nahal's Wildstrike causes the target to Wild Surge every time it casts a spell for while, with a save at -4 to negate. Demogorgon fails the saving throw. I summon a swarm of Mordy's Swords and then cast a third charged Wish for the Rest option but another one of my wishes Wild Surges, causing me to be Dizzy for 1 turn (i.e. 100% casting failure).
Not good. I have to rely on scrolls and items now, but I've got a treasure trove full of scrolls I can use for times like this. But Mitty II and my summons have Demogorgon on the ropes now that his magic is completely unstable, so he can't put up Stoneskins.
Suddenly, he gets a Wild Surge that works in his favor.
Crap. I'm still dizzy, but I can toss out a swarm of Improved Kitthix if I need to. But Mitty II and some Mordy Swords put an end to Demogorgon's rampage.
Demogorgon leaves behind a vial of Fallen Solar blood, necessary for the creation of the ultimate battle construct. I have 2 of the 3 pieces necessary to create it now. I just have to survive until Amkethran and beat Vongoethe, then the sturdiest, strongest golem available in the Golem Construction mod will be mine!
Back in BG1 Marl just chokeslammed a jester character through a table with a 21 point critical after he chose the wrong dialogue option. Gonna have to ease back more on the randomising, 'tis hard to survive with the brain taken out of the equation.
Xzar and Montaron joined us, though Xzar immediately left. Montaron acquired Algernon's Cloak plus several items from Ulgoth's Beard. We left him there and went to pick up Imoen who is a conjurer/thief. She memorised as many spells as she could and in doing so I discovered another mistake in the set-up. I had intended to install easy spell learning and didn't. Not a major problem though. At least she memorised those spells where the scrolls are in short supply. We returned to the mines and had no problems there or after leaving. We have now returned to Beregost and will shortly go in search of the bandit camp. At Ulgoth's Beard we were given a quest which I assume is "Northern Tales of the Sword Coast" We will investigate that later when we are better equipped. We might also pick up some more party members first.
Corthief XIII the human thief update Traveling with: Shar-Teel, Khalid, Viconia, Imoen, Coran Setup: BG 1 EE, no mods, core rules at all times
Was able to play my single player run last night. Our 1st target was Daveorn. Khalid buffed with a potion of absorption and also potion of magic shielding - this drew out Davaeorn's most dangerous spells. Once we saw Davaoern start to melee, that was the party's cue to charge - the vile wizard was slain, and the mines flooded.
Our reputation was getting dangerously high (17) - don't want my evil party members to leave. We also hadn't picked up the ring of fire resistance yet. So we killed two birds with one stone. We traveled to the area east of the Nashkel mines and picked up the ring. We also picked up the wench's friend, Samuel. But before she could escape, we shot her in the back and killed her - reputation problem solved! Hey we said we'd help your friend woman - we didn't say we'd let you live. This also allowed us to return Samuel to get some help for him, without worrying about the resulting reputation gain (puts us to 10).
Time to head to the great City of Baldur's gate. While here, we realized we never had gotten the goodies from Ulgoth's Beard (not enough money before I think) - so we made a brief stop at UB and then returned to Baldur's Gate. Battles/quests done here:
* Got the DEX tome for Corthief XIII * Destroyed the the Ogre Mage with his carrion crawlers pets. We wanted to carry a body on the way out, but had difficulty, so Shar-Teel had to take off her full plate temporarily. This was because we turned in the body to the mage who wanted it (then killed said mage after the body turn in). * Found some thieves breaking into a house. Told them we were thieves like them, then intentionally told them the wrong password - this way went hostile and we killed them and got their stuff. This allowed us to turn in a sphene gem to the nearby Seer as well. * Ran into Vay-ya and Deserta. We went all out on Vay-ya, but once she got held that was the end for her. Khalid then used the greenstone amulet to defeat Deserta * Using a protection from petrifcation scroll (mage), Shar-Teel easily dispatched the Basilisk we found in a warehouse, then reported the deed to the dwarf who wanted us to do it for the reward. * Found some bracers no one needed, and returned them to the owner - puts our rep to 11. * Cleared out the Seven Suns - no problem for this group. While in the area, also helped Aldeth with his guild problem - no problem there either. * Party found Sunin and killed him so fast he couldn't call for his backup. Imoen appreciated the wizard's ring (she had dualed to mage long ago). * A mage in a thief guild also died so fast she couldn't call for her backup either. * Reported our successes to Scar - we didn't get the bonus for the ogre mage and his pets, though, as we forgot to loot the ogre mage apparently.
I wanted to start the poison quest, but needed to end the session soon, so didn't want to start it in case I forgot about it next session - save our session here.
We went to get the red bag from near Mad Arcand. Got some other goodies as well. Had to flee the golem but we survived and got a fair bit of experience. The sirines were hard though. I think that SCS has toughened them up. We used a lot of healing potions in order to survive.
I wanted to wait until the release of the new patch before starting another run, but my impatience got the better of me. Still, I'm going to wait until patch day before re-installing mods, so right now I'm trying my hand at the original version of the randomly generated party challenge, which was also known as "The Meatgrinder". The reason for this name is: It used to be played on insane difficulty. Combined with poor AC and HP scores (randomized, without max hp per levelup), there would usually be tons of deaths and often times several chunkings involved. There are two major modifications I'm making to the original challenge: a) I'm including BG1 and SoD (it was originally a BG2-only-challenge), and b) I'm removing a rule allowing the inclusion of a random official bioware NPC as the sixth party member (usually the most powerful one, as they tend to have at least decent stats). Of course, including SoD into the mix will make this entire thing much more difficult, as hostile backstabbers will be easily capable of chunking low hp party members if one is not very careful.
The run I'm going to start posting here is my second attempt since re-installing BG; The first one suffered death via early bandit ambush (which was disappointing, because I randomed into a fighter/illusionist as my main character, quite the powerful combination).
As usual, everything (including the names) is randomized upon character creation, with the exception of thief ability points. Now, here's my current party; They have just successfully entered Baldur's Gate, thus fullfilling my condition to start posting about their adventures:
The Bhaalspawn: Swidhun, male gnomish priest of talos, chaotic evil 17/12/16/11/10/9, *Mace, *Club A decent main character for survival, as keeping divine spellcasters save seems to be my primary skill when playing Baldur's Gate. Also, 16 con is great, and 17 strength will be useful early on. The wisdom score is kind of bad, but I'm overall quite happy with Swidhun. By now, he has also gained *Slings.
Aetius, male human dragon disciple, chaotic neutral 14/17/10/14/13/17, *Quarterstaff; Starting spells: Infravision, LMD Quite a decent class. No constitution bonus, but dragon disciples get a D6 for their hp roll, which is quite important in this mode. The dexterity score is great, and this will also be a decent face character. Sadly, he got the only non-ranged weapon proficiency, and infravision is a complete waste of a spellslot. By now, he has used the charisma tome, gained *Darts, and I've chosen Identify, Magic Missles, Shield, Web, MI, Invisibility, Haste and Invisibility 3' Radius for his spells (I thought about keeping his entire spellbook randomized, but the potential lack of defensive options seemed too suicidal to me).
Hjallmar, male halfling berserker, chaotic neutral 14/11/12/12/14/14, **Katana, *Scimitar, *Dart Well, the stats are really average - no relevant bonus at all. The class is good, though - a berserker is always useful, and he is my only somewhat tanky character with his ankheg plate and the gauntlets of dexterity. The starting proficiencies, while not great in the early game, are overall very decent when thinking about the long term. I've given him **Scimitar and *Two Weapon Style by now.
Sabellius, male half-orc fighter/cleric, lawful neutral 16/15/14/6/13/15, *War Hammer, *Mace, *Sling, *Two-Handed Weapon Style This one is pretty good. The stats could be slightly better, but having *Sling right away is great, and fighter/clerics are generally quite good, especially in the early game. He has gotten **Slings by now and is the best damage dealer in my party.
Ingeburg, female human totemic druid, true neutral 10/17/16/15/13/15, *Dart, *Single Weapon Style Well, there you go. Early game saved. And the stats are pretty great - only the wisdom score is a bit too low. And she's got *Darts as well! In my opinion, the best character in my party (though I might be a bit biased). By now, she's also gotten *Club and *Sling.
Sextus, male halfling fighter/thief, true neutral 10/15/12/16/9/16, *Bastard Sword, *Long Sword, Two-Handed Sword, *Two Weapon Style Well... with 10 strength, the only weapon profiency that's even usable for this character is *Long Sword. And he will propably die right away if he ever enters melee range - so he's gotta learn how to use a ranged weapon. I've given him *Longbow and the dexterity tome by now. His thieving abilities are all about locks and traps at this point.
