Update on the solo Archer run: We've just gotten past Cythandria! Previously, Cythandria killed us with a Chromatic Orb, so we pre-buffed with a Potion of Invulnerability to get our save vs. spell to 5, guaranteeing a successful saving throw even in spite of her Invoker kit. Since I didn't know she was an Invoker until I looked it up just now, I wasted a couple of precious Potions of Clarity trying to get long-term immunity to confusion spells. Ultimately, hit-and-fade tactics won the fight, since we could fire an arrow from a tight corner, retreat and use stealth once we got behind a corner, and try again. In fact, Chromatic Orb was the only spell she ever got to cast on us!
Now I have to decide whether or not we're going to tackle Durlag's Tower. A few days ago, I tested the basement traps and found that Potions of Magic Protection will in fact block all of them, and Fear's paralysis effect should also fail to bypass magic resistance, so I'm pretty sure I can take down Love and the other Warders just by spamming the Ring of Energy, currently at 50 charges, and running around in circles enjoying our immunity to magic and superior movement rate. It should only take 32 charges to kill Love, and even less to kill the other warders.
But it's been a very long time since I ventured any further, and I'm kind of worried about getting killed by the doppelgangers below before I can snag Durlag's Goblet and Kiel's Helmet.
Once I get that out of the way, though, we're ready for the endgame. We just need to have Larze tank Slythe, stagger charm effects on the doppelgangers at the Ducal Palace so they only transform one at a time, and then kill Sarevok with our standard strategy: luring Sarevok into the corner, kiting Angelo, bombing the rest of the enemy (maybe with a Protection from Undead scroll to keep off the skeletons), and using the charmed Undercity party to handle any other problems that may arise.
Finished
- spiders in Beregiost, killed 3 bards for Defence potions
- decided to go Ankheg farming, despite only lvl 3. Used Potion of Defence + Piercing girdle on my monk, making Ankhegs unable to hit iif using missile attack. If not, crap.
They did prefer to spit, so all was fine. Had to use potion of invisibility due to pathfinding issues. Btw, what happened with pathing in latest patch? Outright horrible - just go to Durlags, take stairs down (area just above Fear, Pride etc) with a party of 6 - 3 will be unable to move anymore.....sigh.)
Next, wilderness around Nashkel. Btw, this is a "normal" hit with a halberd on my monk. 18 damage.
Be that as it may, Dryad of Coudpeaks gave us enough xp for level 4. Very important for Jethro, since he gets a new combat feat. Decided to go specialization (2*) in single weapon. This style is *very* improved in 3ed. For spec, these are the gains
Next, pickpocket Dushai, Durlags, use Webs to prevent damage from Ghasts
don't touch the thief there yet (forgot his name). He is one of the most dangerous enemies in the game, actually. For some reason, he crits on 16! With a backstab. Even if backstab-immune, he can do insane damage and is annoyingly difficult to hit. Also, with "sneak attack" enabled all of his hits seem to be counted as backstabs. I don't get it....
Tome of WIS goes to monk.
Lower levels are untouched for now -too difficult with Skeleton warriors. Did Droth (blinded before he finished spawning..ahahhaha) and sirens to the north of Lighthouse area.
Then, lighthouse. Got level 5 there. This gives access to skeleton summons. Important, since Flesh golems are *insane*. There's no tanking that (maybe with potion of absorption, but these will be needed later). Other than that, they are pretty much unstoppable. I don't like to kite, so a bonewall was used to kill them.
In our questing for XP, killed the female mage there. Now, she didn't do anything much apart casting Glitterdust. This is useless per se, but then dogs spawned to the left. We almost died being blinded.
With that done, killed Mulahey. Didnt went so good with beefed-up Kobolds but we grinded through them.
The Amazons were webbed & chopped to pieces, managing to Hold the monk and doing not much more.
As per bandit camp - one word - Cloudkill. Scroll found near Ruffie the demonic dog. This is instakill for 94% of the camp.
We're currently preping for Cloakwood. Overall power level is very low, and I'm worried about my progress. It takes a long time to kill anything. Archer is a huge dissapointment. Low apr (2), not enough damage to quickly kill enemies. Both swash and monk are pretty vulnerable despite having decent enough HP (CON bonus works for all classes, so they both get 10 per level). We'll see if things improve later, but for now I'm quite worried. SoD might be very, very hard to deal with.
@Aasim: Enabling 3E-style sneak attacks should mean all characters can make backstabs/sneak attacks just by being behind their target; they need not be invisible. But, since enemy backstabbers can backstab from any direction, since they lack the AI to position themselves to strike from the back, the game doesn't check to see if they're behind their target. The net result is that enemy thieves will backstab with every hit, since the game neither checks to see if they're invisible (as it normally would with 3E-style sneak attacks), nor does it check to see if they're behind their target (which IE games never have), before allowing them a backstab.
You see the same thing with enemy thieves in IWD2. All of their melee attacks are sneak attacks.
@Aasim: Enabling 3E-style sneak attacks should mean all characters can make backstabs/sneak attacks just by being behind their target; they need not be invisible. But, since enemy backstabbers can backstab from any direction, since they lack the AI to position themselves to strike from the back, the game doesn't check to see if they're behind their target. The net result is that enemy thieves will backstab with every hit, since the game neither checks to see if they're invisible (as it normally would with 3E-style sneak attacks), nor does it check to see if they're behind their target (which IE games never have), before allowing them a backstab.
You see the same thing with enemy thieves in IWD2. All of their melee attacks are sneak attacks.
Oh my... Well, that's just some next level sh*t, tbh.
Bladeservant went to take on Droth. The lightning bolt of Droth killed Aura and all but killed Valerie. I must keep the party more spread out in future! After killing Droth and Shoal, Bladeservant, Vynd and Valerie levelled up. 600gp to raise Aura!
Cloakwood was hard. Even a simple encounter such as Ettercap ambush was more than this party could chew.
I was forced to run away from such things, which is awful.
Did druids, but next area (Spider den) was undoable. I needed more XP so decided to try my luck in Durlag tower. Most notable thing here are skeleton warriors.
They hit hard, hit often, and have an insane THAC0 score. Jethro kinda tanked (this is his sheet - he'd be quite a tank in vanilla game, with a total of -14 vs slashing)
but it isn't enough. I was forced to resort to summons and kiting, which I hate, but desperate times call for desperate measures.
Ended up expending whole MS wand, to kill two skeletons and a flesh golem.
Be that as it may, we leveled up. At level 6, classes with "fast" THAC0 progression gain 1/2 apr, thus Jethro's dps increases to 3/2. He also gets a feat, and the choice is a no-brainer for swashes - Combat Expertise.
This will help a lot.
Did Cloakwood spiders now, without issues. Wywerns are still a no-go...run, Jethro, run.
Lot of XP left behind, but tho goal is to stay alive.
Drasus & co were standard (summons, 2x Detonation arrow fro Durlags, kill fighters first). This was all good (used Magic blocking potions to prevent spells from going through) until mages ran out of spells and started whacking in melee. Talking about bad luck here:
Yes, the bastard crits on an 18. Now u see why I took 5% chance of everybody.
We did eventually kill them w/o losses, turned all invisible, used Pro Magic scroll (Jethro) + a Dispel arrow on Davaeorn and that was it for pre-BG times.
Jethro has met his demise.
A very unfortunate turn of events, if I may say so. The house with helemed horrors, stalkers etc. is usually a pure farmfest. I was expecitng the same now. To make things faster & easier, I lure them out of the house into the webs.
