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"Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"

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  • The_Potty_1The_Potty_1 Member Posts: 436
    OK so you remember I promised to introduce you to Mist and Grog if they survived? Yup well they didn't, they caught a Smelly Orcslicer to the knees. My own fault, but there were balance issues with my game, in that most fights up to that point had been trivial.

    The only one that was in any way challenging was the tanner fight, where the invisible backstabbers could see through Mist's invisibility, which sucked. Grog is the ideal backstab target, being immune, so ordinarily he draws out the thieves, and Mist finishes them off. Here both thieves made straight for the invisible Mist, and frontstabbed her. I have to say I'm unimpressed with this change.

    Grog took out the one ghast straight off with azureedge, Mist removed the other, then both retreated because Mist was really hurting. The bone golem followed, the thieves didn't, so they went all the way outside, and Mist led the golem in a circle while Grog hit it with sling bullets. Thanks to Alesia, this was the first time I'd set up a serious fighter with slings as their chosen weapon, and it was better than I expected. After buying some healing from that merchant that sells it really cheap, they returned to finish off the two thieves.
  • YgramulYgramul Member Posts: 1,060


    The only one that was in any way challenging was the tanner fight, where the invisible backstabbers could see through Mist's invisibility, which sucked.

    Woah. I had no idea. That's though to deal with. (Which is another reason, I'm afraid to take a non-caster through BG2.)
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,759
    Amazing result! Watching Isa in full health through all the fight is refreshing :)

    "This was actually a step backwards from previous SCS versions, where Semaj would remain undispellably invisible and Angelo would focus on melee for as long as PfMagic was in effect.
    Isa tried to dispel Sarevok's Haste but even when she hit him, he would not slacken his pace, which could be considered a step forward from previous SCS versions."

    I like that you compare the SCS versions. It's very insightful. For example, I still play with version 28, so disabling the Haste effect (with arrow of dispelling) from Sarevok I always considered as a must-do in any fight with him.
  • BlackravenBlackraven Member Posts: 3,486
    Thanks @bengoshi!
    Re: the full health, it's a bit of an optical illusion, but if you look at the first Sarevok screenshot you can see Isa with 11 extra healing potions while in the last pic she only has 3 left :)

    I think I can compare SCS versions pretty well now. My last playthroughs were all with version 21. This is the first time with SCS v30, and in BG2 I'll be playing with a number of other new mods (BP Ascension and a Fix for BP Ascension), so I've decided to continue with Isa even if she falls somewhere in BG2 just to know how stable my install is.
  • YgramulYgramul Member Posts: 1,060
    edited September 2015


    Isa then finished a group of Skeleton Warriors so that she could fight Sarevok in style, that is in a melee duel. She's a duelist after all.

    Her AC including slashing modifier was -19, so she successfully dodged and parried many of her opponent's blows. But the times he did hit her, the damage he inflicted was significant. She had to quaff several extra healing potions in order to keep going. This could become a challenge for Isa further down the road. As impressive as her AC may become, there'll always be critical hits to deal with, and there's only a limited number of Stoneskin and PfMW scrolls.
    Anyhow, after plenty of heavy blows had been exchanged, it was not Sarevok, but Isa who was still standing.

    Well played, @Blackraven !

    I have yet to dare try this myself and one learns from how you managed such an epic fight.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Inspired by @Blackraven's mention, I've decided to start up a new Phase Spider run to playtest the revised version of the kit. This time, our Charname is.... Blueberry, again.
    image

    I had a nice new spider portrait lined up, but it just didn't feel right, particularly since the spider (named Raspberry) was male. So, I used Blueberry's again. Now, she's a gnomish Fighter/Illusionist. She doesn't exactly have the Illusionist kit, since the spider kit overrides it, but all mages kits get bonus spell slots by default, and I'll be avoiding using necromancy spells, so effectively she has the kit.

    I originally planned on not granting her BG1 tome bonuses, since her STR was an 18/93, and bumping it up to 19 seemed like a waste. But I wasn't willing to let her have only 17 INT.

    Notice her CON is in red. This is because female Phase Spiders get a unique Spider Spawn ability at the cost of -1 to their Constitution. The spiders are really weak, and spawning them imposes multiple penalties, but it spawns a lot of spiders and it serves as a nice escape option, if you don't mind seeing your spider babies die to save you.

    Anyway... after telling Aataqah to buzz off, we get lucky with our first trap.
    image

    But many of the spider abilities have been nerfed. The web traps don't last as long and the poison ability is weaker. Same goes for Web Tangle. The natural weapon is also weaker, as it only has a 50% chance of poisoning the target, for much less damage, and a 20% chance of webbing it. As always, a save vs. death and breath can negate the poison and web.

    Plus, she only gets a +0.5 bonus to APR instead of a full attack. Her THAC0 and damage have also received bigger penalties, and her missile THAC0 is crippled, because missile weapons synergize way too well with teleportation. Phase Spiders would be unstoppable if they could kite effectively, hence the nerf.

