@Corey_Russell With Faith and Powers installed, you could have a druid/thief.
Journal of Deathslayer, Knight of the Eternal Order.
A combination of "Writhing Fog" and "Web" seems to be sufficient to disable most parties.
It disabled the Amazons outside the Nashkel Mines and it disabled Narcillicus Harwilliger Neen.
Web by itself was sufficient for Nimbul. The Writhing Fog would have tuned the town hostile.
We used the fog against the assassins north of beregost though.
We then reverted to brute force and ignorance in the ankheg nest.
WE then headed for the bandit camp and on one occasion we were ambushed from three sides at once. However, we still prevailed.
We were going to let Tranzig live, but he died before he was able to leave the inn.
Through thorough planning beforehand we were able to clear the enemies in the bandit camp. We cast web and
writhing fog and they hadn't got the gumption to wait until the spell had expired before attacking. They were therefore disabled and fairly easy to deal with.
The same tactic was used against Davenport and his allies.
We then took on the Section HQ in Beregost. Due to lack of preparedness both Trixter and Dynaheir were killed.
However Jiwan and I survived.
Then as the party were picking up the loot the game crashed.
My previous save was before the battle when Jiwan and Dynaheir were killed.
What is the ethical way to deal with the situation? If I replay it the same way I could well survive without any deaths, or the entire party could be wiped out.
@Wise_Grimwald if the game crashes due to a bug, you are NOT required to play the same way you did before the bug - after all, doing so may cause the bug again. You just load your last save, and play from there. It's like you went back into time - you are in a new time line, and can choose the path you want to go.
OK that makes things easier. The fact that I survived the battle and was in a position to raise those who died makes it easier to accept. However I wouldn't have felt good about it if one of them had been chunked.
Needless to say, a little extra buffing made all the difference and nobody died the second time around. It made getting back to full strength a bit cheaper that's all, and money isn't a big issue at present. Indeed if/when I finish the Section HQ I will have an embarrassment of riches due to being able to sell so many coats of full plate mail and swords +1.
time to lay low
I lost Imoen as we entered the city square but picked up a pretty good Fighter-bounty hunter as a temp then we asked some slavers to lend us their gear as treked over to get licenced and then collected Dorn... a miss click during his quest cost me another 2 points of rep (currently in the toilet at 5) so its time to get away from the local law until things cool down a bit
@ussnorway I noticed that though you say he is a bounty hunter, Yoshimo's screen says that he is a fighter/thief, and a good one at that. Why he has * in daggers is a mystery. It would have been better to have ** in short bows. Then he would have had decent stats in melee and reasonable in ranged weapons. Proficiency points for NPCs are always a mystery to me! Particularly those of Minsc! He has points in Dual Wielding and then specialises in two handed weapons!!
EDIT
Journal of Deathslayer, Knight of the Eternal Order.
If those elite Section Operatives don't get disabled, they certainly are dangerous. Dynaheir got killed and the rest of us were quite badly hurt.
After picking up Dynaheirs equipment and looting the Operatives' bodies for armour and weapons, we used stealth to leave the HQ.
Iit cost 800gp to raise Dynaheir at the temple. We chose not to use a scroll to raise her so as to keep the scroll for a time when it might be vital to have it.
I noticed that Peltar is in the temple, perhaps I decided to speak to him before returning to the Section HQ.
Before speaking to Peltar, I sold a lot of equipment from my bag of holding. In Restenford I started buying equipment and only then did I realise that I had made a mistake in not completing the Section HQ first before going there. There were so many expensive spells, and if I have the same bug as in my last installation, there will be no chance of return.
I have been giving the spells to Trixter on the grounds that he won't be dying before arrival in SoA. That is a bit like counting chickens before they are hatched, I know.
EDIT
It certainly was. The changes to Secret of Bonehill have made it quite a hard mod. The spells of the orc mages are highly effective! This might be the result of changes to the mod itself, or due to other mods that I have installed.