However, as I was clicking "cast spell" button on my casters, Jethro's HP vanished.
Incredible, but true - all 5 attacks made on his (now -10) AC hit before the webs even took effect. Given the massive damage from the last hit (20? wtf...?) he was dead before I could even click on his portrait.....
Rip Jethro.
Truly terrible luck, @Aasim. Might Jethro have been using a ranged weapon? Invisible Stalkers do 2d8 base damage plus 3 from STR, so presumably they could only deal 19 damage per hit at most without extra modifiers on top.
The Archer run has just gotten out of Durlag's Tower--not the lowest levels; just enough to grab Durlag's Goblet and Kiel's Helmet. Two Potions of Magic Protection and a Protection from Undead scroll are sufficient to stay safe in the Warder level, and though we needed to make careful use of corners to hide at various points, the strategy was fairly simple: once we looted everything we could and triggered the Warders' transformation, we used an Oil of Speed to run around blasting Love with the Ring of Energy, fully charged at 50 uses. It took most of the charges out of the ring, and we had to reload when Love got stuck in a wall and therefore became unreachable and immortal, but eventually we burned down Love and then used stealth to finagle our way around the level below. I used a Potion of Magic Blocking to protect us from any traps, since I noticed our 100% MR had worn off, but it didn't appear to be necessary.
No more side quests. Now we have just three obstacles left: Slythe, the Ducal Palace, and Sarevok himself.
Hard luck Aasim. It'll be interesting to try that mod sometime, though the combo of SCS + more powerful enemies looks pretty tricky!
With regard to AI thieves ignoring the backstab requisites there was a mod for vanilla BG2 called Bigg's Tweaks that let party members ignore the requirements for backstabbing as well, which was rather nice and saved on micromanagement (some other good things like mages dropping spellbooks as well). Not sure if that works with EE though.
I did start a new run on SCS v32 with Elmonster, a half-orc shaman who preferred to travel with other 'monsters' like Korax & Verr'sza. The events of the run were exciting - near TPK vs Mulahey, battling through endless gnolls at the fortress- but Shaman gameplay with my mods felt somewhat lacklustre. Dance, heal, repeat. So for now he's on the backburner while the lovely Siercal, an enchantress, travels the realms.
Okay, back to Viora! Our first order of business at Baldur's Gate is dealing with Ragefast and Ramazith. Our mage buffs and the Greenstone Amulet make it very easy for us to shrug off mage spells, and while a Fighter/Mage/Cleric can't use Arrows of Dispelling, Viora can use a Wand of Paralyzation, which goes right through MGOI.
Animate Dead takes down both the Ogre Mage in the sewers and Kirian over at Mutamin's Garden, all while Viora looks on from afar.
A Potion of Invisibility gets us past the Ogre Magi at Candlekeep, and we nail Rieltar et al with a Silence 15' Radius spell. We have a Greenstone Amulet charge to block Kestor's Darts of Stunning, but we still focus on bringing him down as quickly as possible. The others fail saves against basic cleric disablers.
The Knock spell unlocks everything in the catacombs for us. We sneak past all the nasty critters to save time.
Since I want this to be a semi-completionist run in which we tackle some of the quests I normally avoid, and since I want to max out Viora's Wisdom, I go ahead and pay a visit to Marek and Lothander. I'm a little anxious about this quest, but with all of our buffs, Viora is quite sturdy, and between a Potion of Firebreath and a Wand of Paralyzation, we can handle both the priestess of Umberlee and Marek.
We now have 21 Wisdom! The extra spell slots could prove very useful in SoD and early SoA.
Cythandria robs us of our defenses using Remove Magic and one of the Shennara clones puts us deep in the red with a backstab. Our aura isn't quite clear when it happens, but we manage to down a Potion of Invisibility so we can spend a few rounds healing.
By the time we're ready, Cythandria's MGOI is gone, and the Wand of Fire paves the way to victory. Mirror Image cannot block it in EE.
As always, we charm Quenash and feed her to Slythe so we can steal her cloak. Once again, we lose our buffs to a Remove Magic, but this time, we're in jelly form thanks to Polymorph Self. Kristin's spells are useless, and Slythe can deal a single point of damage to us due to our 100% resistance to piercing damage. We pin down Slythe with the Wand of Paralyzation.
Kristin has superior saving throws thanks to Improved Invisibility, however, and resists our attempts to charm her. Then I realize charming the guards was a terrible, terrible mistake: when Kristin hits them with a confusion spell, the guards turn on the local bystanders, and we take the blame for the killing.
Fortunately, we don't see any further collateral damage, and when Kristin wanders into a room, her fate is sealed. We corner her with our skeletons.
The Ducal Palace goes excellently, as several doppelgangers, including the mage, fail saves against a Chaos scroll, with help from a Greater Malison by Ithtyl.
Since we're avoiding most exploits and tricks in this run, we're not going to be bombing Sarevok from afar. Instead, we're going to tackle Sarevok and all his buddies head-on, simultaneously, and without any help from the Undercity party.
It doesn't start out well. Semaj robs us of all our defenses using a Remove Magic spell, forcing us to escape with a Potion of Invisibility.
A Detect Invisibility spell forces us to use another. Once we're ready, we break invisibility and start lobbing rocks at Diarmid, who cannot get past our AC vs. missiles. Turns out the same AI exploit is at play; the other enemies don't seem to register that Diarmid is taking big damage from STR-boosted sling bullets.
We engage the other enemies, but without Diarmid, they don't have any decent ranged tools that can get past the Greenstone Amulet (though even Diarmid's arrows weren't doing much with the Boots of Avoidance equipped). Anyway, we have a superior movement rate and can deal fast damage with Potions of Firebreath, adding in bullets in between potions.
Due to good luck, we disrupt one of Semaj's spells with the electricity damage from Viora's war hammer, though we were already buffed against basically everything that could realistically threaten us. We run around and toss out some Fireballs from a wand, slaying Angelo.
We add some summoned critters, who soak up a Chaos spell from Semaj, who doesn't have the HP to survive a Wand of Fire with his MGOI no longer active.
Soon, Sarevok is alone. Turns out even Sarevok doesn't have the power to bring down a well-buffed Fighter/Mage/Cleric. We take him down without even resorting to kiting.
Done! Once we get Stoneskin and some Chaotic Commands scrolls, Viora will be practically indestructible for the duration of SoD.
Truly terrible luck, @Aasim. Might Jethro have been using a ranged weapon? Invisible Stalkers do 2d8 base damage plus 3 from STR, so presumably they could only deal 19 damage per hit at most without extra modifiers on top.
No, there was no ranged wpn equiped. Strenght bonus to damage in 3ed is calculated as +1 for every 2 points above 10.
With 18 strenght, 2d8 weapon, 20 is the maximum they can hit (16+4). Just a (very) bad luck streak. I only wish it happened sooner so I don't spend all that time playing in vain
I didn't know their wpns do that big damage until now.
Hard luck Aasim. It'll be interesting to try that mod sometime, though the combo of SCS + more powerful enemies looks pretty tricky!
With regard to AI thieves ignoring the backstab requisites there was a mod for vanilla BG2 called Bigg's Tweaks that let party members ignore the requirements for backstabbing as well, which was rather nice and saved on micromanagement (some other good things like mages dropping spellbooks as well). Not sure if that works with EE though.