    Blueberry gets into trouble later in the dungeon, when she's trying to squeeze the most benefit out of her first rest period. I delay resting until my characters are almost dead to make sure we get all the healing we can. Unfortunately, this means exposing Blueberry to some big risks.
    image

    With her aura clouded by her last phasing, she can't drink a potion, so she teleports away to safety.

    But the Duergar are bound to give chase. Blueberry lays her second trap behind her and uses her Spider Spawn ability. The baby spiders struggle to protect their mother, but the Duergar are merciless.
    image

    At 3 HP and 9 AC, and with 1 APR at 18 THAC0, using an attack that deals 1d2 damage and 3 poison damage on a failed save vs. death at +1, the spiders are pretty darn weak for BG2. Worse yet, the poor little things have a 20% chance of dying instantly on birth. It's a grim spell indeed.

    They mostly soak up the Duergar's axes until Blueberry webs one of the Duergar, allowing a spider to nip at him.
    image

    Most of the work is done, however, by Blueberry herself, who actually has the THAC0 and STR to hurt the Duergar. But her babies give her enough breathing room to drink a potion and use her Web Tangle safely. They come out okay.
    image

    The spiders, I mean, not the Duergar.

    I try to take on the Otyugh later, but it doesn't go too well.
    image

    Blueberry is immune to poison damage, so the Otyugh's disease effect doesn't hurt her, but the slow effect is enough to render combat nearly suicidal. She teleports away.

    After resting, she buffs up a bit and takes on the library Duergar. With DUHM, even a dagger can make stuff explode.
    image

    Better yet, Dimension Door allows us to quickly take out the biggest threat of the Ilyich fight.
    image

    The cleanup is easy. I don't have the spell slots to sneak to the djinni, so I skip the Air Elemental Plane as well as the Cambion (who usually deals too much damage for the loot to be worth it).

    Dimension Door proves very useful again in the Mephit Portal room, allowing us to take out the Mephit Portals before the Radiant Mephits have a chance to use Color Spray.
    image

    Blueberry summoned a Worg via a Monster Summoning I scroll to catch the Mephits' attention, but it didn't do much. It did, however, help with a Salt Mephit down the hall, absorbing a stun attack that could have proven fatal.
    image

    There's only one big threat left in the dungeon. I want the Girdle of Bluntness, which means we've got another mage to kill. Blueberry takes preemptive action.
    image

    I don't bother with Hareishan because she's hard to kill. Plus, the Shadow Thief mage in that room can cast 5th-level spells. Blueberry's Fairy Dragon familiar casts Invisibility 10' Radius, allowing Blueberry to slip past the Assassin unnoticed.

    In the circus, we blast Kalah with Acid Arrows and Magic Missiles. Blueberry rubs salt in his wounds--but not on purpose.
    image

    I love that line.

    We purchase a couple of Potions of Genius from the Temple of Ilmater to help fill out Blueberry's spellbook, including a Minor Spell Turning spell in case I ever want to try a scorcher loop. But with a solo character, and a multi-class no less, that would require a clone using a magic item, which I'm not sure I want to do.

    We also have a scroll of Protection from Undead. But I don't want to use it unless it's absolutely necessary. I want to face this run's undead enemies head-on.
  • JuliusBorisovJuliusBorisov Member, Administrator, Moderator, Developer Posts: 22,759
    An interesting and insightful tale, @semiticgod . It's the best way to illustrate how great your mod seems to be:)
  • BlackravenBlackraven Member Posts: 3,486
    edited September 2015
    Nice @semiticgod to see Blueberry in action!