So, the positives: A great combination of classes. I really couldn't ask for anything better. Sure, we have three divine spellcasters, two of them single class, but everything else is present as well: An arcane spellcaster, a true fighter-type and a thief. That's pretty good. Also, the clerics and the divine spellcasters should allow me to do very well in BG1. I do have a beserker, and no matter the stats, if I get to BG2, strength belts will make him into a great fighter. So far, so good. The negatives: Mostly, the general fighting ability of this party is somewhat sub-par, with no convincing frontliner for insane difficulty level and a very low physical damage ouput (my best ranged weapon user is a fighter/cleric with 15 dexterity). I do have some pretty great disable and okay magic damage (thanks to wands and the dragon disciple). However, summons are really needed for direct combat.
So how did the early levels go? Well, I had to rely on command or the level 1 spirit animal to deal any damage at all, with no one in my party capable of hitting anything. However, chaining command spells allowed me to take down a couple of the single ankhegs in the cave, after sneaking their without encountering any enemies. Overall, this was quite risky and I stopped, as I had to rest after every ankheg to get my spirit animal back (always killed in one ankheg hit, before the first command spell managed to hit).
Thus, I did some of the easier sidequets around Beregost and Nashkel. My first encounter with death occured when a bit of sluggish movement on my part allowed Greywolf to catch up to Hjallmar, after the bounty hunter made his saves against four different disable attempts. One hit was enough to take down my berserker:
After a while, I got to totemic druid level 3. This meant: Spirit wolves with immunity to petrification, which meant basilisk hunting was an option. I was quite happy to take this opportunity to skip through the most frustrating levels of the game for a party without decent ranged proficiencies:
With hold person added to my arsenal as well, a couple of worthwhile targets with decent loot were hunted down:
Acquiring some gold allowed me to buy the wand of the heavens, so I went to Durlag's Tower to kill some battle horrors. However, as I was tempted to get the scimitar +2, Sextus fell to a lightning trap when trying to open a chest - I simply forgot it was trapped at all:
Another new spell in my arsenal was Aetius' web, which allowed me to go from single target foes to entire groups with ease, especially considering that some of my spirit animals already had free action at this point:
Shoal killed Sextus, but I was unable to stop my summons from killing her before she summoned Droth. Too bad. So, after clearing most of the wilderness areas, I took down Mulahey and the bandit camp in quick succession:
At the iron mines, Drasus just couldn't deal with three webs at once. Hareishan was interrupted via wand of the heavens and killed by spirit lions before getting to use her spells:
Davaeorn, as usual with his poor vanilla script, was unable to defend himself against a couple of summoned skeletons.
After entering the city, I decided to quickly make my way to the gauntlets of ogre strength. I was too lazy to add summons into the mix for what I thought would be a quick and easy battle. However, with 40 damage in one hit taking down Sabellius right away and a scorcher killing the wounded Hjallmar, I had to go for some heavy kiting before resurrecting my fallen party members and deciding to take a break for now:
I was clearly wrong in thinking that my party was capable of taking a real fight without the help of their trusted summons. Lessons have been learned.
Next time, we shall explore the city of Baldur's Gate. Good luck to everyone else!
Best of luck @Enuhal - you'll probably need it with a group of randoms, though if anyone is a veteran of making progress of randomly generated parties it's you. I've only done it about a dozen times or so I think.
After reviewing some screenshots, I've confirmed that semiOverhaul's changes to IWD2 don't change enemy saving throws; they only change enemy attack bonuses. So enemy fighters do have much stronger attacks in semiOverhaul, but they don't have buffed Reflex saves.
We decided to get training for Tenya in the use of her bowl. This ended up in a fight with Lethe, but she does now know how to use it. After killing some ogres north of the Carnival Imoen is now a Conjurer level 5 Thief Level 6. Those elite hobgoblins were a pain. They forced Imoen to use two cure poison potions despite the fact that she was wearing a knave's robe. Lethe had a good staff which Tenya SHOULD be able to use. It looks like a halberd though. ??? Tenya is a Waveservant of Umberlee, so she should definitely be able to use it!! Kit from Faith and Powers I think. I'm not sure if the problem is caused by the Tenya mod or Faith and Powers but I am sure that the Tenya mod has made a mistake in causing it to appear like a halberd.
I think that we should now be strong enough to take on the bandits.
We also hadn't picked up the ring of fire resistance yet. So we killed two birds with one stone. We traveled to the area east of the Nashkel mines and picked up the ring.
There's a ring of fire resistance east of the Nashkel mines???? Damn!
In my defense, while BG has been out for 20 years, I haven't played the entire time. I mean, there was Civilization and Resident Evil, too.
We also hadn't picked up the ring of fire resistance yet. So we killed two birds with one stone. We traveled to the area east of the Nashkel mines and picked up the ring.
There's a ring of fire resistance east of the Nashkel mines???? Damn!
In my defense, while BG has been out for 20 years, I haven't played the entire time. I mean, there was Civilization and Resident Evil, too.
I build Perfect Clay MK IV and set off to make Yaga-Shura vulnerable. Inside his temple, the fire lich that gave Krieg some trouble was handily disabled by using Improved Alacrity to strip away its protections and then casting Power Word Blind on it.
Upstairs, the fire giant priest Berenn had this dagger on him. It's the last Chaos Sorcerer artifact!
I combine Kossuth's Stinger +3 with Grumbar's Defense +2, resulting in a dagger that reigns supreme over elemental fire.
Combining all four artifacts together vastly increases the damage resistance offered by each of the artifact's forms. In addition, the Circlet now confers immunity to Psionic Blasts.
New artifact powers:
- Fire Blast: 10d8 damage fireball, save vs. spell for half - Fire Storm: 4d6 fire damage AoE cloud plus fear for 30 seconds, save vs. spell for half and no fear. Lasts 1 turn. - Corrosive Cloud: 4d8 acid damage cloud, save vs. spell at -2 for half. Lasts 1 turn. - Acid Explosion: 6d8 fire + 8d8 acid damage to single target and target is put to sleep for 3 rounds, save vs. spell at -2 for half damage for both elements and no K.O. - Inferno: 4d6 piercing + 4d6 fire damage cloud, save vs. spell at -2 for half damage for both damage types. Lasts 4 rounds. - Charged Heat Lance: 8d8 fire + 6d8 electrical + 6d8 piercing damage to single target plus stun for 2 rounds, save vs. spell at -2 for half damage of all three types and no stun. - Magma Blast: 8d8 fire + 8d8 acid + 8d8 crushing damage to single target plus confusion, save vs. spell at -2 for half damage of all three types and no confusion.
- ARMAGEDDON: Damage Cloud: 2d8 piercing; 50/50 chance for 2d8 fire or 2d8 cold; 25% chance for 2d8 acid, electrical, both acid + electric, or neither. Anyone inside must save vs. spell at -2 or be affected by one of the following: Blindness (1 turn), Confusion (1 turn), Stun (2 rounds), Slow (1 turn), Panic (5 rounds). 5% chance of anyone inside the cloud being instantly slain, save vs. death at -2 negates. Damage cloud lasts 1 turn. 35' diameter.
I decide to switch the artifact's shape back to the shield so I can still use its powers while holding the Staff of the Magi. I test it out on Brimstone the dragon to little effect, but it takes a chunk off the health of the fire giants.
I'm running a bit low on high-level spells so I use a charged Wish to refresh my stock and take out Brimstone with a Chaotic Eruption.
Back at Nyalee's temple, I notice something I haven't seen before. Nyalee drops a lock of hair upon her death. Something's happening.
A staircase beneath the stone of the temple is revealed. I try to go down, but poisonous vapors knock me out and I assume that my golems haul me back up the stairs. It seems that I'll have to send one of my golems down there to investigate in my stead. I choose Perfect Clay MK IV to go down there.
There's nothing down there besides some shadows and skeletons, though a devil shade makes an appearance.
With the undead cleared out, Perfect Clay enters a portal and takes on a Demon Knight and a Bone Fiend. Neither of them are any danger at all because Perfect Clay is immune to slashing damage. The statue behind them is holding something...
Perfect Clay returns to the surface and hands over the chalice.
Wow! Another ingredient to make a second Perfect Adamantite golem! Melissan and The Five are in for a rude awakening at the Throne when I've got two of these flanking me.
Time to kill Yaga-Shura. The golems and my planetar maid clear the field of soldiers while I sit back, invisible.
When he returns with reinforcements, his mage fires a Chain Contingency that dehydrates Perfect Clay MK IV into a Perfect Stone golem via Horrid Wilting. It's a death sentence for the golem. Yaga-Shura and his soldiers destroy the Perfect Stone golem and it splits into two. I initiate my standard dragon-killing/humiliating spell routine against Yaga: Greater Malison + Unluck + Chaotic Weave -> Polymorph Other. It takes on the first try and the planetar maid finishes him off.