This mod + SCS (if you don't tweak it a bit) is actually even harder than what I'm playing. I took away natural "crit on 20" so only enemies with pips in weapon styles can crit (and not all weapon styles - only 2 weapon style and single weapon give this, with 2-handers/range weapons/shield crit is impossible - albeit same rule applies to my party as well).
If not, the only viable way to play in BG1 is kiting + range, which I don't like. Also, due to algorithm used on 3ed mod, enemies are beefed up further depending on level. So it only gets harder - up to the point where each enemy gains +8 AC, +2 apr, 30% extra HP, +3 to saves and (if I read the code correcty + 10 (or 15) to THAC0. So you can imagine what ToB must feel like . Not all is bad - you do get more power as well.
As per thieves and backstab, yea, I remember BiggTweaks, I don't know if such a mod exists for EE. If I were playing a backstabber, I'd definitely give him "backstab every hit" ability. If *all* enemies can, I don't see why a different rule would apply to my party.
And an update on the Archer run: we have just cleared the Ducal Palace! For Slythe and Kristin, I borrowed @histamiini's tactic of charming Larze and using him to soak up damage, while Kristin proved surprisingly easy to hit with an Arrow of Dispelling (I was expecting her AC in LoB mode to be much lower). I tested out a new strategy for the Ducal Palace, which I've posted here in the Lounge for easier access, and while the entire fight took over an hour (and this was at 45 FPS, or 50% faster than the game normally plays!), it was extremely safe and we only had a single scare, when a Chromatic Orb came my way and I was afraid my aura wasn't clear to drink a Potion of Invulnerability.
Durlag's Goblet also allowed us to tank some of the early doppelgangers, thereby protecting Belt, who easily survived the lengthy fight. Both Durlag's Goblet and the Nymph Cloak are extremely cheap to recharge, so burning charges from these two items is not too costly.
After seeing @subtledoctor start his own run with his mods, I thought I'd join in the fun and try testing his two main mods again in a no-reload: Might and Guile and Scales of Balance. I'd previously gotten a Sniper kit to SoA before my savefile got corrupted by Steam auto-updating my BG2 installing to 2.3. I also have EENPC installed. Full Weidu attached:
// 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]
~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> "Siege of Dragonspear" DLC: 1.2
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v24.0
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~NPC_EE/NPC_EE.TP2~ #0 #104 // Choose a class for Imoen -> Make Imoen a bard: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4b8
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks -> Standardize Enchanted Equipment: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #207 // SBO - Hit Dice Overhaul -> Closer to average hit points: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.16.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3540 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC10
After flipping a looooong time through the classes, I settled back on the Sniper: Imoen was to become a Bard (a M/T subkit under M&G) and I wanted thief skills available. I plan on taking the canon party, so with NPC_EE I set Jaheira to Totemic Druid, Khalid to a Ranger, Minsc to Barbarian, and Dynaheir to Sorcerer. There's a couple of weird things that happen due to this, especially Imoen and Dynaheir, but I'll get there later.
Introducing Rhazi, Human Sniper.
The stats are a bit weird due to Scales and Balance: 17 CON ensures max HP rolls, and importantly 18 CHA gives a -1 bonus to all saves and +1 luck. It's possible to go for a full luck stack, or at least it would be if I didn't have M&G installed messing up the vanilla Bard song.
Proficiencies are also weird: I'm not going to go into them in full, but 4 pips is now the max, some weapon slots are collapsed (bastard sword and 2h sword are now both Greatsword proficiency, for example). Rhazi will be specializing in crossbows this game, but can only get full pips level... 9? 12? 10? I actually don't know what the growth rate is for non-warriors under this mod.
Regardless, the plan is simple: recruit Imoen, kill Shoal, trek south to Nashkel, get to the Basilisks, get at least level 5, only then brave Tarnesh and his possible sleep spell. From there, recruit Khalid and Jaheira, back to Nashkel, pick up Minsc, go west and get Dynaheir.
The beginning goes swimmingly: Shoal can't do anything, the one wolf that spawned is kited to death, and we even get lucky with Melicamp as an added bonus.
The south goes well too: I think we kill Neira here, and pick up the Ankheg armor for Khalid's later joining. The basilisks, though... Everything hinges on successful paralysis from Korax. If it doesn't, Mutamin is terrifying. A Dire Charm gets Rhazi to actually kill Korax himself.
And then Mutamin lands both a Blindness and more devastatingly a Ray of Enfeeblement spell. This is terrible for me because Rhazi's main melee weapon is a longsword: he can't equip it to save himself due to strength failure. Imoen is all the way across the map with a shortsword. This is the first time the run's been in any sort of danger, and one crit would've been lights out for Rhazi here.
Anyways, we flee the area after Mutamin falls: Rhazi doesn't have enough health potions to brave the basilisks in melee if they ever decide to swap. Wanting a gem bag, we pick up Neera: her new impossible-to-kill status is important in the Red Wizard fight, as she absorbs a 14+ damage Flame Arrows. Imoen's spent a couple of feats (yes, there are feats in M&G!) on different bard songs, and switches from a +1 damage song to the vanilla bard song of fear protection. It turns out to be unnecessary as Imoen's gotten access to level 2 spells and can now cast this:
Tarnesh without spells is just an angry pincushion. EE_NPC and SoB behaves pretty nicely up to this point, letting us level up Khalid and Jaheira each to level 5 and choose all their proficiencies. However, when we travel south to pick up Minsc…
Lemme explain. Low Wisdom inflicts an experience penalty. Even though Minsc has enough EXP to level up to at least level 4, the new interface only gives him 1.2k to level up to level 2... but then the mod takes it down to 1k experience. After leveling up, I find he's already 4/5 to level 3, and this keeps going until level 5. This is going to be a nuisance, I can already tell. And if leveling up like this is bad now, SoA is going to suck with any character with an EXP penalty.
We travel west until we hit Dynaheir, clearing out a few high EXP encounters (or just useful equipment): Girdle of the Hills, Dale's Protector, DEX Gauntlets... speaking of DEX gauntlets, DEX is severely depreciated: almost all armor have a DEX penalty. The gauntlets actually go to Jaheira, as everyone else was benefiting by only 1 point of AC or something.
Polar bear map, Rhazi level up to level 6. He hasn't taken any other pure Sniper feats: they all increase his THAC0 by 2, root him to the spot, and give some kind of rider effect depending on the feat. I think I gave him the ability to use wands and scrolls here. His other feats I know is allowing 19s to crit as well as 20s and alchemy, allowing him to create one minor potion per day. He can also create 2 minor Burning Flasks, usable by anyone to do 2d8 splash fire damage. The radius is tiny, though.
More encounters for levels: Doomsayer is barely beaten, Bassilus is silenced after we convince him to destroy his undead army, and Silke doesn't stand a chance against this pressure. We head back to the Basilisks, and get the last Belt for Khalid: Silence + massive physical damage pressure are enough to end the party easily. Spellcasters can nuke Battle Horrors, and a few more spells gets Rhazi and Khalid safely to 15,400 more experience of Basilisks.
We've cleared up the Mines and the Revenant, and done little else. My thoughts so far are that these kits and changes are fun, but they seem mildly overpowered. I'm sure I'll change my mind when my main tank is constantly being paralyzed or otherwise hit by unfriendly rider attacks.
Bladeservant went to the ankheg area to make some money, only it didn't work out like that. I thought that the area was clear hen I was crossing the farm, only to discover that I was wrong. Valerie was killed almost instantly. Again 600gp to bring her back to life.