    I have an Isadora update, but first I'm posting my Weidu log, for those who are interested:
    // Log of Currently Installed WeiDU Mods
    // The top of the file is the 'oldest' mod
    // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #1000 // BG2 Fixpack - Game Text Update -> GTU Light (by Wisp): v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #100 // Party Gets XP for Sending Keldorn to Reconcile With Maria: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #101 // Improved Spell Animations: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #104 // Ghreyfain's Holy Symbol Fixes: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #106 // Giants Receive Penalties When Attacking Halflings, Dwarves, and Gnomes: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #109 // Corrected Summoned Demon Behavior: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #110 // Additional Script Fixes: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #111 // Bard Song Fixes: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #113 // Additional Alignment Fixes: v10
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #114 // Change Free Action to Protect Against Stun: v10
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #2 // Install Acrobat bard kit: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #3 // Install Chorister bard kit: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #4 // Install Dirgesinger bard kit: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #5 // Install Gypsy bard kit: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6
    ~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6
    ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80
    ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80
    ~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.80
    ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80
    ~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.80
    ~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.80
    ~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.80
    ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80
    ~BP/SETUP-BP.TP2~ #0 #0 // Big Picture, core component (required for most subcomponents): v181-b4611
    ~BP/SETUP-BP.TP2~ #0 #2000 // Ascension for BP: v181-b4611
    ~BP/SETUP-BP.TP2~ #0 #2100 // Improved Abazigal: v181-b4611
    ~BP/SETUP-BP.TP2~ #0 #2200 // Improved Demogorgon: v181-b4611
    ~BP/SETUP-BP.TP2~ #0 #2300 // Improved Gromnir: v181-b4611
    ~BP/SETUP-BP.TP2~ #0 #2400 // Improved Illasera: v181-b4611
    ~BP/SETUP-BP.TP2~ #0 #2600 // Improved Yaga-Shura: v181-b4611
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #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
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8041 // Increase difficulty of level-dependent monster groupings -> Significantly increased difficulty: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi (Tactics Remix) -> "Toned-down" version of the original Tactics Improved Bodhi, with SCSII scripting: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Prevent resting in the Illithid city: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
    ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #115 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can be scribed everywhere: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #216 // Bard songs break invisibility -> Only the Jester song breaks invisibility: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #220 // Simple Thief script: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #230 // Simple Bard script: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #239 // Simple Cleric/Paladin script: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.42
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.42
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v1
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #3 // Fix Smarter Abazigal: v1
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #4 // Fix Smarter Irenicus at the Throne: v1
    ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #5 // Remove entourage from Ascension Fallen Solars: v1
    ~UB/SETUP-UB.TP2~ #0 #0 // The Kidnapping of Boo by Cliffette: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #1 // The Suna Seni/Valygar Relationship: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #2 // Kalah and What He Was Promised: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #3 // "Cat and Mouse" (Bodhi hunts you in Spellhold) by Ghreyfain: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #4 // Gorje Hilldark and the Extended Illithium Quest: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #5 // The Pai'Na/Spider's Bane Quest: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #6 // Restored Crooked Crane Inn: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #7 // Restored Encounters: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #8 // Artemis Entreri in Bodhi's Lair: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #9 // Corrected "Xzar's Creations": v26beta2
    ~UB/SETUP-UB.TP2~ #0 #11 // Gorf the Squisher Fix, by Gebhard Blucher: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #12 // Item Restorations: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #13 // Yoshimo's Original Portrait: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #14 // Anomen's Original Portrait: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #15 // NPC Portrait Restorations: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #16 // Corrected BAMs and Scripts: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #17 // Corrected Character Names and Biographies: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #18 // Restored Minor Dialogs: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #20 // Extended ToB Item Descriptions: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #21 // Throne of Bhaal Minor Restorations: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #24 // Sarevok's Remorse: v26beta2
    ~UB/SETUP-UB.TP2~ #0 #25 // The Murder of Acton Balthis, by Kulyok: v26beta2
    (I also have S9Soundsets volumes 2 & 3 installed but removed them from the above log because my post was too long.


    Isadora, Halfling Swashbuckler, BG2 update 2

    One of the first things Isa did on her reconnaissance of the alien city, was to secure broken Spiders' Bane from the sewers and bring it to Hivemaster Druid Pai'Na in the Graveyard District. In return the Halfling received an Ioun Stone and a Spider figurine. She dug up Tirdir, who had been buried alive, located a caretaker for an orphan girl, and left the area.

    She was then waylaid by a group of bandits or slavers led by one Eldarin. Isadora had made it a habit of hers ever since she escaped Irenicus' dungeon, to keep to the shadows. The ambushers didn't initially notice her. Isa took advantage of this. She placed two or three snares away from the bandits (near the area border), and lured their leader and an archer into them. The traps didn't outright kill Eldarin, but their poison eventually did. Isa slew the archer, stripped Eldarin of an enchanted blade and a suit of plate mail, and left the scene without bothering with the other ambushers.
    imageimage
    In the nearby Bridge District the rogue found out the hitherto unknown perpetrator of a series of disgusting murders, but he escaped her clutches. She also confronted the two people, a Human and a Dwarf, who had buried Tirdir. They came to blows. The Dwarf ran off, but Isa slew the Human with the help of traps and Kitthix her Spider.
    image
    Unknowingly Isa had not only taken revenge for Tirdir, she had also saved a kidnapped woman from a similar fate as Tirdir's. In need of coin, the Halfling received the ransom, a pair of silver pantaloons meant for the kidnappers, before she released the woman.

    In one of the city's major inns, the Copper Coronet, she learned that the entertainment it offered was based on slave labor: women forced into prostitution and men that had to fight wild beasts and monsters unarmed. Isadora, a free spirit if ever there was one, did not allow these atrocities to stand.
    imageimage
    One of the slaves slew the inn's proprietor and assumed management of the place.

    Much of Isa's hard-earned gold went to temple donations, investments for the medium term, rather than gear. She did acquire a Ring of Air Control and a pair of AC3 Bracers.
    (A field trip to Watcher's Keep was undertaken for the potion bag. There were no ambushes on the way. Unlike my BGT installation this EE setup doesn't offer any extra containers. Isa got a Wolfskin Bag which offers room for 10 items from the Beast Master, a scroll case at the Adventurer Mart, and a gem bag from Arledrian.)