At the Pocket Plane, I'm nice to the solar to get the Mass Cure ability so I can cure myself of intoxication if I need to. At the second challenge, I turn my evil self into a squirrel too. The two remaining stone golems are destroyed in the battle by the planetar's Fire Storm.
To replace Perfect Clay MK IV, I sell the Tethyrian army's stuff at Amkethran and build Lightning Golem MK I. It needs no components except 100k gold and a scroll of Chain Lightning. The Lightning Golem has a special teleport ability that can be used as if under Improved Alacrity. This teleport inflicts minor electrical damage as it teleports at supersonic speed, causing those close to the golem's destination to be knocked backward slightly and must save vs. breath or be deafened for 1d4 rounds.
I donate to Amkethran's temple and take care of some business.
No mist cloud for you, Hexxat.
Only one more lich separates me from the Adamantite Golem tome. Let the games begin!
I don't understand why I am affected by this Time Stop. I re-equip the staff several times after this one is over to make sure I'm protected. Well, its not as if Vongoethe did anything besides summon a horde of skeleton archers who are getting in my helpers' way. I fry them with a Greater Malison + Horrid Wilting combination.
Lightning Golem has taken some damage, so I send him up into the second level to distract the archers up there. Vongoethe gates in a Fallen Planetar and stops time again. He casts a Cloudkill and summons more trash to protect him. After time resumes again, my planetar maid casts Fire Storm on him after I've stripped away his protections to finish him off. I imprison the fallen planetar and the fight is over: the Adamantium Golem tome is mine! Oh yeah, and Marlowe was killed in all the chaos.
I return to the Pocket Plane and set to work. It's finally here, the magnum opus of my golem-building career over the course of BG2! Introducing Adam the Perfect Adamantite Golem MK I!
Perfect Adamantite golems are nearly invincible with 100% magic & elemental resistance and 99% physical damage resistance. Their only vulnerabilities are +4 weapons and better, magical damage, things that can bypass magic resistance, and on-hit effects (like, say, a Balor's no-save vorpal). Vorpal hits from planetars and the fallen solars at the throne can be ignored because Adam's save vs. death is -1, which will let him save against it every time unless his saves are somehow lowered. Like Mitty, Adam regenerates 1 HP/round and will heal from fire damage, which synergizes well with my planetar maid's Fire Storm (which bypasses MR).
@semiticgod in vanilla, you can get the flesh golem book from level 1 of Watcher's Keep. You can then upgrade it to Juggernaut, I believe near the end part of Yaga's Temple on the wall, there's a page to upgrade it to juggernaut golem. Can't get lightning in vanilla, so must be some mod that lets @Flashburn do that.
It's definitely the golem construction mod (which also shows up on this forum). I was referring to the components. I think I only found a single chunk of adamantite, so finding the materials for a Perfect Adamantite Golem was beyond my means.
@Flashburn: Where did you even get that golem? I never found the materials (what are the materials, anyway?) in my Archer/Mage run.
Perfect Adamantite Golems require: - The tome itself, which is split into 2 halves (held by the Watcher's Keep demilich and Vongothe) and can be reassembled by Cespenar for 5000 gold. - 8 bars of adamantite. When you learn how to build Mithril and Adamantite golems, a new option is added to the Wish and Limited Wish spells to let you transmute iron bars into the desired material. After beating Sendai, Nym can sell you some more materials. - A vial of Solar or Fallen Solar blood. As you know, Demogorgon drops Fallen Solar blood, while you can have a golem retrieve a vial of Solar blood from the maze beneath Nyalee's temple. Perfect golems always require a special additional component like this. - Level 33 (31 for transmuters and 43 for bards) and 64k XP. Getting this high requires the XP cap to be removed. Non-transmuter mages in a normal 6-man party are unlikely to get this high, even at the end of ToB, so Perfect Adamantite golems seem to be intended to help solo mages or mages in a small party.
@Flashburn: How do you get into that maze below Nyalee's temple, anyway?
Nyalee drops a lock of hair when she dies. Approaching the altar where the yellow skeleton priest was stuck causes the dialogue to trigger when you have it. It's new as of v5.
@Flashburn: Last I tried it, a dialogue said that I lost consciousness and that only a character that was immune to poison could proceed. Yet none of my party members could enter, even those that had 100% resistance to poison.
I just found out why I died in my IWD2 solo no-reload HoF run: the Festering Drowned Dead and Zombie Lord summons apparently do have that "aura" effect that I thought was never implemented, even in the original game. Turns out that Tactics removed the spell by changing the Animate Dead spell(s), which is why I never noticed it.
What does that aura do? Among some other, smaller effects, it has a 20% chance of instantly killing the target on a failed Fortitude save with a DC of 10. Only undead and bosses are immune; the player can never get immunity to it. Even semiOverhaul's edited Lich Touch spell, which is supposed to give the caster all the typical immunities that undead get, does not block it; the aura uses the vorpal strike opcode instead of the death magic opcode. That means that we have a 1% chance of death per round whenever we're close to a Festering Drowned Dead. And those Aurilite priestesses love to spam Summon Zombie, which in HoF mode will always yield a Festering Drowned Dead.
In the past, I've had a problem with these situations. For the same reason I don't consider bug-related deaths to be legitimate, I don't consider a death to be legitimate if it's due to the modder's mistake (a bug or oversight in the mod) instead of the player's. But if they're the same person, how do I know if I, the modder, would have tweaked the mod to prevent that death? As a no-reloader, I'm biased in favor of changing it to justify a reload.
But this time is different. Even if it hadn't resulted in a dead Charname, I know I wouldn't have let this aura go unchanged when I found out what it did. A 20% chance of a save or death effect for which there are no immunities? On a desirable summons for the player? On an inevitable summons for enemy spellcasters in HoF mode? Which makes solo HoF no-reload runs a total crapshoot? No, that's just silly. That's not the kind of mod I would design.
I'll tweak the aura's instant death effect to only work on low-level critters, like Cloudkill does, and reload.
Draconis guards the entrance to Abazigal's enclave. I weave a Protection from Acid spell but it doubles my HP instead, so I try again and it takes this time. As usual, nothing is much of a threat while I'm under Improved Alacrity.
Further in, Lightning Golem MK I dies to a bunch of water elementals. My planetar maid gets paralyzed several times by their Envelop ability, too.
I press on and the two perfect golems just wipe away any resistance. We make it to Abazigal's boss room and kill the adds and his purple dragon partner.
Since Abazigal is immune to casting failure, I settle for the next best thing: Nahal's Wildstrike. I remove his spell protections, debuff his MR and saves, and Nahal's Wildstrike hits true. No more Stoneskin spam for you, Abby.
He manages to imprison Mitty but I just weave Freedom and act like nothing happened. Abazigal is floundering with wild magic and dies pretty fast. I expected a bit more resistance from him.
I take my next challenge for Dark Taint.
With the Bronze Pantalettes in my possession, I've got all three pantaloons to make the Big Metal Unit. I don't need the Unit itself, but its Frag Grenades will let me give a bit of healing to my golems at-will and burn anyone nearby. Sendai's drow are my first victims.
Odamaron is taken care of, though I really need to find a way to get rid of Liches' PfMW without using Breach. He just prolongs the inevitable by casting it several times.
Sendai herself is pretty easy even if it takes a while because of PfMW spam.
I buy some golem building materials from Nym after coming back outside Sendai's enclave. I have enough iron bars to transmute into adamantite to build the second Perfect Adamantite Golem. I talk Balthazar into joining me at the Throne.
I skip Cyric's challenge because I remind him that Venduris and his dudes are dead. I get an extra 5% MR out of it for a total of 85%.
Next is the Ravager. I use Pierce Shield to lower its MR, but the first one wild surges and becomes an AoE, removing my Spell Trap. I use a few more and then lower its saves and haste my golems. I cast Horrid Wilting a couple times, finishing it off with the second one.
Well... that's it. Time for the throne. Introducing Addy, the Perfect Adamantite Golem MK II!
Oh dear, that's a red circle... I just barely avoid getting hit by Addy. A critical probably could've one-shotted me since I was using my staff's ranged attack. That would've been an anti-climactic, frustrating, and very ironic end to this run. She calms down after a few rounds. Now, its time to get revenge for Krieg.
: Go for the gory! Make a tent out of her ribcage and go camping in the Silver Marches!
update I ran away from Imoen, collected a party then went Bug hunting for experience before clearing out the mine.