What is certainly true is that with my installation, Restenford needs to be avoided until much later.
Due to the Aerial Servant's entagle spell, I couldn't even run away.
Still, a very enjoyable run, and the only major mistake was going to Restenford too soon. I'll know for the future. I' will have to use stealth, web and writhing fog in the future.
Deathslayer was wearing the ring of freedom of action so why he couldn't flee, I don't know.
this scsbuild allows me to custom build my npcs... the Bounty hunter takes first 5 levels to get his set trap skill maxed (which is the point of being a Bh class)
I gave him points in Katana and short bow for these thief levels... mostly because they are the weapons he carries than any special reasons
he then duals to Fighter and could take whatever skills you like but I went with quarterstaff for backstabbing and the point in dagger is to use in the off hand so shortsword would be another option... I mostly went with dagger because he will be the only character which would use that weapon in my group
Shaddy Lord hunting
we helped a wizard build his pet, brockered a deal for the town to get protection and saved Mazzy from a fate of sick sex doll.
Bug2
the murderer just will not die! some one (not sure if its scs or beamdog) has added a script to stop him being killed... I had no other option but to leave him my fire pet to play with
Q, what is the etiquette here?
I don't mind missing out on the mage home and no body in my party died so its not a wipe but I have never hit this bug before so not even sure if a reroll would change anything... will have to study the code line by line to figgure it out
Just wondering if you have to kill him with a particularly good weapon or with magic. Worthwhile checking, not as part of your no-reload, but to discover what is going wrong. You could open the Shade Lord up in EE Keeper to see if he has one of those rings to stop him dying. If so, remove the ring and override the original cre file. (Or if you want to keep the file you have rename it and move it somewhere else so that you have the original cre file.
That's what I would do anyway. Your choice. So long as you record what you have done, I don't think that anybody will shout "Cheat!"
Grimvald the Strong is the PC. You may be thinking, "What, no thief?" I was wanting to maker a dwarven Illusionist/thief, but with my set-up it is impossible. I could make a gnomish illusionist/thief and change him to a dwarf in EE Keeper, or use the Illusionist already rolled and change him into an Illusionist/thief in EE Keeper. Suggestions?
EDIT
Having started the game, I discovered that the Alaghor can't even use splint mail armour so I am dropping this game. I may play it without her. I'l;l think about it.
We started the session ready to burst in to the main room on the first level of Watcher's Keep. We duly did so, weapons flashing, only to be met with just some measly mephits.
After clearing the rest of the level, Crest insisted on taking on the statues for a stiffer challenge. They proved too difficult to fight as a group and each of us split up to fight individual battles. Crest got low on HPs when crunched by the golem statue, but managed to trap it against a door frame to finish it off safely.
Back in Athkatla we undertook Mae'Var's tasks. A couple of thrown traps hurt Rayic slightly, but Trapper looked vulnerable upstairs all on his own - so Drubb rushed up in support. He was tagged by PW stun though and in danger from a forthcoming finger of death. However, Crest joined Trapper in firing elemental arrows and it looked like Rayic might die before Drubb - unfortunately, although he did, he managed to launch his FoD first ...
The guild thieves were easier prey and Mae'Var was duly dispatched.
Noting that Trapper did not yet have any headgear, the next destination was the Graveyard. After clearing the top area, we went below to find Pai'Na. The drow died quickly and the plan was for Trapper to kill all the spiders with a thrown trap. However, one of them had got stuck in place rather than moving to aid Pai'Na and Trapper had to kill that before being able to throw his trap from out of sight. That reduced his kill count a bit, but he still cleaned up a decent number of spiders.
While selling loot at the Promenade, Crest noted that Drubb was still struggling along with standard plate armor. Fortunately Mencar was able to remedy that deficiency.
After picking up another pair of pantaloons as a ransom it seemed appropriate to rebuild reputation, so the Fallen Paladins were tackled next - no problems there.