    Isa rescued a poisoned men from a band of brigands without fighting the latter, and faced several groups of ambushers that she didn't fight either.
    On behalf of master thief Renal Bloodscalp, the Halfling infiltrated a thieves guildhouse to spy on its leader, a rather ambitious fellow named Mae'Var. She aborted her operations however when she was asked to take out a powerful Cowled Wizard, a foe she didn't consider herself prepared for.

    Instead she agreed to try and help the troubled people of nearby Trademeet. On her way there, her RoAC proved useful.
    image
    Trademeet had two problems: Dao Djinns monopolizing local trade, and incessant animal attacks. The first problem Isa solved easily enough. She placed three traps near the Dao's tent, and about six inside the tent while she was supposedly perusing the Djinns' wares.
    image
    When the Djinns refused to leave Trademeet, she first attacked one that was loitering outside the tent,
    imageimage
    securing an Efreeti bottle in the process, and then stepped inside the tent again where, hidden in shadows, she observed how her snares did their work.
    image
    Her rewards were an encahanted scimitar identical to the ones she had wielded on the Sword Coast from one of the Dao, and 7500 GP and some gems from local Guildmistress Busya.

    Stopping the animal attacks was a harder job. Isa spoke with an outsider Druid, Cernd, who told her he had come to investigate the nearby Druid community. He indicated the Druid Grove on her map, and told her he'd wait for her in the grove. Isa arrived at the forest shortly before sunset. As she was making her way through the woods her stealth failed just when she was passing a group of Spiders. Isa wasn't very well equipped to fight groups of Spiders or Trolls, so she used her RoAC to go invisible. She found a quiet spot and waited for darkness to fall before she continued.
    In a cottage in the woods she met an elderly lady who sold potions, and in an adjacent tower she considered herself blessed when she found an enchanted sabre, Belm, that allowed her to attack faster. The Halfling had come to accept the decreased swiftness of her sword arm at the hands of Irenicus as a permanent curse, but Belm more than made up for it. Besides she had been making some progress with her off-hand as well (second pip in TWF at level 12), so she was now arguably a better fencer than she had been during her adventuring days on the Sword Coast. She tested her blades against a number of Shambling Mounds and prevailed comfortably.
    image
    Grizzly Bears fell to a combination of traps and melee attacks, although it must be said that the massive animals injured Isa as well.

    Before the entrance to the Druid hold, Isa ran into three hostile Shadow Druids. They were clearly the superior summoners. Isa's Kitthix and a Berserk Warrior were no match for their Fire Elementals, Nymphs and Mountain Bears, although her Efreeti did a decent job at defending itself.
    image
    Isa disapproved of a Nymph Mass Curing the Druids and summons,
    image
    undoing her Efreeti's work but there was little she could do about that. She waited for the Druids' summons to leave. (She had fought and beaten a Fire Elemental but was hesitant to try the same against a Greater Fire Elemental.)
    When the summons were gone Isa opened with her one potion of fire breath. She saw one of the Druids send an insect swarm at her. She quaffed a potion of invisibility so that if she was to panic (which indeed she was), her enemies wouldn't see her.
    image
    When the Insects had had enough of her, Isa applied an oil of speed and stripped and interrupted two Ironskinned Druids with her Tuigan Bow and acid arrows. She finished her enemies in melee combat.
    imageimageimage
    She then entered the hold with Cernd, who was RoAC improved invisible when he challenged Shadow Archdruid Faldorn. In a pit he buffed himself with Death Ward (I wasn't sure whether this would protect against possible Chromatic Orb petrification, so decided to have Cernd cast it), Armor of Faith, and Barkskin. He also cast True Seeing, and an Insect Plague at Faldorn that would interrupt her spell casting.
    image
    Two summoned Mountain Bears and a Greater Werewolf shapeshift then ensured victory.
    imageimage


    Cernd stayed behind at the Grove, but Isa traveled back to Trademeet where she was hailed as a hero and showered with rewards. She bought a Belt of Inertial Barrier, a Cloak of Displacement and Ras the dancing sword. (Isa didn't steal anything. She might do so later on, with an improved Pickpockets skill but without potion stacking.) She found the Mantle of Waukeen for the mayor, and she finally got to deal with the murderer and an accomplice from the Athkatla Bridge District.

    By the city gates back in Athkatla, Isa protected a merchant against an extorter (and bought scrolls of Spell Deflection, Lower Resistance and Breach), and she saved Shadow Thief Sansuki from a vampire attack.
    imageimage
    (This didn't go as it should. The other Vampires didn't spawn. After Isa was done with Del, she spoke to Sansuki, but he didn't thank her. Detecting Illusions didn't reveal any hidden Vampires, despite Isa's 100 skill. She left Sansuki to his own devices.)