I had to sell virtually all my mundane weapons to get her healed. At least I had picked up plenty due to having a bag of holding.
Will now have to go back and be a bit more careful. Bladeservant now level 6.
I have discovered that the artificer is a bit like a thief/sorcerer except that thre are fewer spells and you cannot choose them. An interesting kit.
The romance between Jini and Bladeservant seems to be a bit back to front: first kindness, then sex, then falling in love.
BG1 is over! I nearly forgot to grab the Golden Pantaloons, but I remembered to pay a visit to our Beregost stash because I was wondering where our Girdle of Bluntness went. As in a previous run, I couldn't get Angelo to cast Remove Magic on me, and instead he used it to dispel the charm effect on Wudei, forcing me to bring over Haseo to distract him instead (I brought in Carston first, but he died to a Chromatic Orb!). Once we waited out Angelo's Improved Invisibility, it wasn't too hard to land an Arrow of Dispelling on him, and when Angelo was dead, we re-charmed Wudei, who helped us destroy Angelo's Skeleton Warrior replacement.
Sarevok and company somehow hunted down and killed Gorf, but then they stayed there, allowing us to bomb them with two Necklaces of Missiles. We burned a Protection from Undead scroll so we wouldn't have to worry about the skeletons coming after Frisky Bits, our Archer, but we didn't have enough room to lead Sarevok in a wide circle with Haseo as our decoy (our standard, faster alternative to kiting) without having the skeletons see Haseo and join the fight. Instead, we lured Sarevok into a corner and used stealth to ditch him, then killed the skeletons with arrows before bringing Sarevok out and luring him in a circle. We intentionally got Haseo killed so we could steal his gear, a +1 ring and a magical katana, and then charmed a bat to serve as our new decoy.
SoD is next. Our high STR and CHA should get us past Porios, our last Protection from Undead scroll will get us past the various undead critters, and then hopefully Korlasz won't be too tough to handle with Arrows of Dispelling.
I'm trying to beat on Sarevok in the Ducal, but my PC keeps dying untouched.
I've checked the logs, nothing's happening, he just keeps dying just as we turn all our attention on Sarevok after destroying the Greater Doppelgangers. I've reloaded twice and each time I get the same result.
Remember at this moment in time Sarevok is in the process of taking power in Baldur's Gate. Accusing him of wrongdoing without evidence results in summary execution - and the same applies if you accuse him with evidence, but without any dukes left who can consider that.
Related to CKT's above issue - in my game the female mage (Liia?) can't die at all. She goes invisible at first sign of trouble, maybe even teleports out, can't remember - making the battle pretty much impossible to loose, unless you do something really stupid. Is this behavior changed in latest patch? I'm sure she died to Sarevok cca 70% of time before.
Related to CKT's above issue - in my game the female mage (Liia?) can't die at all. She goes invisible at first sign of trouble, maybe even teleports out, can't remember - making the battle pretty much impossible to loose, unless you do something really stupid. Is this behavior changed in latest patch? I'm sure she died to Sarevok cca 70% of time before.
That has never happened in my games. Perhaps a mod effect?
Bladesinger decided the time was right to take on the Nashkel Mines. It was quite straightforward, more so than usual. The Duergers were the only real problem and web sorted that problem out. Xan joined the party at that stage.
Upon leaving we took on the caves with no problems but nothing that we did seemed to hurt the oozes summoned by the mage in the south-east. We therefore ran. Xan got poisoned, so we had to use a potion.
He then headed to the west ending up at the gnoll stronghold. He was attacked by assassins and others but prevailed against them. Now back at Beregost where Elminster gave some advice as to where to go next. Bladesinger however has some other unfinished business to deal with first.
Remember at this moment in time Sarevok is in the process of taking power in Baldur's Gate. Accusing him of wrongdoing without evidence results in summary execution - and the same applies if you accuse him with evidence, but without any dukes left who can consider that.
Thanks for the feedback everyone. I think I figured it out. I leave the game on for long hours, because I'm a grad student and I sneak a break and 'play when I can,' sometimes five minutes here and five minutes there.
I don't know what the difference was, but I shut it down overnight and this morning I played it right out. Last night after school, I wasn't getting the dialogue to turn over the documents to Belt.
Anyway, Sarevok is on the run. I feel a little guilty but don't feel that was a player mistake that I could have done anything about. If he'd been killed by a monster or a trap, because I was careless, I'd be done.
Unless someone feels it is outside of the playthrough rules, I'd like to keep playing Silas and providing updates here. CT
@CharlestonianTemplar: It's not a bug-related death, so normally we wouldn't play past it. I've lost a run or two at the Ducal Palace as well, though that was due to Belt and Liia Jannath's deaths rather than a dialogue error. It's especially rough to lose a run to a dialogue choice, of all things.
You need to have Sarevok's diary or Sarevok's letter to Slythe in your inventory in order to convince Belt of Sarevok's guilt. Without one of those two items, SCRL2K.itm or SCRL3F.itm, you don't get the dialog option you need to beat the game.
@CharlestonianTemplar: It's not a bug-related death, so normally we wouldn't play past it. I've lost a run or two at the Ducal Palace as well, though that was due to Belt and Liia Jannath's deaths rather than a dialogue error. It's especially rough to lose a run to a dialogue choice, of all things.
You need to have Sarevok's diary or Sarevok's letter to Slythe in your inventory in order to convince Belt of Sarevok's guilt. Without one of those two items, SCRL2K.itm or SCRL3F.itm, you don't get the dialog option you need to beat the game.
Thanks, yeah, I had all of that stuff and when I played it this AM, it triggered. The dialogue just didn't come up last night. Kind of a cheesy way to die, but I'll give him up.
The Archer run is now out of the SoD dungeon. A Protection from Undead scroll kept us safe from most of the enemies, but due to the skeletons' high missile damage resistance, we couldn't do much melee damage and therefore resorted to our Necklaces of Missiles and the Ring of Energy. We burned almost all of the charges we had, and we still couldn't finish off the last survivors, the Shadows. We snuck past the human enemies and went straight to Caelar, nailing her with two Arrows of Dispelling and using a Potion of Firebreath on her. She ran out of range of our arrows, but by the time we caught up to her, the Potion of Firebreath had already wounded her enough to get her to surrender soon after. We sold a bunch of stuff at Sorcerous Sundries, since the prices are far better than Belegarm's, and got I think 25 more Arrows of Detonation and Dispelling.
For the first time ever, I get the Stone Ally, a 3-charge item that summons a Lesser Stone Golem for 10 rounds. It takes 16 Intelligence to use it, but two Potions of Genius let me keep it equipped for the rest of the game, since I've already hit level 9 thanks to XP from BG1 and I won't be reaching level 10 until SoA (leveling up with sub-16 INT would unequip the thing).
Getting the Stone Ally involves killing a high-level mage named Teleria while a Lesser Stone Golem of her own attacks you. Since some research in Near Infinity showed me she had Flesh to Stone, we buffed with a Potion of Mirrored Eyes as well as two Potions of Absorption for the Lesser Stone Golem (who never once rolled a critical after many, many rounds), DUHM, and the Greenstone Amulet. Teleria fell to Arrows of Dispelling, having no chance to cast anything but a Slow spell we resisted, and the golem fell to Varscona and a +1 morningstar.