With time in the session running out fast, a trip to Trademeet was done in double-quick time. Drubb and Crest worked together to put trolls down and Trapper finished them off with elemental arrows. Various druids were unable to slow the attackers at all and Cernd was offered the chance to feed just before we saved the game.
Berserker - L11, 119 HPs (incl. 5 from helm), 209 kills (+215 in BG1)
Bounty Hunter - L14, 86 HPs (incl. 7 from ioun stone), 65 kills (+70 in BG1), 1 death
Fighter/cleric - L9/10, 102 HPs, 121 kills (+185 in BG1), 1 death
DoF's Alaghar (Alaghor is the plural) may use every armor but there's no kit for Moradin yet.
Fun fact: the Alaghar of Clangeddin is the reason why I've decided to create DoF (back then FnP's one couldn't be installed without a full install and I didn't like the Ranger/Druid/Paladin/Acolyte mechanics). My initial goal was to create a kit for Yeslick... And here we are now.
Coredruid the human totemic druid entering Trilogy no-reload challenge...
Well, my druids have made decent progress, the single class druids are about level 6 and the fighter/druids are about level 5, with Imoen level 5 thief/level 4 mage. As it turns out, Alena the shapeshifter has been vital, as she has been our pack rat. He melee damage was quite considerable for a long time, and it only has been recently with weapon upgrades/levels, that the fighter/druids are approaching Alena's damage. Alena really came through with Mulahey, as Mulahey successfully held two party members, and only Alena, burning down all enemies quick saved party members from dying.
Guess, I should mention, here is Coredruid:
If interested, click spoiler for his MP party members:
Some people may wonder why is there a CON penalty for Coredruid, it's because he's using the Claw. Since his natural CON is 18, this means he actually suffers no HP penalty for using it. And as a human, his save vs. death is so bad, adding 4 more doesn't really change anything in that regard. He is usually in the back anyways, so he rarely needs to make a save vs. death.
Since Imoen needs tons of experience, we are vacuuming all areas, that is, even areas with pittance for experience we are doing, just to give Imoen the best chance of getting her thief abilities back before the Cloakwood mines.
Gate70/Grond0 multiplayer attempt 190 (update 1)
Pale (female human cavalier, Grond0); Payea (female human avenger, Gate70) Previous run
Our new run started as usual by going to shoot down Shoal before waltzing through Beregost on the way to Nashkel. Rather than go on to the basilisks though, we decided to take advantage of Pale's immunity to charm and Payea's skill at casting webs to take on some sirines at the coast. Sil managed to break free of the webs and turn herself invisible - but a final dagger was already in-flight.
With a grand total of a +1 dagger between us as a potential way to kill golems, Pale decided running away was the best form of valor for a brave cavalier. She did show her paladin virtues though by deciding not to kill Drizzt (despite having scimitar as her main weapon proficiency). Instead she looked to increase her reputation on the Sword Coast. That started by getting through a large stack of throwing daggers while Payea ran Greywolf around.
Further quests were done without trouble, meaning a trip to the ankheg nest could push reputation up to the maximum. While some of those were done with straight melee, others got the web treatment.
After purchasing a couple of choice items, the basilisk area was next. The monsters there were keener than usual to engage in melee, though some of them got stuck first.
Mutamin briefly broke free from webs to threaten revenge, but failed to actually cast anything.
It was a similar story for Kirian's crew, where webs would probably have been sufficient on their own even without adding in a nymph and some lightning.
Moving on to Durlag's Tower, battle horrors were fairly resistant to weapon attacks. Pale wondered whether Payea's new ability to take sword spider form would combine well with webs against the battle horrors (they are immune to missiles, so some form of immunity to web could have been helpful there). However, Payea decided it would be more fun to call down lightning from the sky.
On the roof, some potions of mirror eyes allowed Pale to tank the basilisks and grab the +2 scimitar there to boost her martial skills.