    Somewhat better equipped, Isa decided to take on the Cowled Wizard she had to get rid of for the Shadow Thieves. Potions of freedom and fire resistance allowed her to dispatch the wizard's Mephit lackeys,
    image
    but two Stone Golems were out of her league yet, as she had no weapons to hit them with.
    She went upstairs to seek out the wizard, Rayic Gethras, and was astonished when he spoke to her without actually seeing her. She placed three snares in a corner of the room, out of the wizard's sight, and summoned Kitthix and her Efreeti.
    image

    Rayic Gethas had little difficulty dispatching them, but he was unable to see Isa (even though an Oracle had briefly exposed her). He threw a Teleport Field and two Webs on the floor, but Isa had little to fear of those area effects. Her Berserk Warrior and Ras were brought into play, mostly to see what kind of spells her foe would cast and whether they could eat away some of his Stoneskins. She then pelted him with acid arrows, and retreated. Her traps would have instantly slain the wizard, if it weren't for a Contingency Stoneskin. Not that that mattered much: the traps did strip the second set of Stoneskins and they fatally poisoned the wizard.
    image
    Isa continued her work for Renal Bloodscalp and, having gained the trust of Mae'Var, indeed found evidence of the latter's intentions of betraying Renal for the Night Masks. The Bloodscalp asked Isa to eliminate Mae'Var and any thieves loyal to him, but the Halfling found herself in no rush to do so. Isa might be the superior fencer but she didn't expect Mae'Var and his men to duel her. They were of the backstabbing kind. She would have to be very well prepared before taking them on.
    Post edited by Blackraven on
  • BlackravenBlackraven Member Posts: 3,486

    @Blackraven: What are the "S9Soundsets"? A new custom soundset pack I haven't heard of? I've long been on the lookout for new soundsets, but there are so few. I pretty much only ever use the IWD and IWD2 soundsets.

    @semiticgod, they are four sets of custom soundsets by @smeagolheart with BG1 NPC, Icewind Dale Planescape Torment, and Monkey Island soundsets. You can find them here: http://www.shsforums.net/files/category/5-miscellaneous-released-mods/?sort_order=ASC&sort_key=file_name&num=10&st=10

  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Blackraven: It works! Thank you!

    With Ray-Ray gone, the rest of the Mae'Var questline was wide open. I like to do this quest early not simply because most of the quests involve little fighting, but because I usually side with Bodhi, and once you side with Bodhi, this quest is locked out.

    I normally kill Mae'Var's goons at the front before entering his room, but this time, I felt like going straight for the head of the operation. Blueberry opens with a spider trap.
    image

    Success! But the traps are much weaker than they used to be, and the web effect won't last long. I use the time to throw out two Webs and a GM spell. From there, Blueberry roasts the enemies without restraint.
    image

    I've positioned myself very far away from the prisoner to the left. I've lost lots of reputation by killing him accidentally with Fireball spells. Sunfire is sufficient to take down every enemy except for Mae'Var himself, who has a Fire Shield to protect him.
    image

    Blueberry flees to the nearby cell--I don't feel safe attacking him at close range, even though Blueberry is immune to the damage from his Fire Shield, and her missile THAC0 is terrible. But it proves to be a good decision. Lingering in the cell clears Blueberry's aura enough to let her drink a Potion of Invulnerability right before a potentially dangerous spell hits her.
    image

    I try wearing down Mae'Var with darts, one of my favorite weapons, but when I check the combat rolls, I realize I'm wasting my time.
    image

    Darts are probably only going to be useful if I'm trying to break down Stoneskins or layer poison effects on disabled targets.

    Mae'Var's sole remaining ally (on this floor, anyway), opens the door to Blueberry's cell, only to see his target suddenly vanish. Mae'Var takes advantage of the safe space he has.
    image

    Potions of Invisibility won't always be as fast as using the Invisibility spell itself, considering how semi-clouded Blueberry's aura is going to be over the course of the game (she has no delay between spells, but she does have a delay between potions and scrolls and other items), but the potions are unlimited where spell slots are not. I use the potion to wait out Mae'Var's Minor Globe of Invulnerability, then spawn in some baby spiders, who again fail to have much impact.
    image

    Blueberry slays the Assassin, but Mae'Var has a trick up his sleeve. He shuts down our spellcasting with Power Word: Silence. Blueberry can't even use her innate abilities, a curious bug about silence effects.

    But Mae'Var is also running out of spells, and the fight boils down to a melee between two surprisingly clumsy opponents.
    image

    It makes little difference. Blueberry's silence wears off, and with Mae'Var's MGOI down, he has no defense against Fireball.
    image

    I sneak outside while invisible and return to mop up the rest of the guild hall with Web and Sunfire spells. We buy a license from the Cowled Wizards, free Viconia, make friends with Jan, and make our way to the Umar Hills.

    The Killer Mimic fails to disable Blueberry, as her spider immunities protect her from Mimic Glue (which uses the same opcode, 109, as Web spells). Valygar's ranger buddies collapse under pressure from Webs and Sunfire, and we make our way to the Temple Ruins.

    We try to rest before meeting Anath, and end up getting interrupted. We flee from the crowd of approaching Shadows, only to meet more enemies as we phase away. And when we try to rest, to dispel the previous spawns, we get interrupted again, and a huge horde of Shadows chases us all over the Temple Ruins, until finally we rest without interruption, and the entire horde vanishes.