Unfortunately, neither Belegarm nor Halbazzer Drin apparently sell any Protection from Undead scrolls in SoD. However, we get a free one during the Teleria quest by un-petrifying one of her victims, so we'll be able to slip past the undead in the next dungeon and get the lich's help without risk to ourselves. It's a good thing, too, because I would otherwise have run out of the scrolls, having used them to (1) safely loot the tombs near Narcillicus, (2) avoid the undead in the Warder level of Durlag's Tower, (3) kill the Skeleton Warriors in the Sarevok fight, and (4) get through the SoD starting dungeon.
The Archer is at Bridgefort. The Protection from Undead scroll worked just fine for the lich's dungeon. As usual, we charmed the dwarves and fed them to the ghouls, shooting down the wights just in case their level drains erroneously shatter the dwarves' amulets, which we needed to convince the lich to side with us at the Coalition Camp invasion later on. A few charges from the Ring of Energy and +1 arrows brought down the Bronze Sentry, and when the nearby undead erroneously attacked me despite the Protection from Undead scroll when I opened the door to the lich's lair, I just drank a Potion of Invisibility to stay safe.
We killed Tsolak the vampire, but since all of its summoned Dire Wolves get LoB HP bonuses, Ikros and Isabella needed a lot of help to stay alive. We actually fled the scene, rested, and then came back to help finish off the wolves, since the 8-hour rest would reset everyone's HP and spells, but not bring back the slain wolves. Ziatar survived 24 charges from the Necklace of Missiles, but since we had a Protection from Magic scroll and Protection from Poison scroll active and we very quickly swapped out the Helm of Balduran for Kiel's Helmet when I saw Ziatar's Dragon Fear aura activate, we were able to kite her with arrows and Potions of Firebreath and then escape the reach of the other cultists with a Potion of Invisibility.
We ran right past the Neothelid and tried to lure the Aerial Servants out of Akanna's room to isolate her, but only one of them followed us out before we had to go back in and shut the door. We used more Potions of Firebreath to damage Akanna, but then the Neothelid teleported into the room. Running away from the Neothelid caused it to go back underground, but it still summoned a Magical Sword, so we had to use Durlag's Goblet to keep our HP high, as well as Greenstone Amulet charges to make sure we didn't fail any saving throws against any level 0 disablers the Neothelid might use on us.
Eventually I summoned a Lesser Stone Golem to make sure Akanna would focus on a single target and therefore stay in one place. As soon as Akanna fell, we grabbed her wardstone and other loot and ran outside. On the way out, we threw some nonmagical throwing daggers at Morentherene while she slept, instantly killing her the moment we landed a hit with a 20.
We went into a myconid cave in an ambush area to fetch the Spellbreaker longsword and inadvertently broke our stealth, but we had already used a Greenstone Amulet charge just in case to block any confusion or feeblemind effects and made our escape with another Potion of Invisibility. We used Morentherene's scales to forge some armor that improves our AC and grants immunity to poison damage, and now we are faced with the Bridgefort questline.
Once we get out of Bridgefort, we'll unlock a vast money supply in the form of Nazramu and also quickly gain access to three new summoning items, which will probably be extremely useful during the intense Coalition Camp invasion--though Arrows of Detonation will probably break every single wave.
Bladeservant and his allies took on the basilisk area and won. Apparently Aura is immune to basilisk stare so I could have changed my tactics and had her take on the basilisks and medusae, but why change a winning formula? Bladeservant used the scroll and killed them all. I then thought that I would use Vynd to backstab Mutamin. That didn't work at all and I was beginning to regret my tactics until Mutamin used a lightning bolt on him. His magical resistance meant that the bolt had no effect!
The rest of the party then moved in and he quickly died.
The party are now in search of the Firewine ruins where Tenya hopes to find someone who will show her how to use her bowl.
They have got as far as Gullykin and have returned Smeagol's ring to him having killed the goblin who had it.
Now to find the way to Firewine. Luckyfoot has told me of a secret entrance, so perhaps we will use that route.
EDIT
The team realised that both their necklace of missiles and their wand of fire only had one charge left. They were able to recharge the necklace of missiles and did so, but lacked the finance for the wand. They therefore went ankheg hunting and sold the shells when enough had been gathered. After recharging the wand they were again poor, but at least they were well equipped. They then found a way to the Firewine Bridge without going through the secret tunnel.
Lethe was killed and Tenya now knows how to use her bowl. Aura was badly hurt, but Tenya was able to put that right.
Silas and party destroyed Sarevok at the temple. Even though I am not playing him here anymore, I want to see how he does in SOA/TOB. What's the easiest way to save him (and Imoen) and move them over to BGII? I'm using BGEE and BGEE2. Thanks, CT
Comments
Now I have to decide whether or not we're going to tackle Durlag's Tower. A few days ago, I tested the basement traps and found that Potions of Magic Protection will in fact block all of them, and Fear's paralysis effect should also fail to bypass magic resistance, so I'm pretty sure I can take down Love and the other Warders just by spamming the Ring of Energy, currently at 50 charges, and running around in circles enjoying our immunity to magic and superior movement rate. It should only take 32 charges to kill Love, and even less to kill the other warders.
But it's been a very long time since I ventured any further, and I'm kind of worried about getting killed by the doppelgangers below before I can snag Durlag's Goblet and Kiel's Helmet.
Once I get that out of the way, though, we're ready for the endgame. We just need to have Larze tank Slythe, stagger charm effects on the doppelgangers at the Ducal Palace so they only transform one at a time, and then kill Sarevok with our standard strategy: luring Sarevok into the corner, kiting Angelo, bombing the rest of the enemy (maybe with a Protection from Undead scroll to keep off the skeletons), and using the charmed Undercity party to handle any other problems that may arise.
Finished
- spiders in Beregiost, killed 3 bards for Defence potions
- decided to go Ankheg farming, despite only lvl 3. Used Potion of Defence + Piercing girdle on my monk, making Ankhegs unable to hit iif using missile attack. If not, crap.
They did prefer to spit, so all was fine. Had to use potion of invisibility due to pathfinding issues. Btw, what happened with pathing in latest patch? Outright horrible - just go to Durlags, take stairs down (area just above Fear, Pride etc) with a party of 6 - 3 will be unable to move anymore.....sigh.)
Next, wilderness around Nashkel. Btw, this is a "normal" hit with a halberd on my monk. 18 damage.
Be that as it may, Dryad of Coudpeaks gave us enough xp for level 4. Very important for Jethro, since he gets a new combat feat. Decided to go specialization (2*) in single weapon. This style is *very* improved in 3ed. For spec, these are the gains
Next, pickpocket Dushai, Durlags, use Webs to prevent damage from Ghasts
don't touch the thief there yet (forgot his name). He is one of the most dangerous enemies in the game, actually. For some reason, he crits on 16! With a backstab. Even if backstab-immune, he can do insane damage and is annoyingly difficult to hit. Also, with "sneak attack" enabled all of his hits seem to be counted as backstabs. I don't get it....
Tome of WIS goes to monk.
Lower levels are untouched for now -too difficult with Skeleton warriors. Did Droth (blinded before he finished spawning..ahahhaha) and sirens to the north of Lighthouse area.
Then, lighthouse. Got level 5 there. This gives access to skeleton summons. Important, since Flesh golems are *insane*. There's no tanking that (maybe with potion of absorption, but these will be needed later). Other than that, they are pretty much unstoppable. I don't like to kite, so a bonewall was used to kill them.
In our questing for XP, killed the female mage there. Now, she didn't do anything much apart casting Glitterdust. This is useless per se, but then dogs spawned to the left. We almost died being blinded.