I'm giving the Monk a run and was looking to him for traps but he isn't up to the task on his own yet so the wild mage got swapped out to make room for a real thief
Fenix, Halfling Sniper, update 3 BG1 Intro BG1 end SoD end So 3 installs later (forgot proficiency changes in one, the entire Feat system in the second), Fenix is ready to continue in SoA. The 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 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.4 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.4 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension Core (requires ToB): v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB): v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues for Bioware NPCs by shawne: v1.51 BETA BWP 20170519 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended Epilogues for Beamdog NPCs by shawne: v1.51 BETA BWP 20170519 ~BACKBRYNNLAW/SETUP-BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v5 BWP Fix ~BANTERPACK/SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: v15 ~BANTERPACK/SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: v15 ~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: v2.2_Isaya BWP Fix ~IMOENFRIENDSHIP/IMOENFRIENDSHIP.TP2~ #0 #0 // Imoen Friendship: 3.0 ~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #0 // Imoen NPC Romance Mod for BG2:SoA TOB (3.9 Version!): 3.9 ~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #2 // Romance Option -> Don't Allow multiple Romance (Only valid for Vanilla romances): 3.9 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.04 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.04 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.04 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.04 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.04 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.04 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.04 ~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.04 ~UB/UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v27beta ~UB/UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v27beta ~UB/UB.TP2~ #0 #2 // Kalah and What He Was Promised: v27beta ~UB/UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v27beta ~UB/UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v27beta ~UB/UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v27beta ~UB/UB.TP2~ #0 #7 // Restored Encounters: v27beta ~UB/UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v27beta ~UB/UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v27beta ~UB/UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v27beta ~UB/UB.TP2~ #0 #12 // Item Restorations: v27beta ~UB/UB.TP2~ #0 #15 // NPC Portrait Restorations: v27beta ~UB/UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v27beta ~UB/UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v27beta ~UB/UB.TP2~ #0 #18 // Restored Minor Dialogs: v27beta ~UB/UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v27beta ~UB/UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v27beta ~UB/UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v27beta ~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v13.3 ~FADINGPROMISES/SETUP-FADINGPROMISES.TP2~ #0 #0 // Fading Promises: v8 ~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v6 BWP Fix ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Psionics: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 3.7.6 ~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.7.6 ~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 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: 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 #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 #2320 // Trap Cap Removal (Ardanis/GeN1e): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (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 #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 #4050 // Change Jaheira to Neutral Good: v4 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO - Light/Heavy Weapon Distinctions: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.11 ~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.11 ~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 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: 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 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: 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 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: 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 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: 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 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4172 // Increase the price asked by Gaelan Bayle -> Gaelan wants 80,000 gold pieces: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): 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 #6023 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; only selected casters in Shadows of Amn do: 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 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: 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 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8042 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #2 // Shield of Reflection works on SCS Flame Arrows: v2.4 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v2.4 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v2.4 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v2.4 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2.4 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.4 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.4 // Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
Two mistakes with the install: I didn't intend to up the price to 80k, nor the spell license to 10k. I'll console in the gold when I have the appropriate amounts (after I get 20k, I'll console in 65k, and... actually, I might just use the Kidnapping of Boo to get a free magic license later.) The dialog.tlk seems pretty messed up as well, giving me random quotes as feat choices, but no actual bugs yet.
EEKeeper restores Fenix' class and feats, and removes an erroneously permanent Quickstride (+4 movement speed.) He had enough EXP to level in SoD, but as that's normally past the level boundaries, I didn't do it and so Fenix levels to 13 here. For his feat, he takes Lore Bonus. It does precisely what you think.
Irenicus' dungeon is cleared fairly simply, though there's a bit of a scare when I try to use Web against Ilyich, and trap my own members. The "harder dungeon" component actually makes it easier for Fenix, since it means he gets his precious crossbow rather than shortbows. Stealth gets us through the Mephit hell, and... Huh. What mod changed Jaheira's dialogue here? I recall it being slightly different...
A rest to reset Jaheira's higher level spell slots (She gets a level 6 already!), and we continue to crush everything except a single Vampiress. Oh well. Imoen is captured, we answer a riddle, and now Jaheira gets a second level 6. Aerie joins, and almost gets the last hit on Kalah.
I've been considering how to build this party for awhile: I think it's going to be Fenix, Aerie, Keldorn, Cernd/Jaheira, Haer'Dalis, and rotating slot/Imoen. AC in this mod is almost actually useless or unattainable, so frontliners with Stoneskin and Ironskin are going to be necessary, and Cernd's Greater Werewolf Form might actually be used as a tank form for awhile.
Comments
I'm not sure what could be causing that, but I know that under the Effects tab on EEKeeper, the effect responsible for setting melee attacks to 1/round should look like this and should be at the top (if not the very first effect):
Target = Self
Instant, Permanent
Cannot Dispel/Can Bypass Resistance
Probability 100% (right-most prob. field)
Resource 0 = (WH)001
Resource 3 = (WH)003
I realize I could make further adjustments to sort out the character, but given I've already done an appreciable amount in BG2 with a character I'm not happy with I'm just going to retire him at this point.
Nukesalot the Chaos Sorcerer
BG1: 1, 2, 3SoD: 1, 2
BG2: 1, 2, 3, 4
I throw up PfMW against Illasera because I'm toast if she hits me even once. Under Improved Alacrity, I buff myself and throw out a planetar which cleans house. Illasera seems to have backed off when I cast PfMW, leaving us to fight her goons. When they're all dead, I'm wondering where she went. The planetar finds her first and starts hacking away.
The first challenge is trivial.
At Gromnir's palace, the fight begins in earnest.
Karun the Black casts a Time Stop and moves near me, but I strip away his protections under Improved Alacrity and disable him with Power Word Stun. To add insult to injury, I use my Cause Affliction Bhaal power on him afterward.
IA wears off, so I let Mitty and the planetar fight without my help for a while. I've been trying to get rid of the Il-Khan battlemage but my anti-magic attacks keep being cast at the wrong target. The mage eventually casts Time Stop and finally shows himself because he's got SI: Divination up. My Spell Trap absorbs his spells and I hit him with my staff to dispel most of his buffs, then follow up with a Spellstrike after time resumes. The planetar casts Fire Storm near the mage and he gets toasted.
The fight's over. I return to the Pocket Plane and construct Perfect Stone MK II. Time to do the rest of Watcher's Keep to pick up an ingredient I need to create the ultimate battle golem. Perfect Stone MK II dies fighting the devils of the maze.
I get through the maze and beat the Demon Wraith fair and square this time. Damn thing is only worth 25k XP when it clearly needs to be 50k or more. I arrive at Aesgareth's party an play him at cards. I use SI: necromancy to prevent him from stealing any XP from me, like I did with Nalia in Brunash's playthrough. I lose both times and decide to just fight him for the Magic Golem tome. I win and return to the wild magic area of the maze to build Magic Golem MK I.
Magic Golems will self-destruct if brought into a dead magic area, so I return to the very start of the maze and park him in Yakman's camp. I arrive at Watcher's Keep 4 and retrieve Magic Golem using the shortcut on the outside of the Keep to return to the 4th level. Time to draw cards from the deck. SI: Abjuration and Evocation are used first to protect against Donjon and Euryale. Ruin is no concern because I have a second bag of holding bursting at the seams with loot to sell in case my wild magic eats away at my gold.
SI: Alteration is next to protect against Void and Magician. My staff will protect against Rogue.
SI: Necromancy will protect against Fool. I have SI: Conjuration up too because last time with Brunash, I wasn't expecting Talons.
Wow! Too bad I'm already at max level. The demilich inside the Githyanki's enclave has half of the Adamantium Golem tome, so I pay him a visit. I use a scroll of PfU on him, which keeps him from using most of his spell arsenal, but he'll still gladly spam Trap the Soul and gate in up to 4 Fallen Planetars.
I imprison the Fallen Planetars as they come, but I can't really do much else against the Demilich because its completely immune to magic, so I just have to weave Freedom whenever Mitty and the planetar get trapped. This occurs several times. The demilich fires off a Spellstrike on me at one point because both Mitty and the planetar are imprisoned.
Inside his sarcophagus, I find the first half of the Adamantium Golem tome and another Spectral Obsidian Orb to build another Perfect Mithril golem. Against Saladrex, I have my Projected Image fight him instead of doing it personally. It begins the fight with Improved Alacrity and buffs itself with my standard routine, then starts lowering Sally's MR. Once Greater Malison takes, it casts Unluck and follows up with a woven Polymorph Other. It succeeds, so it casts Magic Missile as the finisher. Pop goes the weasel.
I spare Carston and gain a +1 to all stats and +5% MR for a total of 75% with all my equipment. On Watcher's Keep 5, I decide to let the golems handle the green dragon, but I forgot about its wing buffet attack that does damage. Magic Golem MK I is killed this way.