    We make our way through the Temple Ruins interior mostly due to brute force. The last random spawn in the dungeon, near the crossword puzzle room, interrupts a couple of Blueberry's spells, but she has more and can re-cast them with little delay. A Bone Golem poses a pretty big threat, but Web Tangle bypasses its spell level immunities.
    image

    Blueberry faces another Bone Golem nearby, and has to fight that one out without her disablers. But her Stoneskins hold nonetheless.

    Now only the Shade Lord is left. But I don't want to use the Protection from Undead scroll, and I don't want to come back later. We search through our spellbook and our inventory for solutions.
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Alesia_BH: Thank you! I actually just console in Kitty, as if Pai'Na had given it to us as a gift. The Pale Green Ioun Stone and Spell Immunity scrolls aren't spider-related, so I don't console those in. I don't know how to mod Pai'Na's dialog so that she'll give a Phase Spider Charname the spider figurine, so I just use the console to imitate the effect. I thought it would make sense for a spider Charname not to fight Pai'Na.
  • Alesia_BHAlesia_BH Member Posts: 786
    edited September 2015

    . For some reason, SCS Rakshasas never seemed to realize in my games that their own spells bypass their spell level immunities. .

    In most SCS installs, rhakshasa spell level immunities will protect them from their own spells. They do in mine, for example. David's script assumes that mechanic.

    The mechanic you're observing is probably due to the lack of a Fixpack, although I can't say for certain. The Fixpack does remedy the MGoI/GoI behavior.

    Best,

    A.
  • YgramulYgramul Member Posts: 1,060
    Alesia_BH said:

    Btw. I just read the rest of your post. Condolences.

    Best,

    A.

    Btw. I consider PW:S to be the single greatest threat in SoA, followed by Flame Arrow Triggers.

    The tricky thing about PW:S is that there is no incantation and no counter window. You need to be protected every second that you are on the battle field with a high level mage. Options will differ depending on your install. If you're playing without the Fixpack -or with the Fixpack and Free Action protects against Stun (as I do)- then Potions of Freedom are an option available to all classes. The supply is limited, so it can make sense to delay the majority of high level mage encounters until after Spellhold and the Underdark when the Ring of Free Action and the Greenstone Amulet will give provide a sustainable solution.

    There are class/kit specific strategies, too, of course.

    This always frightens me as well. I lost most of my no-reload characters to variants of Stun, I think.
  • YgramulYgramul Member Posts: 1,060


    Finally the Rakshasa becomes visible, only to cast Shadow Door and once again earn immunity to Breach. Instead, I try to break down the Rakshasa's Stoneskins. He responds in kind, and Blueberry's Stoneskins go down. I don't worry, though--she has extra castings on hand, and always has her Dimension Door and Invisibility spell and potions in case things go wrong.

    But there was one threat I didn't anticipate.

    image

    This is kind of aggravating. The run was going very well.

    It does, however, demonstrate one of the Phase Spider's weaknesses. They excel in hit-and-run strategies, but this wears down their buffs, and their decreased caster level only exacerbates the problem. Blueberry could outrun the Rakshasa and wait out the enemy's buffs, but this cost her valuable defenses of her own. Worse, her lousy missile THAC0 meant that kiting was not a viable option, and so she had to engage in risky melee combat.
    Condolences, @semiticgod

    This is also one of the reasons why I have not dared a solo run yet...
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    I guess I should finally install the fixpack. I used to have it installed by default, but I've generally shied away from mods besides SCS and Tactics.

    On the plus side, Blueberry's fall gave me the inspiration to create a new version of the Phase Spider kit, one which effectively creates its own class, rather than modifying the existing base classes. I've also found a workaround for some balance issues regarding IA and Dimension Door. I'll keep the other kits available, but I think this next kit will be the final, pure Phase Spider class.

    Long story short, I'm going to base the new kit on the ranger class, which will give the kit all of the spider-themed stuff it should have: combat abilities, quick phasing, limited spellcasting, stealth, backstab, traps, and strong mobility.

    More importantly, it gains a special evasion-type ability which will give it a chance of automatically ignoring any attack or spell, which will increase as it gains levels. The chance increases when it's actively phasing. The idea is that its phasing ability lets it hide in the Ethereal Plane just long enough to escape... but it won't work every time.
  • BlackravenBlackraven Member Posts: 3,486
    @semiticgod, I'm very sorry about Blueberry's demise. I for one would be interested in you exploring the kit more. The Fighter/Cleric variant could be interesting. The slow casting might be annoying though. Maybe you could think of a solution for that?

    Isadora, Halfling Swashbuckler, BG2 update 3

    Isa paid a second visit to Watcher's Keep, this time entering the place, and did an interesting discovery there:
    image
    She didn't need +3 weapons to hit Stone Golems. Her +2 Scimitars sufficed. (I was pretty sure that in my BGT install +3 weapons were needed, but now I'm doubtful.) The rogue's stay was going to be a short one though. She picked up some loot, including a returning Crimson Dart, but was denied the opportunity to investigate further (and aquire an ammo belt) when Vampiric Wraiths came after her and level-drained her.
    image
    The Keep would have to wait till she was ready for it.