With that done, killed Mulahey. Didnt went so good with beefed-up Kobolds but we grinded through them.
The Amazons were webbed & chopped to pieces, managing to Hold the monk and doing not much more.
As per bandit camp - one word - Cloudkill. Scroll found near Ruffie the demonic dog. This is instakill for 94% of the camp.
We're currently preping for Cloakwood. Overall power level is very low, and I'm worried about my progress. It takes a long time to kill anything. Archer is a huge dissapointment. Low apr (2), not enough damage to quickly kill enemies. Both swash and monk are pretty vulnerable despite having decent enough HP (CON bonus works for all classes, so they both get 10 per level). We'll see if things improve later, but for now I'm quite worried. SoD might be very, very hard to deal with.
You see the same thing with enemy thieves in IWD2. All of their melee attacks are sneak attacks.
Oh my... Well, that's just some next level sh*t, tbh.
Cloakwood was hard. Even a simple encounter such as Ettercap ambush was more than this party could chew.
I was forced to run away from such things, which is awful.
Did druids, but next area (Spider den) was undoable. I needed more XP so decided to try my luck in Durlag tower. Most notable thing here are skeleton warriors.
They hit hard, hit often, and have an insane THAC0 score. Jethro kinda tanked (this is his sheet - he'd be quite a tank in vanilla game, with a total of -14 vs slashing)
but it isn't enough. I was forced to resort to summons and kiting, which I hate, but desperate times call for desperate measures.
Ended up expending whole MS wand, to kill two skeletons and a flesh golem.
Be that as it may, we leveled up. At level 6, classes with "fast" THAC0 progression gain 1/2 apr, thus Jethro's dps increases to 3/2. He also gets a feat, and the choice is a no-brainer for swashes - Combat Expertise.
This will help a lot.
Did Cloakwood spiders now, without issues. Wywerns are still a no-go...run, Jethro, run.
Lot of XP left behind, but tho goal is to stay alive.
Drasus & co were standard (summons, 2x Detonation arrow fro Durlags, kill fighters first). This was all good (used Magic blocking potions to prevent spells from going through) until mages ran out of spells and started whacking in melee. Talking about bad luck here:
Yes, the bastard crits on an 18. Now u see why I took 5% chance of everybody.
We did eventually kill them w/o losses, turned all invisible, used Pro Magic scroll (Jethro) + a Dispel arrow on Davaeorn and that was it for pre-BG times.
A very unfortunate turn of events, if I may say so. The house with helemed horrors, stalkers etc. is usually a pure farmfest. I was expecitng the same now. To make things faster & easier, I lure them out of the house into the webs.
However, as I was clicking "cast spell" button on my casters, Jethro's HP vanished.
Incredible, but true - all 5 attacks made on his (now -10) AC hit before the webs even took effect. Given the massive damage from the last hit (20? wtf...?) he was dead before I could even click on his portrait.....
Rip Jethro.
No more side quests. Now we have just three obstacles left: Slythe, the Ducal Palace, and Sarevok himself.
With regard to AI thieves ignoring the backstab requisites there was a mod for vanilla BG2 called Bigg's Tweaks that let party members ignore the requirements for backstabbing as well, which was rather nice and saved on micromanagement (some other good things like mages dropping spellbooks as well). Not sure if that works with EE though.
I did start a new run on SCS v32 with Elmonster, a half-orc shaman who preferred to travel with other 'monsters' like Korax & Verr'sza. The events of the run were exciting - near TPK vs Mulahey, battling through endless gnolls at the fortress- but Shaman gameplay with my mods felt somewhat lacklustre. Dance, heal, repeat. So for now he's on the backburner while the lovely Siercal, an enchantress, travels the realms.
Part 2: Baldur's Gate
Okay, back to Viora! Our first order of business at Baldur's Gate is dealing with Ragefast and Ramazith. Our mage buffs and the Greenstone Amulet make it very easy for us to shrug off mage spells, and while a Fighter/Mage/Cleric can't use Arrows of Dispelling, Viora can use a Wand of Paralyzation, which goes right through MGOI.
Since I want this to be a semi-completionist run in which we tackle some of the quests I normally avoid, and since I want to max out Viora's Wisdom, I go ahead and pay a visit to Marek and Lothander. I'm a little anxious about this quest, but with all of our buffs, Viora is quite sturdy, and between a Potion of Firebreath and a Wand of Paralyzation, we can handle both the priestess of Umberlee and Marek.
Cythandria robs us of our defenses using Remove Magic and one of the Shennara clones puts us deep in the red with a backstab. Our aura isn't quite clear when it happens, but we manage to down a Potion of Invisibility so we can spend a few rounds healing.
It doesn't start out well. Semaj robs us of all our defenses using a Remove Magic spell, forcing us to escape with a Potion of Invisibility. A Detect Invisibility spell forces us to use another. Once we're ready, we break invisibility and start lobbing rocks at Diarmid, who cannot get past our AC vs. missiles. Turns out the same AI exploit is at play; the other enemies don't seem to register that Diarmid is taking big damage from STR-boosted sling bullets. We engage the other enemies, but without Diarmid, they don't have any decent ranged tools that can get past the Greenstone Amulet (though even Diarmid's arrows weren't doing much with the Boots of Avoidance equipped). Anyway, we have a superior movement rate and can deal fast damage with Potions of Firebreath, adding in bullets in between potions.
No, there was no ranged wpn equiped. Strenght bonus to damage in 3ed is calculated as +1 for every 2 points above 10.
With 18 strenght, 2d8 weapon, 20 is the maximum they can hit (16+4). Just a (very) bad luck streak. I only wish it happened sooner so I don't spend all that time playing in vain
I didn't know their wpns do that big damage until now.
This mod + SCS (if you don't tweak it a bit) is actually even harder than what I'm playing. I took away natural "crit on 20" so only enemies with pips in weapon styles can crit (and not all weapon styles - only 2 weapon style and single weapon give this, with 2-handers/range weapons/shield crit is impossible - albeit same rule applies to my party as well).
If not, the only viable way to play in BG1 is kiting + range, which I don't like. Also, due to algorithm used on 3ed mod, enemies are beefed up further depending on level. So it only gets harder - up to the point where each enemy gains +8 AC, +2 apr, 30% extra HP, +3 to saves and (if I read the code correcty + 10 (or 15) to THAC0. So you can imagine what ToB must feel like . Not all is bad - you do get more power as well.
As per thieves and backstab, yea, I remember BiggTweaks, I don't know if such a mod exists for EE. If I were playing a backstabber, I'd definitely give him "backstab every hit" ability. If *all* enemies can, I don't see why a different rule would apply to my party.
Durlag's Goblet also allowed us to tank some of the early doppelgangers, thereby protecting Belt, who easily survived the lengthy fight. Both Durlag's Goblet and the Nymph Cloak are extremely cheap to recharge, so burning charges from these two items is not too costly.