I only have enough wild magic stone fragments to build 2 more Magic Golems, so I gate in the planetar. It's probably too late in the playthrough to give the planetar a name, but I like to imagine it wearing a cute maid uniform, seeing as how it always has to clean up my messes.
The three challenges are completed and the three keys are acquired. I unlock the Rilmani seal and deal with them easily. Next is Azamantes the pyromaniac lich. His flaming skulls cast Incendiary Cloud, but all of us are unaffected. Azamantes casts Time Stop and Improved Alacrity, then starts unloading a bunch of Magic Missiles and Acid Arrows at me. Unphased, I cast Spell Turning while this is going on in case Spell Trap collapses. He gates in a Fallen Planetar as I cast Shapechange in preparation to devour his brain.
When his Time Stop wears off, I cast my own and then transform into the Illithid, sucking out Azamantes' brain.
I try to do the same to one of the Flaming Skulls but I run out of time. I transform back to normal but my planetar maid has been vorpalled by the Fallen Planetar. Mitty suffers the same fate and so do her kids.
I'm pretty bummed about this because I only have 1 Spectral Orb left, gained from the demilich. I cast PfMW and open the big gate, then imprison the Fallen Planetar. The Flaming Skulls are dealt with by using the Improved Cloak of Protection's Improved Haste and then reshifting back into Illithid form. Back at the Pocket Plane, I build Perfect Iron MK II and Perfect Clay MK III.
Next are the demon amazons. Y'tossi and Xei Win Toh gib my planetar maid, so I gate her back in, and this time she brings a sister.
While under Improved Alacrity, I use a charged Wish, though it doesn't help much. The planetar maid sisters and the golems are enough to bring the amazons to heel.
Demogorgon awaits, but I return to the Pocket Plane to rebuild Mitty the Perfect Mithril Golem MK II.
Nukesalot - Chaos Sorcerer 50
The only other possibility was that I accidentally cast Flesh to Stone on self. But I wouldn't have done that--I had just tried to hit Sherincal with Disintegrate (which is not an instant death effect in semiOverhaul), not Flesh to Stone, and began casting Mirror Image afterwards. Plus, I did not notice either a line about slashing damage or a line about petrification in the dialogue box after death, which would have indicated death by Disintegrate or Flesh to Stone.
So none of the possible causes of death make sense, which presumably means it was a bug. Yet I've never seen that kind of bug in IWD2 before, and because I seem to be getting more like @Grond0 as time goes on and getting increasingly harsh on myself when it comes to reloads, I've decided not to continue with that run, even though I have good reason to think the cause of death was just a bug.
I've come up with a new strategy for a solo HoF run of semiOverhaul and Tactics. Basically, my Charname is going to be a partially undead gnomish sorcerer who fights by shouting everything to death.
Nukesalot the Chaos Sorcerer
BG1: 1, 2, 3SoD: 1, 2
BG2: 1, 2, 3, 4
ToB: 1
For Demogorgon, I summon my planetar maid and cast a charged wish before the fight starts, gaining us all Improved Haste and getting Hardiness for myself. I run up and challenge Big D who immediately stops time. I flee to the upper platform where the two portals are.
I cast Project Image and have my clone buff to hell using Improved Alacrity and SI: Divination. When time resumes, my clone dies immediately despite the aforementioned SI: Divination. Looks like I have to do this personally. Perfect Clay MK III is already destroyed and has split in half. I used a charged Wand of Monster summoning to bait out his Death Spell, but his Storm of Vengeance slays them all instead. I then use a charged elemental swarm from the Staff of Elemental Mastery +5.
They fight for a full round, but many of my elementals are rendered confused by Big D's insanity gaze. Even Mitty II is not immune! I cast Improved Alacrity and start spamming Pierce Shield at Big D, though I have a better idea. I use a charged Wish to lower everyone's MR to 40% and refresh my arsenal, and then continue spamming Pierce Shield. One of the 6 wishes included casting Improved Haste on all enemies in the area (i.e. everyone who isn't the party, but this includes summons).
Demogorgon is tearing through my poor planetar maids. Each time I summon one, it gets reduced to Badly Injured before it even comes out of its gate because of his excellent THAC0 and on-hit disease. I go through 4 planetars or so until I cast another charged Wish for the Rest option. Perfect Iron MK II and its kids are destroyed by the Hasted Demogorgon. But my summons are making progress eliminating the demon hordes so my Pierce Shields strike true on Big D. Eventually I test his MR with a Greater Malison, which sticks, then I follow up with a spell I haven't used much before: Nahal's Wildstrike.
Nahal's Wildstrike causes the target to Wild Surge every time it casts a spell for while, with a save at -4 to negate. Demogorgon fails the saving throw. I summon a swarm of Mordy's Swords and then cast a third charged Wish for the Rest option but another one of my wishes Wild Surges, causing me to be Dizzy for 1 turn (i.e. 100% casting failure).
Not good. I have to rely on scrolls and items now, but I've got a treasure trove full of scrolls I can use for times like this. But Mitty II and my summons have Demogorgon on the ropes now that his magic is completely unstable, so he can't put up Stoneskins.
Suddenly, he gets a Wild Surge that works in his favor.
Crap. I'm still dizzy, but I can toss out a swarm of Improved Kitthix if I need to. But Mitty II and some Mordy Swords put an end to Demogorgon's rampage.
Demogorgon leaves behind a vial of Fallen Solar blood, necessary for the creation of the ultimate battle construct. I have 2 of the 3 pieces necessary to create it now. I just have to survive until Amkethran and beat Vongoethe, then the sturdiest, strongest golem available in the Golem Construction mod will be mine!
Nukesalot - Chaos Sorcerer 50
Diary of Yazutha
Xzar and Montaron joined us, though Xzar immediately left. Montaron acquired Algernon's Cloak plus several items from Ulgoth's Beard. We left him there and went to pick up Imoen who is a conjurer/thief.She memorised as many spells as she could and in doing so I discovered another mistake in the set-up. I had intended to install easy spell learning and didn't. Not a major problem though. At least she memorised those spells where the scrolls are in short supply.
We returned to the mines and had no problems there or after leaving.
We have now returned to Beregost and will shortly go in search of the bandit camp.
At Ulgoth's Beard we were given a quest which I assume is "Northern Tales of the Sword Coast" We will investigate that later when we are better equipped. We might also pick up some more party members first.
Traveling with: Shar-Teel, Khalid, Viconia, Imoen, Coran
Setup: BG 1 EE, no mods, core rules at all times
Was able to play my single player run last night. Our 1st target was Daveorn. Khalid buffed with a potion of absorption and also potion of magic shielding - this drew out Davaeorn's most dangerous spells. Once we saw Davaoern start to melee, that was the party's cue to charge - the vile wizard was slain, and the mines flooded.
Our reputation was getting dangerously high (17) - don't want my evil party members to leave. We also hadn't picked up the ring of fire resistance yet. So we killed two birds with one stone. We traveled to the area east of the Nashkel mines and picked up the ring. We also picked up the wench's friend, Samuel. But before she could escape, we shot her in the back and killed her - reputation problem solved! Hey we said we'd help your friend woman - we didn't say we'd let you live. This also allowed us to return Samuel to get some help for him, without worrying about the resulting reputation gain (puts us to 10).
Time to head to the great City of Baldur's gate. While here, we realized we never had gotten the goodies from Ulgoth's Beard (not enough money before I think) - so we made a brief stop at UB and then returned to Baldur's Gate. Battles/quests done here:
* Got the DEX tome for Corthief XIII
* Destroyed the the Ogre Mage with his carrion crawlers pets. We wanted to carry a body on the way out, but had difficulty, so Shar-Teel had to take off her full plate temporarily. This was because we turned in the body to the mage who wanted it (then killed said mage after the body turn in).
* Found some thieves breaking into a house. Told them we were thieves like them, then intentionally told them the wrong password - this way went hostile and we killed them and got their stuff. This allowed us to turn in a sphene gem to the nearby Seer as well.
* Ran into Vay-ya and Deserta. We went all out on Vay-ya, but once she got held that was the end for her. Khalid then used the greenstone amulet to defeat Deserta
* Using a protection from petrifcation scroll (mage), Shar-Teel easily dispatched the Basilisk we found in a warehouse, then reported the deed to the dwarf who wanted us to do it for the reward.
* Found some bracers no one needed, and returned them to the owner - puts our rep to 11.
* Cleared out the Seven Suns - no problem for this group. While in the area, also helped Aldeth with his guild problem - no problem there either.
* Party found Sunin and killed him so fast he couldn't call for his backup. Imoen appreciated the wizard's ring (she had dualed to mage long ago).
* A mage in a thief guild also died so fast she couldn't call for her backup either.
* Reported our successes to Scar - we didn't get the bonus for the ogre mage and his pets, though, as we forgot to loot the ogre mage apparently.