Coming back in Payea was stunned by the trap, giving Pale plenty of time to show off her charm immunity while going upstairs to grab the tome.
@Wise_Grimwald the Shade lord dies to normal attacks with traps being the best weapon
his basic tactic is to level drain and cast orbs which is why its worth grabbing Dorn for this fight as he is immune to the level drain and can keep him looking the other way while we lay traps
so to be clear;
its Valygar that has had the no-die script added... killing him is a valid tactic for evil or lawful parties but Mazzy will get upset and attack you if you let him tell his sob story first
I have decided not to reroll it because my party got out without deaths and I can always go back later without Mazzy so I don't feel correct to reroll for this
This time I'm not going to smuggle everything. Just golem building supplies, unique Shadow Adept items that otherwise don't show up in BG2, and two SoD items that are going to get replaced very quickly (Shield of Egons, Blazing Glory). I have to start my scroll, potion, and wand collection over again with the exception of Shadow Weave wands.
I start with the Copper Coronet slaving ring since I'm rather close to a level. Shadow Adept and Cleric 13 are gained from freeing the kids.
After the CC sewers and the slavers themselves, I go to the De'Arnise Keep to get my fighter stronghold. This is why Aerial Servants are awesome.
Dispelling Glaicus's charm effect earns Fighter 13 and its extra half attack per round.
Tor'Gal and his goons are easy. When you're covered in 3 different types of Spell Shield, mage fights become trivial. My minions help reduce the trolls' max HP with level drain and Tor'Gal is put down without any trouble.
Next up is Trademeet and the Druid Grove. Cleric 14 is gained from fighting the druids who are fighting trolls.
The rest of the grove is no problem, so I go to Watcher's Keep to do the first two levels. The first level is easy.
Fighter and Shadow Adept 14 are gained from pulling the air lever on level 2. Cleric 15 is gained from freezing the fire elementals in the gaseous ice room. Night Terrors gains Death Spell properties and Shar's Blessing gains Improved Haste properties. Summon Nighthaunt summons 2 now. Skeleton Warriors are at their max level.
Spells gained:
Black Ray of Destruction (lv.7): Ruby Ray + 100% casting failure for 2 rounds.
Possess (lv.7): Caster takes over the target's body for 10 turns if a save vs. spell at -7 is failed. Target's physical stats are set to 25. Cannot be dispelled and ignores MR. Target falls unconscious for 5 rounds and takes 5d10 nonlethal damage when the spell ends or if the caster ends the spell manually.
Chromatic Demon is level drained to death by my minions. For all of his impressive new immunities, he's still not immune to level drain.
I think I'm more than strong enough to handle the Trials of the Luremaster expansion. This will be an investment of time to gain lots of easy money, XP, and equipment to upgrade. The fight against the lost party in one of the towers is beaten quickly. I drink the Potion of Holy Transference in the cleric's bag of holding, trading -1 DEX for +2 WIS. Extra cleric spell slots and +10% shadow magic duration GET !
Cleric 16 is gained from fighting stuff and so is Shadow Adept 15 later on.
Spells gained:
Shadowplague (lv.7): SCS Creeping Doom. Ignores MR.
Twin Mislead (lv.6): Mislead. Creates a second clone after 3 rounds regardless of the status of the first.
Fighter 16 is gained from killing spectral guards and so is cleric 17.
I find a Potion of Resistance in the dungeon below Castle Maladurek.
Cleric 18/Fighter 17/Shadow Adept 16 is gained from shambling mounds in the jackalwere caverns but I forgot to screenshot this. One wraith summoned from Summon Shadow becomes a Devil Shade.
Spells gained:
Merciless Blizzard (lv.8): 10d4 cold damage cloud that slows everyone within for 2 rounds (no save) and lowers their cold resistance by 20% per round for 1 turn, plus save vs. spell at -2 or be paralyzed for the round. Bypasses MR. Creatures with cold immunity or cold affinity are immune to the spell.