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~DLCMERGER/SETUP-DLCMERGER.TP2~ #0 #1 // Merge DLC into game -> "Siege of Dragonspear" DLC: 1.2
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #120 // The BG1 NPC Project: Bardic Reputation Adjustment: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.0
~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v24.0
~BG1NPCMUSIC/SETUP-BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v6
~NPC_EE/NPC_EE.TP2~ #0 #104 // Choose a class for Imoen -> Make Imoen a bard: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #121 // Choose a class for Jaheira -> Make Jaheira a druid: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #143 // Choose a class for Khalid -> Make Khalid a ranger: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #161 // Choose a class for Minsc -> Make Minsc a fighter: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #181 // Choose a class for Dynaheir -> Make Dynaheir a sorcerer: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #221 // Choose a class for Coran -> Make Coran a thief: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #242 // Choose a class for Branwen -> Make Branwen a multiclass fighter/cleric: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #321 // Choose a class for Montaron -> Make Montaron a thief: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #2000 // NPC kit choices: v3.6
~NPC_EE/NPC_EE.TP2~ #0 #3000 // multiclass kit choice: v3.6
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #200 // Feat System: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #205 // Revised Archery: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #210 // Bard Overhaul: Multiclass Bards: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #220 // Revised Multiclassing and Multiclass Kits: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #235 // Revised Beastmaster: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #240 // Improved Rangers: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #245 // Revised Movement Bonuses (Quickstride): 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #250 // Revised Berserker and Rage: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #260 // Revised Kensai: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #265 // Revised Monk Fists: 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #310 // Add the Corsair (fighter kit): 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #350 // Add the Mage Hunter (ranger kit): 4b8
~MIGHT_AND_GUILE/MIGHT_AND_GUILE.TP2~ #0 #360 // Add the Barbarian Ranger (ranger kit): 4b8
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #100 // IWO - Yet Another Revised Armor System: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #101 // IWO - Aesthetic & Enchantment Tweaks -> Standardize Enchanted Equipment: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #102 // IWO - Functional Weapon Tweaks: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #109 // IWO - All Potions Usable by Any Class: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #122 // WPO - Systemic Proficiency Changes: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #125 // WPO - APR on Spec: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #160 // STO - Saving Throw Overhaul: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #200 // SBO - Stat Bonus Overhaul: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #202 // SBO - Full Strength for 2-Hand Weapons Only: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #204 // SBO - Enable Concentration Checks: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #207 // SBO - Hit Dice Overhaul -> Closer to average hit points: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #210 // XPO - Slower, standardized XP Tables: v5.16.2
~SCALES_OF_BALANCE/SCALES_OF_BALANCE.TP2~ #0 #180 // MRO - Magic Resistance Overhaul: v5.16.2
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3540 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3550 // Increase the power of Cure Wounds and Cause Wounds spells to the level found in 3rd Edition D&D -> Spells heal or inflict a random amount of damage (1d8 per level of the spell, plus 1 point per caster level, to a maximum of 5 points per spell level): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v32 RC10
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v32 RC10
After flipping a looooong time through the classes, I settled back on the Sniper: Imoen was to become a Bard (a M/T subkit under M&G) and I wanted thief skills available. I plan on taking the canon party, so with NPC_EE I set Jaheira to Totemic Druid, Khalid to a Ranger, Minsc to Barbarian, and Dynaheir to Sorcerer. There's a couple of weird things that happen due to this, especially Imoen and Dynaheir, but I'll get there later.
Introducing Rhazi, Human Sniper. The stats are a bit weird due to Scales and Balance: 17 CON ensures max HP rolls, and importantly 18 CHA gives a -1 bonus to all saves and +1 luck. It's possible to go for a full luck stack, or at least it would be if I didn't have M&G installed messing up the vanilla Bard song.
Proficiencies are also weird: I'm not going to go into them in full, but 4 pips is now the max, some weapon slots are collapsed (bastard sword and 2h sword are now both Greatsword proficiency, for example). Rhazi will be specializing in crossbows this game, but can only get full pips level... 9? 12? 10? I actually don't know what the growth rate is for non-warriors under this mod.
Regardless, the plan is simple: recruit Imoen, kill Shoal, trek south to Nashkel, get to the Basilisks, get at least level 5, only then brave Tarnesh and his possible sleep spell. From there, recruit Khalid and Jaheira, back to Nashkel, pick up Minsc, go west and get Dynaheir.
The beginning goes swimmingly: Shoal can't do anything, the one wolf that spawned is kited to death, and we even get lucky with Melicamp as an added bonus. The south goes well too: I think we kill Neira here, and pick up the Ankheg armor for Khalid's later joining. The basilisks, though... Everything hinges on successful paralysis from Korax. If it doesn't, Mutamin is terrifying. A Dire Charm gets Rhazi to actually kill Korax himself.
And then Mutamin lands both a Blindness and more devastatingly a Ray of Enfeeblement spell. This is terrible for me because Rhazi's main melee weapon is a longsword: he can't equip it to save himself due to strength failure. Imoen is all the way across the map with a shortsword. This is the first time the run's been in any sort of danger, and one crit would've been lights out for Rhazi here.
Anyways, we flee the area after Mutamin falls: Rhazi doesn't have enough health potions to brave the basilisks in melee if they ever decide to swap. Wanting a gem bag, we pick up Neera: her new impossible-to-kill status is important in the Red Wizard fight, as she absorbs a 14+ damage Flame Arrows. Imoen's spent a couple of feats (yes, there are feats in M&G!) on different bard songs, and switches from a +1 damage song to the vanilla bard song of fear protection. It turns out to be unnecessary as Imoen's gotten access to level 2 spells and can now cast this:
Tarnesh without spells is just an angry pincushion. EE_NPC and SoB behaves pretty nicely up to this point, letting us level up Khalid and Jaheira each to level 5 and choose all their proficiencies. However, when we travel south to pick up Minsc… Lemme explain. Low Wisdom inflicts an experience penalty. Even though Minsc has enough EXP to level up to at least level 4, the new interface only gives him 1.2k to level up to level 2... but then the mod takes it down to 1k experience. After leveling up, I find he's already 4/5 to level 3, and this keeps going until level 5. This is going to be a nuisance, I can already tell. And if leveling up like this is bad now, SoA is going to suck with any character with an EXP penalty.
We travel west until we hit Dynaheir, clearing out a few high EXP encounters (or just useful equipment): Girdle of the Hills, Dale's Protector, DEX Gauntlets... speaking of DEX gauntlets, DEX is severely depreciated: almost all armor have a DEX penalty. The gauntlets actually go to Jaheira, as everyone else was benefiting by only 1 point of AC or something.
Polar bear map, Rhazi level up to level 6. He hasn't taken any other pure Sniper feats: they all increase his THAC0 by 2, root him to the spot, and give some kind of rider effect depending on the feat. I think I gave him the ability to use wands and scrolls here. His other feats I know is allowing 19s to crit as well as 20s and alchemy, allowing him to create one minor potion per day. He can also create 2 minor Burning Flasks, usable by anyone to do 2d8 splash fire damage. The radius is tiny, though.
More encounters for levels: Doomsayer is barely beaten, Bassilus is silenced after we convince him to destroy his undead army, and Silke doesn't stand a chance against this pressure. We head back to the Basilisks, and get the last Belt for Khalid: Silence + massive physical damage pressure are enough to end the party easily. Spellcasters can nuke Battle Horrors, and a few more spells gets Rhazi and Khalid safely to 15,400 more experience of Basilisks.
We've cleared up the Mines and the Revenant, and done little else. My thoughts so far are that these kits and changes are fun, but they seem mildly overpowered. I'm sure I'll change my mind when my main tank is constantly being paralyzed or otherwise hit by unfriendly rider attacks.
I had to sell virtually all my mundane weapons to get her healed. At least I had picked up plenty due to having a bag of holding.
Will now have to go back and be a bit more careful. Bladeservant now level 6.
I have discovered that the artificer is a bit like a thief/sorcerer except that thre are fewer spells and you cannot choose them. An interesting kit.