I wanted to start the poison quest, but needed to end the session soon, so didn't want to start it in case I forgot about it next session - save our session here.
Diary of Yazutha
We went to get the red bag from near Mad Arcand. Got some other goodies as well. Had to flee the golem but we survived and got a fair bit of experience. The sirines were hard though. I think that SCS has toughened them up. We used a lot of healing potions in order to survive.I wanted to wait until the release of the new patch before starting another run, but my impatience got the better of me. Still, I'm going to wait until patch day before re-installing mods, so right now I'm trying my hand at the original version of the randomly generated party challenge, which was also known as "The Meatgrinder". The reason for this name is: It used to be played on insane difficulty. Combined with poor AC and HP scores (randomized, without max hp per levelup), there would usually be tons of deaths and often times several chunkings involved.
There are two major modifications I'm making to the original challenge: a) I'm including BG1 and SoD (it was originally a BG2-only-challenge), and b) I'm removing a rule allowing the inclusion of a random official bioware NPC as the sixth party member (usually the most powerful one, as they tend to have at least decent stats). Of course, including SoD into the mix will make this entire thing much more difficult, as hostile backstabbers will be easily capable of chunking low hp party members if one is not very careful.
The run I'm going to start posting here is my second attempt since re-installing BG; The first one suffered death via early bandit ambush (which was disappointing, because I randomed into a fighter/illusionist as my main character, quite the powerful combination).
As usual, everything (including the names) is randomized upon character creation, with the exception of thief ability points. Now, here's my current party; They have just successfully entered Baldur's Gate, thus fullfilling my condition to start posting about their adventures:
The Bhaalspawn: Swidhun, male gnomish priest of talos, chaotic evil
17/12/16/11/10/9, *Mace, *Club
A decent main character for survival, as keeping divine spellcasters save seems to be my primary skill when playing Baldur's Gate. Also, 16 con is great, and 17 strength will be useful early on. The wisdom score is kind of bad, but I'm overall quite happy with Swidhun. By now, he has also gained *Slings.
Aetius, male human dragon disciple, chaotic neutral
14/17/10/14/13/17, *Quarterstaff; Starting spells: Infravision, LMD
Quite a decent class. No constitution bonus, but dragon disciples get a D6 for their hp roll, which is quite important in this mode. The dexterity score is great, and this will also be a decent face character. Sadly, he got the only non-ranged weapon proficiency, and infravision is a complete waste of a spellslot. By now, he has used the charisma tome, gained *Darts, and I've chosen Identify, Magic Missles, Shield, Web, MI, Invisibility, Haste and Invisibility 3' Radius for his spells (I thought about keeping his entire spellbook randomized, but the potential lack of defensive options seemed too suicidal to me).
Hjallmar, male halfling berserker, chaotic neutral
14/11/12/12/14/14, **Katana, *Scimitar, *Dart
Well, the stats are really average - no relevant bonus at all. The class is good, though - a berserker is always useful, and he is my only somewhat tanky character with his ankheg plate and the gauntlets of dexterity. The starting proficiencies, while not great in the early game, are overall very decent when thinking about the long term. I've given him **Scimitar and *Two Weapon Style by now.
Sabellius, male half-orc fighter/cleric, lawful neutral
16/15/14/6/13/15, *War Hammer, *Mace, *Sling, *Two-Handed Weapon Style
This one is pretty good. The stats could be slightly better, but having *Sling right away is great, and fighter/clerics are generally quite good, especially in the early game. He has gotten **Slings by now and is the best damage dealer in my party.
Ingeburg, female human totemic druid, true neutral
10/17/16/15/13/15, *Dart, *Single Weapon Style
Well, there you go. Early game saved. And the stats are pretty great - only the wisdom score is a bit too low. And she's got *Darts as well! In my opinion, the best character in my party (though I might be a bit biased). By now, she's also gotten *Club and *Sling.
Sextus, male halfling fighter/thief, true neutral
10/15/12/16/9/16, *Bastard Sword, *Long Sword, Two-Handed Sword, *Two Weapon Style
Well... with 10 strength, the only weapon profiency that's even usable for this character is *Long Sword. And he will propably die right away if he ever enters melee range - so he's gotta learn how to use a ranged weapon. I've given him *Longbow and the dexterity tome by now. His thieving abilities are all about locks and traps at this point.
So, the positives: A great combination of classes. I really couldn't ask for anything better. Sure, we have three divine spellcasters, two of them single class, but everything else is present as well: An arcane spellcaster, a true fighter-type and a thief. That's pretty good. Also, the clerics and the divine spellcasters should allow me to do very well in BG1. I do have a beserker, and no matter the stats, if I get to BG2, strength belts will make him into a great fighter. So far, so good.
The negatives: Mostly, the general fighting ability of this party is somewhat sub-par, with no convincing frontliner for insane difficulty level and a very low physical damage ouput (my best ranged weapon user is a fighter/cleric with 15 dexterity). I do have some pretty great disable and okay magic damage (thanks to wands and the dragon disciple). However, summons are really needed for direct combat.
So how did the early levels go? Well, I had to rely on command or the level 1 spirit animal to deal any damage at all, with no one in my party capable of hitting anything. However, chaining command spells allowed me to take down a couple of the single ankhegs in the cave, after sneaking their without encountering any enemies. Overall, this was quite risky and I stopped, as I had to rest after every ankheg to get my spirit animal back (always killed in one ankheg hit, before the first command spell managed to hit).
Thus, I did some of the easier sidequets around Beregost and Nashkel. My first encounter with death occured when a bit of sluggish movement on my part allowed Greywolf to catch up to Hjallmar, after the bounty hunter made his saves against four different disable attempts. One hit was enough to take down my berserker:
After a while, I got to totemic druid level 3. This meant: Spirit wolves with immunity to petrification, which meant basilisk hunting was an option. I was quite happy to take this opportunity to skip through the most frustrating levels of the game for a party without decent ranged proficiencies:
With hold person added to my arsenal as well, a couple of worthwhile targets with decent loot were hunted down:
Acquiring some gold allowed me to buy the wand of the heavens, so I went to Durlag's Tower to kill some battle horrors. However, as I was tempted to get the scimitar +2, Sextus fell to a lightning trap when trying to open a chest - I simply forgot it was trapped at all:
Another new spell in my arsenal was Aetius' web, which allowed me to go from single target foes to entire groups with ease, especially considering that some of my spirit animals already had free action at this point:
Shoal killed Sextus, but I was unable to stop my summons from killing her before she summoned Droth. Too bad.
So, after clearing most of the wilderness areas, I took down Mulahey and the bandit camp in quick succession:
At the iron mines, Drasus just couldn't deal with three webs at once. Hareishan was interrupted via wand of the heavens and killed by spirit lions before getting to use her spells:
Davaeorn, as usual with his poor vanilla script, was unable to defend himself against a couple of summoned skeletons.
After entering the city, I decided to quickly make my way to the gauntlets of ogre strength. I was too lazy to add summons into the mix for what I thought would be a quick and easy battle. However, with 40 damage in one hit taking down Sabellius right away and a scorcher killing the wounded Hjallmar, I had to go for some heavy kiting before resurrecting my fallen party members and deciding to take a break for now:
I was clearly wrong in thinking that my party was capable of taking a real fight without the help of their trusted summons. Lessons have been learned.
Next time, we shall explore the city of Baldur's Gate. Good luck to everyone else!
Enuhal
Diary of Yazutha
We decided to get training for Tenya in the use of her bowl. This ended up in a fight with Lethe, but she does now know how to use it.After killing some ogres north of the Carnival Imoen is now a Conjurer level 5 Thief Level 6. Those elite hobgoblins were a pain. They forced Imoen to use two cure poison potions despite the fact that she was wearing a knave's robe.
Lethe had a good staff which Tenya SHOULD be able to use. It looks like a halberd though. ???
Tenya is a Waveservant of Umberlee, so she should definitely be able to use it!!
Kit from Faith and Powers I think. I'm not sure if the problem is caused by the Tenya mod or Faith and Powers but I am sure that the Tenya mod has made a mistake in causing it to appear like a halberd.
I think that we should now be strong enough to take on the bandits.
In my defense, while BG has been out for 20 years, I haven't played the entire time. I mean, there was Civilization and Resident Evil, too.
There are some useful gems along with it too.
Nukesalot the Chaos Sorcerer
BG1: 1, 2, 3SoD: 1, 2
BG2: 1, 2, 3, 4
ToB: 1, 2
I build Perfect Clay MK IV and set off to make Yaga-Shura vulnerable. Inside his temple, the fire lich that gave Krieg some trouble was handily disabled by using Improved Alacrity to strip away its protections and then casting Power Word Blind on it.