    Back in Athkatla Isa attacked and finished Rayic Gethras' Stone Golems that she knew vulnerable to her blades. She took the late wizard's vacant property for herself. It was a spacious home, and its location was convenient, close to the guild house she soon hoped to lead. In the guest room she hid several items that had some use or other but didn't fit in her pack.
    image


    A young boy named Delon told Isa of killings and disappearances in his home town Imnesvale, a village in the Umar Hills. The rogue decided to travel there and see if she could be of any help. She slew a Killer Mimic and a rebellious Stone Golem for a local Cowled Wizard, and received a nifty short sword as a reward.
    imageimage
    Isa's research hinted at evil happenings in the nearby Amanautar Temple Ruins. She encountered them infested with different types of undead and two Bone Golems. With some patience and with lots of (extra) healing potions, the Halfling managed to clear the place.
    imageimage
    Near the exit Isa slipped past a dormant Shadow Dragon, and back outside she used a scroll of PfUndead to exterminate a Shadow Altar, a Shadow Warrior and a Shade Lord unmolested.
    imageimage
    Isa was unwilling to postpone dealing with the evil creatures (and allowing them to make more victims), and a rather pragmatic lass at heart, so she chose a scroll of PfUndead over a more 'heroic' intervention.
    (In Athkatla she was proved right, as battling Vampires alongside Arkanis Gath and Ryokoi resulted in her level-drained once more.)

    Isa's next move was to take on the Slaver Stockade, as she had promised Hendak, former slave, and the Copper Coronet's new manager. In the sewers leading to the slavers' stronghold, she noticed an increased precision in her attacks with the off-hand (level 16 was reached, a 3rd pip went to TWF, mostly for RP reasons: her adventures hadn't yielded her any appealing weapon that she was unfamiliar with and wanted to train herself in).
    Solving a riddle saw Isa rewarded with an enchanted greatsword that conferred several immunities upon the wielder. The Halfling found it too hefty, and sold it.

    Having quaffed a potion of clarity and applied an oil of speed, Isa snuck into the Slaver Stockade in an almost care-free manner. She chose her first target, a Priest of Cyric, and dispatched him before he could cast a single spell.
    imageimage
    A Divine Wrath helped her control a crowd of fighters that closed in on her, but she nevertheless found she had taken several blows once she was done with the ruffians.
    imageimage
    She slew two Trolls (Tuigan Bow and acid arrows) and two Tuan-Ti, and rescued a couple of child slaves. A second potion of clarity allowed Isa to safely dispatch a second contingent of slavers, which included two wizards.
    imageimage
    The Halfling was thanked by Hendak and walked off to the Docks District to finish the job she had started for Renal Bloodscalp.

    A potion of defense and an oil of speed were very helpful against Mae'Var's men, but even so, she suffered several nasty stabs on the first and second floor.
    imageimage
    These events warned Isa to be extra careful in the cellars, where Mae'Var and his best assassins awaited her. Isa set four snares near the stairs so that she could safely retreat if necessary. Mae'Var did Isa a favor by injuring his own men with a Sunfire.
    image
    However his assassins were as dangerous as expected.
    image
    Both Kitthix and Isa's Berserk warrior were toothless before Mae'Var's and his men, but her Efreeti handled the enemy with surprising ease.
    imageimageimageimage
    Renal proved true to his word: with Mae'Vars fall, the guild house was Isa's.

    In the same Docks District, Isa eliminated two evil wizards for the local Harpers,
    imageimage
    and she looted the Harper Stronghold before they used her as a tool to kill Xzar, the Necromancer she had briefly met on the Sword Coast.

    She visited Gaelan Bayle and paid him 15k GP hoping the Shadow Thieves would bring her closer to Imoen. Shadow master Aran Linvail rose a number of barriers though. The first two, monitoring a shipment and dealing with two betrayers and their contact, were no big deal. But the third task she was asked to perform, eliminating the Shadow Thieves' rivals, a guild of Vampires, all by herself, was too much to ask of her at that point. She told Aran Linvail she would first have to find a way to handle the Vampires' draining attacks.

    At the guild the Swashbuckler bought two new items, a ninja-to and a buckler:
    imageimage
    This left her with almost no gold, so she accepted another commission.

    She would clear a noble family's keep, the d'Arnise Hold, that had been invaded by Trolls and Yuan-Ti. The Trolls, including Spirit variants (with no spell-casting abilities) fell easily enough. Despite her non-proficiency with bows, her Tuigan Bow and acid arrows proved very effective. A Yuan-Ti Mage too, learned of Isa's skill with her bow, and it helped her by getting caught in its own Web.
    imageimageimage
    The Halfling also dispatched a group of Golems, but found her weapons useless against a Clay Golem. This worried her. She slew several more Trolls before she traveled to Athkatla on Guild business.

    In the city she dealt with a group of Thieves loyal to Mae'Var and the Night Masks, and she procured 200 lbs of true illithium for Sir Sarles on behalf of the Temple of Helm (I also had the fake illithium but forgot to drop the real deal on the ground before speaking to Sarles).