The romance between Jini and Bladeservant seems to be a bit back to front: first kindness, then sex, then falling in love.
Sarevok and company somehow hunted down and killed Gorf, but then they stayed there, allowing us to bomb them with two Necklaces of Missiles. We burned a Protection from Undead scroll so we wouldn't have to worry about the skeletons coming after Frisky Bits, our Archer, but we didn't have enough room to lead Sarevok in a wide circle with Haseo as our decoy (our standard, faster alternative to kiting) without having the skeletons see Haseo and join the fight. Instead, we lured Sarevok into a corner and used stealth to ditch him, then killed the skeletons with arrows before bringing Sarevok out and luring him in a circle. We intentionally got Haseo killed so we could steal his gear, a +1 ring and a magical katana, and then charmed a bat to serve as our new decoy.
SoD is next. Our high STR and CHA should get us past Porios, our last Protection from Undead scroll will get us past the various undead critters, and then hopefully Korlasz won't be too tough to handle with Arrows of Dispelling.
I'm trying to beat on Sarevok in the Ducal, but my PC keeps dying untouched.
I've checked the logs, nothing's happening, he just keeps dying just as we turn all our attention on Sarevok after destroying the Greater Doppelgangers. I've reloaded twice and each time I get the same result.
That has never happened in my games. Perhaps a mod effect?
Bladesinger decided the time was right to take on the Nashkel Mines. It was quite straightforward, more so than usual. The Duergers were the only real problem and web sorted that problem out. Xan joined the party at that stage.
Upon leaving we took on the caves with no problems but nothing that we did seemed to hurt the oozes summoned by the mage in the south-east. We therefore ran. Xan got poisoned, so we had to use a potion.
He then headed to the west ending up at the gnoll stronghold. He was attacked by assassins and others but prevailed against them. Now back at Beregost where Elminster gave some advice as to where to go next. Bladesinger however has some other unfinished business to deal with first.
Thanks for the feedback everyone. I think I figured it out. I leave the game on for long hours, because I'm a grad student and I sneak a break and 'play when I can,' sometimes five minutes here and five minutes there.
I don't know what the difference was, but I shut it down overnight and this morning I played it right out. Last night after school, I wasn't getting the dialogue to turn over the documents to Belt.
Anyway, Sarevok is on the run. I feel a little guilty but don't feel that was a player mistake that I could have done anything about. If he'd been killed by a monster or a trap, because I was careless, I'd be done.
Unless someone feels it is outside of the playthrough rules, I'd like to keep playing Silas and providing updates here. CT
You need to have Sarevok's diary or Sarevok's letter to Slythe in your inventory in order to convince Belt of Sarevok's guilt. Without one of those two items, SCRL2K.itm or SCRL3F.itm, you don't get the dialog option you need to beat the game.
Thanks, yeah, I had all of that stuff and when I played it this AM, it triggered. The dialogue just didn't come up last night. Kind of a cheesy way to die, but I'll give him up.
Oh well, politics seems to invade everything these days. Darn, that was a strong PC. I'll keep playing him for fun offline.
I have a couple of promising ideas waiting to played. I've been itching to get to them anyway.
For the first time ever, I get the Stone Ally, a 3-charge item that summons a Lesser Stone Golem for 10 rounds. It takes 16 Intelligence to use it, but two Potions of Genius let me keep it equipped for the rest of the game, since I've already hit level 9 thanks to XP from BG1 and I won't be reaching level 10 until SoA (leveling up with sub-16 INT would unequip the thing).
Getting the Stone Ally involves killing a high-level mage named Teleria while a Lesser Stone Golem of her own attacks you. Since some research in Near Infinity showed me she had Flesh to Stone, we buffed with a Potion of Mirrored Eyes as well as two Potions of Absorption for the Lesser Stone Golem (who never once rolled a critical after many, many rounds), DUHM, and the Greenstone Amulet. Teleria fell to Arrows of Dispelling, having no chance to cast anything but a Slow spell we resisted, and the golem fell to Varscona and a +1 morningstar.
Unfortunately, neither Belegarm nor Halbazzer Drin apparently sell any Protection from Undead scrolls in SoD. However, we get a free one during the Teleria quest by un-petrifying one of her victims, so we'll be able to slip past the undead in the next dungeon and get the lich's help without risk to ourselves. It's a good thing, too, because I would otherwise have run out of the scrolls, having used them to (1) safely loot the tombs near Narcillicus, (2) avoid the undead in the Warder level of Durlag's Tower, (3) kill the Skeleton Warriors in the Sarevok fight, and (4) get through the SoD starting dungeon.
We killed Tsolak the vampire, but since all of its summoned Dire Wolves get LoB HP bonuses, Ikros and Isabella needed a lot of help to stay alive. We actually fled the scene, rested, and then came back to help finish off the wolves, since the 8-hour rest would reset everyone's HP and spells, but not bring back the slain wolves. Ziatar survived 24 charges from the Necklace of Missiles, but since we had a Protection from Magic scroll and Protection from Poison scroll active and we very quickly swapped out the Helm of Balduran for Kiel's Helmet when I saw Ziatar's Dragon Fear aura activate, we were able to kite her with arrows and Potions of Firebreath and then escape the reach of the other cultists with a Potion of Invisibility.
We ran right past the Neothelid and tried to lure the Aerial Servants out of Akanna's room to isolate her, but only one of them followed us out before we had to go back in and shut the door. We used more Potions of Firebreath to damage Akanna, but then the Neothelid teleported into the room. Running away from the Neothelid caused it to go back underground, but it still summoned a Magical Sword, so we had to use Durlag's Goblet to keep our HP high, as well as Greenstone Amulet charges to make sure we didn't fail any saving throws against any level 0 disablers the Neothelid might use on us.
Eventually I summoned a Lesser Stone Golem to make sure Akanna would focus on a single target and therefore stay in one place. As soon as Akanna fell, we grabbed her wardstone and other loot and ran outside. On the way out, we threw some nonmagical throwing daggers at Morentherene while she slept, instantly killing her the moment we landed a hit with a 20.
We went into a myconid cave in an ambush area to fetch the Spellbreaker longsword and inadvertently broke our stealth, but we had already used a Greenstone Amulet charge just in case to block any confusion or feeblemind effects and made our escape with another Potion of Invisibility. We used Morentherene's scales to forge some armor that improves our AC and grants immunity to poison damage, and now we are faced with the Bridgefort questline.
Once we get out of Bridgefort, we'll unlock a vast money supply in the form of Nazramu and also quickly gain access to three new summoning items, which will probably be extremely useful during the intense Coalition Camp invasion--though Arrows of Detonation will probably break every single wave.
The rest of the party then moved in and he quickly died.
The party are now in search of the Firewine ruins where Tenya hopes to find someone who will show her how to use her bowl.
They have got as far as Gullykin and have returned Smeagol's ring to him having killed the goblin who had it.
Now to find the way to Firewine. Luckyfoot has told me of a secret entrance, so perhaps we will use that route.
EDIT
The team realised that both their necklace of missiles and their wand of fire only had one charge left. They were able to recharge the necklace of missiles and did so, but lacked the finance for the wand. They therefore went ankheg hunting and sold the shells when enough had been gathered. After recharging the wand they were again poor, but at least they were well equipped. They then found a way to the Firewine Bridge without going through the secret tunnel.
Lethe was killed and Tenya now knows how to use her bowl. Aura was badly hurt, but Tenya was able to put that right.