Upstairs, the fire giant priest Berenn had this dagger on him. It's the last Chaos Sorcerer artifact!
I combine Kossuth's Stinger +3 with Grumbar's Defense +2, resulting in a dagger that reigns supreme over elemental fire.
Combining all four artifacts together vastly increases the damage resistance offered by each of the artifact's forms. In addition, the Circlet now confers immunity to Psionic Blasts.
New artifact powers:
- Fire Storm: 4d6 fire damage AoE cloud plus fear for 30 seconds, save vs. spell for half and no fear. Lasts 1 turn.
- Corrosive Cloud: 4d8 acid damage cloud, save vs. spell at -2 for half. Lasts 1 turn.
- Acid Explosion: 6d8 fire + 8d8 acid damage to single target and target is put to sleep for 3 rounds, save vs. spell at -2 for half damage for both elements and no K.O.
- Inferno: 4d6 piercing + 4d6 fire damage cloud, save vs. spell at -2 for half damage for both damage types. Lasts 4 rounds.
- Charged Heat Lance: 8d8 fire + 6d8 electrical + 6d8 piercing damage to single target plus stun for 2 rounds, save vs. spell at -2 for half damage of all three types and no stun.
- Magma Blast: 8d8 fire + 8d8 acid + 8d8 crushing damage to single target plus confusion, save vs. spell at -2 for half damage of all three types and no confusion.
- ARMAGEDDON: Damage Cloud: 2d8 piercing; 50/50 chance for 2d8 fire or 2d8 cold; 25% chance for 2d8 acid, electrical, both acid + electric, or neither. Anyone inside must save vs. spell at -2 or be affected by one of the following: Blindness (1 turn), Confusion (1 turn), Stun (2 rounds), Slow (1 turn), Panic (5 rounds). 5% chance of anyone inside the cloud being instantly slain, save vs. death at -2 negates. Damage cloud lasts 1 turn. 35' diameter.
I decide to switch the artifact's shape back to the shield so I can still use its powers while holding the Staff of the Magi. I test it out on Brimstone the dragon to little effect, but it takes a chunk off the health of the fire giants.
I'm running a bit low on high-level spells so I use a charged Wish to refresh my stock and take out Brimstone with a Chaotic Eruption.
Back at Nyalee's temple, I notice something I haven't seen before. Nyalee drops a lock of hair upon her death. Something's happening.
A staircase beneath the stone of the temple is revealed. I try to go down, but poisonous vapors knock me out and I assume that my golems haul me back up the stairs. It seems that I'll have to send one of my golems down there to investigate in my stead. I choose Perfect Clay MK IV to go down there.
There's nothing down there besides some shadows and skeletons, though a devil shade makes an appearance.
With the undead cleared out, Perfect Clay enters a portal and takes on a Demon Knight and a Bone Fiend. Neither of them are any danger at all because Perfect Clay is immune to slashing damage. The statue behind them is holding something...
Perfect Clay returns to the surface and hands over the chalice.
Wow! Another ingredient to make a second Perfect Adamantite golem! Melissan and The Five are in for a rude awakening at the Throne when I've got two of these flanking me.
Time to kill Yaga-Shura. The golems and my planetar maid clear the field of soldiers while I sit back, invisible.
When he returns with reinforcements, his mage fires a Chain Contingency that dehydrates Perfect Clay MK IV into a Perfect Stone golem via Horrid Wilting. It's a death sentence for the golem. Yaga-Shura and his soldiers destroy the Perfect Stone golem and it splits into two. I initiate my standard dragon-killing/humiliating spell routine against Yaga: Greater Malison + Unluck + Chaotic Weave -> Polymorph Other. It takes on the first try and the planetar maid finishes him off.
At the Pocket Plane, I'm nice to the solar to get the Mass Cure ability so I can cure myself of intoxication if I need to. At the second challenge, I turn my evil self into a squirrel too. The two remaining stone golems are destroyed in the battle by the planetar's Fire Storm.
To replace Perfect Clay MK IV, I sell the Tethyrian army's stuff at Amkethran and build Lightning Golem MK I. It needs no components except 100k gold and a scroll of Chain Lightning. The Lightning Golem has a special teleport ability that can be used as if under Improved Alacrity. This teleport inflicts minor electrical damage as it teleports at supersonic speed, causing those close to the golem's destination to be knocked backward slightly and must save vs. breath or be deafened for 1d4 rounds.
I donate to Amkethran's temple and take care of some business.
Only one more lich separates me from the Adamantite Golem tome. Let the games begin!
I don't understand why I am affected by this Time Stop. I re-equip the staff several times after this one is over to make sure I'm protected. Well, its not as if Vongoethe did anything besides summon a horde of skeleton archers who are getting in my helpers' way. I fry them with a Greater Malison + Horrid Wilting combination.
Lightning Golem has taken some damage, so I send him up into the second level to distract the archers up there. Vongoethe gates in a Fallen Planetar and stops time again. He casts a Cloudkill and summons more trash to protect him. After time resumes again, my planetar maid casts Fire Storm on him after I've stripped away his protections to finish him off. I imprison the fallen planetar and the fight is over: the Adamantium Golem tome is mine! Oh yeah, and Marlowe was killed in all the chaos.
I return to the Pocket Plane and set to work. It's finally here, the magnum opus of my golem-building career over the course of BG2! Introducing Adam the Perfect Adamantite Golem MK I!
Perfect Adamantite golems are nearly invincible with 100% magic & elemental resistance and 99% physical damage resistance. Their only vulnerabilities are +4 weapons and better, magical damage, things that can bypass magic resistance, and on-hit effects (like, say, a Balor's no-save vorpal). Vorpal hits from planetars and the fallen solars at the throne can be ignored because Adam's save vs. death is -1, which will let him save against it every time unless his saves are somehow lowered. Like Mitty, Adam regenerates 1 HP/round and will heal from fire damage, which synergizes well with my planetar maid's Fire Storm (which bypasses MR).
I think Abazigal is in for some serious trouble.
Nukesalot - Chaos Sorcerer 50
(Found through the wonders of Firefox)
http://www.shsforums.net/topic/58696-mod-golem-construction-for-spellcasters/
- The tome itself, which is split into 2 halves (held by the Watcher's Keep demilich and Vongothe) and can be reassembled by Cespenar for 5000 gold.
- 8 bars of adamantite. When you learn how to build Mithril and Adamantite golems, a new option is added to the Wish and Limited Wish spells to let you transmute iron bars into the desired material. After beating Sendai, Nym can sell you some more materials.
- A vial of Solar or Fallen Solar blood. As you know, Demogorgon drops Fallen Solar blood, while you can have a golem retrieve a vial of Solar blood from the maze beneath Nyalee's temple. Perfect golems always require a special additional component like this.
- Level 33 (31 for transmuters and 43 for bards) and 64k XP. Getting this high requires the XP cap to be removed. Non-transmuter mages in a normal 6-man party are unlikely to get this high, even at the end of ToB, so Perfect Adamantite golems seem to be intended to help solo mages or mages in a small party.
What does that aura do? Among some other, smaller effects, it has a 20% chance of instantly killing the target on a failed Fortitude save with a DC of 10. Only undead and bosses are immune; the player can never get immunity to it. Even semiOverhaul's edited Lich Touch spell, which is supposed to give the caster all the typical immunities that undead get, does not block it; the aura uses the vorpal strike opcode instead of the death magic opcode. That means that we have a 1% chance of death per round whenever we're close to a Festering Drowned Dead. And those Aurilite priestesses love to spam Summon Zombie, which in HoF mode will always yield a Festering Drowned Dead.
In the past, I've had a problem with these situations. For the same reason I don't consider bug-related deaths to be legitimate, I don't consider a death to be legitimate if it's due to the modder's mistake (a bug or oversight in the mod) instead of the player's. But if they're the same person, how do I know if I, the modder, would have tweaked the mod to prevent that death? As a no-reloader, I'm biased in favor of changing it to justify a reload.
But this time is different. Even if it hadn't resulted in a dead Charname, I know I wouldn't have let this aura go unchanged when I found out what it did. A 20% chance of a save or death effect for which there are no immunities? On a desirable summons for the player? On an inevitable summons for enemy spellcasters in HoF mode? Which makes solo HoF no-reload runs a total crapshoot? No, that's just silly. That's not the kind of mod I would design.
I'll tweak the aura's instant death effect to only work on low-level critters, like Cloudkill does, and reload.
Nukesalot the Chaos Sorcerer
BG1: 1, 2, 3SoD: 1, 2
BG2: 1, 2, 3, 4
ToB: 1, 2, 3
Draconis guards the entrance to Abazigal's enclave. I weave a Protection from Acid spell but it doubles my HP instead, so I try again and it takes this time. As usual, nothing is much of a threat while I'm under Improved Alacrity.