    Isa traveled to Trademeet to buy the Blackblood Club, a weapon she hoped would be effective against slashing-immune creatures such as Clay Golems. (Sarles had helped Isa reach level 20. Although Staves are my preferred blunt weapon, for dual-wielding Isa Clubs made sense, both mechanically and for a RP reason, the Blackblood she had already seen.)
    The Halfling returned to the d'Arnise Keep, and dispatched the Clay Golem with her new club, as well as several respawned Trolls.
    imageimage
    In the basement of the Keep, five Umber Hulks taught her not to try her luck against them:
    image
    She was more successful bottlenecking the monsters.

    Four traps and an acid arrow finished the Troll leader,
    imageimage
    Isa proceeded to melee an Umber Hulk Elder and two Giant Trolls, but only managed to slay the former before one of two Yuan-Ti Mages prompted her to retreat.
    image
    With clarity, speed, invisibility, Blackblood and acid arrows the Halfling bested one Yuan-Ti Mage, while running from three Spirit Trolls and a Spectral Troll.
    imageimageimage
    When she was done with said Trolls the other Yuan-Ti wizard fell after a similar treatment.

    Isa returned to Athkatla, a richer and more experienced adventurer and thief. Such was her pickpocketing prowess (145), that with the Gloves of Pickpocketing, a potion of master thievery, and a potion of perception, she rewarded herself with a shoplifting tour of the city.

    Character Record + Inventory Screen
    imageimage
  • YgramulYgramul Member Posts: 1,060
    A question to thread:
    What is the consensus on the "Gore" setting and its chunk & item loss effect?

    I have come to the point where my Dragon Disciple is about to pick a Lvl 4 spell. I was considering Ice Storm, which is known to chunk and thereby destroy all items.

    I also don't like that an entire damage source (Cold) is rendered practically useless (no-reload means you are gonna loose lotsa critical loot).

    I read that there also other related issues: apparently Petrify functions as almost as bad as Disintegrate (on NPCs, of course, charname Petrified would mean game over). That's because any damage even a no damage attack chunks the Petrified victim.

    Is removing "Gore" regarded as a cheat or a legitimate option for a no-reload run?
    I wonder what setting the experts play with.
  • BlackravenBlackraven Member Posts: 3,486
    @Ygramul, I play with gore enabled but I wouldn't consider disabling it a cheat. To me the most important aspect of published no-reload playthroughs is transparency. If you disable chunking in order to use ice spells, and you're being honest about it in your posts, then there's nothing cheaty about it imo. Other people know can form an impression of the nature of your challenge. In this case the challenge will still be considerable. Survival doesn't become significantly easier.

  • semiticgoddesssemiticgoddess Member Posts: 14,903
    @Ygramul: You can change any other settings and nobody will call you out for it, nor should they. I use auto-pause on spell cast to make sure I make the most out of every character's time, and arguably that's an artificial decrease in difficulty. But all I had to do was click a button on a menu, just like disabling Gore.

    From the perspective of realism, from the perspective of fairness, and from the perspective of non-modification, disabling gore is acceptable:

    1: It makes more sense, not less, for chunking to not happen, both in real life and PnP, because big metal and stone items are hard to break.
    2: It makes it more fair, not less, to disable chunking, because chunking never hurts enemies--it only ever hurts you.
    3: It's a standard game option. It's hardly a cheat if all you have to do is click a button the developers made easily available.

    Come on, that button has been there for 15 years.
  • YgramulYgramul Member Posts: 1,060
    Thanks folks. Appreciate the answers.

    I'll go through a less-chunky playthrough with my sorceress then... :)
  • BlackravenBlackraven Member Posts: 3,486
    Isadora, Halfling Swashbuckler, BG2 update 3 (final)

    Isa successfully dealt with Mencar & Co, and cleared the Sewers of all evil. She went on to investigate the Cult of the Eyeless. In Ghoul Town she ran into a Lich, so she she quickly moved on to the lair of the Unseeing Eye. Strangely traps + rod + Efreeti Fireball didn't kill the invisibility-ignoring Eye. But with some difficulty she managed to flee from it, locate it in the northern part of the area, and slay it with a Necklace of Missiles fireball.
    image
    She proceeded to finish a number of Gauths and Beholders, mostly with traps and fire.
    image
    When the coast was clear she summoned her Berserk Warrior as a decoy, hid in shadows and moved toward the exit. One of the two Death Tyrants there killed the Berserk Warrior and presumably Death Rayed Isa.

    I don't really understand how this was possible. My theories:
    - either her stealth failed and revealed her immediately (which is unlikely because of her 220 overall stealth points and because there's always a delay before a skilled sneak becomes visible after failing to hide),
    - or the Death Tyrants saw through Isa's invisibility (which iirc in my BGT install they don't),
    - or one of the Death Tyrants' rays intended for the Berserk Warrior somehow ended up hitting her after the Berserk Warrior fell.
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