Further in, Lightning Golem MK I dies to a bunch of water elementals. My planetar maid gets paralyzed several times by their Envelop ability, too.
I press on and the two perfect golems just wipe away any resistance. We make it to Abazigal's boss room and kill the adds and his purple dragon partner.
Since Abazigal is immune to casting failure, I settle for the next best thing: Nahal's Wildstrike. I remove his spell protections, debuff his MR and saves, and Nahal's Wildstrike hits true. No more Stoneskin spam for you, Abby.
He manages to imprison Mitty but I just weave Freedom and act like nothing happened. Abazigal is floundering with wild magic and dies pretty fast. I expected a bit more resistance from him.
I take my next challenge for Dark Taint.
With the Bronze Pantalettes in my possession, I've got all three pantaloons to make the Big Metal Unit. I don't need the Unit itself, but its Frag Grenades will let me give a bit of healing to my golems at-will and burn anyone nearby. Sendai's drow are my first victims.
Odamaron is taken care of, though I really need to find a way to get rid of Liches' PfMW without using Breach. He just prolongs the inevitable by casting it several times.
Sendai herself is pretty easy even if it takes a while because of PfMW spam.
I buy some golem building materials from Nym after coming back outside Sendai's enclave. I have enough iron bars to transmute into adamantite to build the second Perfect Adamantite Golem. I talk Balthazar into joining me at the Throne.
I skip Cyric's challenge because I remind him that Venduris and his dudes are dead. I get an extra 5% MR out of it for a total of 85%.
Next is the Ravager. I use Pierce Shield to lower its MR, but the first one wild surges and becomes an AoE, removing my Spell Trap. I use a few more and then lower its saves and haste my golems. I cast Horrid Wilting a couple times, finishing it off with the second one.
Well... that's it. Time for the throne. Introducing Addy, the Perfect Adamantite Golem MK II!
Oh dear, that's a red circle... I just barely avoid getting hit by Addy. A critical probably could've one-shotted me since I was using my staff's ranged attack. That would've been an anti-climactic, frustrating, and very ironic end to this run. She calms down after a few rounds. Now, its time to get revenge for Krieg.
: Go for the gory! Make a tent out of her ribcage and go camping in the Silver Marches!
Nukesalot - Chaos Sorcerer 50
I ran away from Imoen, collected a party then went Bug hunting for experience before clearing out the mine.
I'm giving the Monk a run and was looking to him for traps but he isn't up to the task on his own yet so the wild mage got swapped out to make room for a real thief
BG1 Intro
BG1 end
SoD end
So 3 installs later (forgot proficiency changes in one, the entire Feat system in the second), Fenix is ready to continue in SoA. The 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
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.4
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.4
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension Core (requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues for Bioware NPCs by shawne: v1.51 BETA BWP 20170519
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended Epilogues for Beamdog NPCs by shawne: v1.51 BETA BWP 20170519
~BACKBRYNNLAW/SETUP-BACKBRYNNLAW.TP2~ #0 #0 // Back to Brynnlaw mod for Baldur's Gate II: v5 BWP Fix
~BANTERPACK/SETUP-BANTERPACK.TP2~ #0 #0 // Pocket Plane Banter Pack for BG2: Shadows of Amn: v15
~BANTERPACK/SETUP-BANTERPACK.TP2~ #0 #2 // Pocket Plane Banter Pack for BG2: Throne of Bhaal: v15
~MAZZY/SETUP-MAZZY.TP2~ #0 #0 // Mazzy Friendship: v2.2_Isaya BWP Fix
~IMOENFRIENDSHIP/IMOENFRIENDSHIP.TP2~ #0 #0 // Imoen Friendship: 3.0
~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #0 // Imoen NPC Romance Mod for BG2:SoA TOB (3.9 Version!): 3.9
~IMOENROMANCE/SETUP-IMOENROMANCE.TP2~ #0 #2 // Romance Option -> Don't Allow multiple Romance (Only valid for Vanilla romances): 3.9
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.04
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.04
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.04
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.04
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.04
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.04
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.04
~NPCFLIRT/SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.04
~UB/UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v27beta
~UB/UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v27beta
~UB/UB.TP2~ #0 #2 // Kalah and What He Was Promised: v27beta
~UB/UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v27beta
~UB/UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v27beta
~UB/UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v27beta
~UB/UB.TP2~ #0 #7 // Restored Encounters: v27beta
~UB/UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v27beta
~UB/UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v27beta
~UB/UB.TP2~ #0 #10 // Restored Hell Minions, by SimDing0: v27beta
~UB/UB.TP2~ #0 #12 // Item Restorations: v27beta
~UB/UB.TP2~ #0 #15 // NPC Portrait Restorations: v27beta
~UB/UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v27beta
~UB/UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v27beta
~UB/UB.TP2~ #0 #18 // Restored Minor Dialogs: v27beta
~UB/UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v27beta
~UB/UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v27beta
~UB/UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v27beta
~ALTERNATIVES/SETUP-ALTERNATIVES.TP2~ #0 #0 // Alternatives: v13.3
~FADINGPROMISES/SETUP-FADINGPROMISES.TP2~ #0 #0 // Fading Promises: v8
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v6 BWP Fix
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #500 // Multiclass Kits: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Psionics: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Class Overhaul: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Movement Bonuses (Quickstride): 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #230 // Revised Archery: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #320 // Add the Marksman (fighter kit): 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #322 // Add the Elven Archer (ranger kit): 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #324 // Add the Halfling Slinger (ranger or fighter kit): 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 3.7.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #410 // Add the Sniper (thief kit): 3.7.6
~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 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: 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 #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 #2320 // Trap Cap Removal (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2340 // Remove Summoning Cap for Celestials (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 #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 #4050 // Change Jaheira to Neutral Good: v4
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #103 // IWO - Light/Heavy Weapon Distinctions: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.11
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #206 // SBO - Hit Dice Overhaul -> Generous (above-average) hit points: v5.11
~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 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: 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 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: 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 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: 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 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: 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 #4040 // Make party members less likely to die irreversibly: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4051 // Decrease the rate at which reputation improves -> Reputation increases at about 1/2 the normal rate: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4160 // Increase the price of a license to practise magic in Athkatla -> License costs 10,000 gp: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4172 // Increase the price asked by Gaelan Bayle -> Gaelan wants 80,000 gold pieces: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): 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 #6023 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal get HLAs; only selected casters in Shadows of Amn do: 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 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: 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 #6500 // Improved golems: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8030 // More resilient trolls: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8042 // Increase difficulty of level-dependent monster groupings -> Almost-maximum difficulty (maximum for everything except liches): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8141 // Slightly Improved Drow -> Leave Ust Natha's defences alone: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30 BWP fix + K4thos' EET compatibility
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 BWP fix + K4thos' EET compatibility
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #2 // Shield of Reflection works on SCS Flame Arrows: v2.4
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v2.4
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v2.4
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v2.4
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2.4
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.4
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.4
// Recently Uninstalled: ~SETUP-BWS_FINAL.TP2~ #0 #0 // Make quick-logged WeiDU-entries visible
Two mistakes with the install: I didn't intend to up the price to 80k, nor the spell license to 10k. I'll console in the gold when I have the appropriate amounts (after I get 20k, I'll console in 65k, and... actually, I might just use the Kidnapping of Boo to get a free magic license later.) The dialog.tlk seems pretty messed up as well, giving me random quotes as feat choices, but no actual bugs yet.
EEKeeper restores Fenix' class and feats, and removes an erroneously permanent Quickstride (+4 movement speed.) He had enough EXP to level in SoD, but as that's normally past the level boundaries, I didn't do it and so Fenix levels to 13 here. For his feat, he takes Lore Bonus. It does precisely what you think.
Irenicus' dungeon is cleared fairly simply, though there's a bit of a scare when I try to use Web against Ilyich, and trap my own members. The "harder dungeon" component actually makes it easier for Fenix, since it means he gets his precious crossbow rather than shortbows. Stealth gets us through the Mephit hell, and... Huh. What mod changed Jaheira's dialogue here? I recall it being slightly different...
A rest to reset Jaheira's higher level spell slots (She gets a level 6 already!), and we continue to crush everything except a single Vampiress. Oh well. Imoen is captured, we answer a riddle, and now Jaheira gets a second level 6. Aerie joins, and almost gets the last hit on Kalah.
I've been considering how to build this party for awhile: I think it's going to be Fenix, Aerie, Keldorn, Cernd/Jaheira, Haer'Dalis, and rotating slot/Imoen. AC in this mod is almost actually useless or unattainable, so frontliners with Stoneskin and Ironskin are going to be necessary, and Cernd's Greater Werewolf Form might actually be used as a tank form for awhile.