Annulment (lv.8): For 1 round/level, Protection from Energy + immunity to 6th level spells and lower, which includes anti-magic spells just like a lich's immunities.
The Luremaster is defeated though his cutscene doesn't play because I silenced him, thinking it would prevent him from teleporting around the room like a fighter from Dragonball Z. Luckily nothing special happens during his death speech.
After beating TotLm, I go back to High Hedge to get Thalantyr to make the Ring of Free Action +2 and the Girdle of Bravery again. While I'm in the neighborhood, I help an old man cross the street.
I also want the loot from the ghosts of Firewine, so I pay them a visit too. Using a combination of Shatter Weave -> Shadowblast -> Merciless Blizzard, I am able to kill them and get most of their loot, though one shatters from taking too much cold damage. Shatter Weave negates their 100% MR, which allows Shadowblast to reduce their 100% cold resistance by 20%, which allows Merciless Blizzard to start taking effect.
Then I help some gnolls defeat a drow. I love Merciless Blizzard.
The super reputation police have heard of my foul deeds and come to take vengeance. They are completely outmatched. Alhelor likes to spam summons and summons a fallen planetar, but I cast Shadowplague near Alhelor to hamper his casting ability, then cast PfWfW and Shar's Blessing to quickly kill the planetar. Merciless Blizzard does the rest of the heavy lifting. None survive. They come back again later somehow, but they are dispatched with another casting of Merciless Blizzard and that time none of them survive long enough to trigger the "we'll be back!" dialogue.
I pay Gaelan 45k and gain Cleric 19 from it. I go to the government district to pay for a magic liscense but my reputation is too low to do so. Well, that's okay, since it means I can cast magic wherever I want anyway.
Just looking for little sidequests I haven't done yet, so I visit the graveyard and clean it out, earning Fighter 18 from some spiders.
The city gates lich is paid a visit without using a scroll of PfU. His Cornugon and Fallen Planetar are killed and he follows shortly after getting breached.
Since I just killed a lich, I decide to go get the other two. I force the Elemental Lich to kill himself.
And since I'm in the bridge district already, I go crash the Twisted Rune's party. I summon my Shadow Double and get him to help out with summoning minions. Both of us use PfU scrolls on ourselves and kill Shangalar, then move on to take on his buddies.
Layene summons a Fallen Planetar but Shar's Blessing beats it down right quick. The mage follows after taking a Black Ray and a Breaching Dark.
My devil shades have panicked Revanek and Vaxall with Night Terrors, so they're as good as dead. Shyressa was killed earlier when Layene fired up PfMW. Shadow Adept 17 is redeemed.
Spells gained:
Blackfire Fury (lv.8): 10d10 unresistable fire damage to one target, no MR. Save vs. spell at -4 for half. If target dies from this, it becomes a devil shade under the caster's control for 5 turns.
Nightfall (lv.7): AoE damage cloud that lasts 6 rounds. Enemies in AoE take 2d6 magic damage/round and suffer a cumulative -1 to AC and saves for 1 turn. Friendlies are healed for 2d6/round instead.
Power Word: Silence (lv.6): As same spell but ignores MR.
I want to replace my shield with a shield that I found in TotLm but I have to forge the Citadel Helmet first because I'm not going to give up the Shield of Harmony's charm immunity. The Guarded Compound is taken out with the old reliable Twin Mislead after walking up the stairs while invisible.
Now for the shade lich. I try to possess Gaius in the temple sewers but he saves against it so I have to do things the fun way. Cleric 20 is earned from the sewer party.
The Shade Lich is taken out by using Black Ray's spell failure. This prevented it from recasting PfMW which I took advantage of.
Fighter 19 is gained from killing the repeating spawns from the big screaming statue down the stairs from the shade lich.
With both of Kangaxx's liches dead, I go back to the docks and have Cromwell forge the Citadel Helmet from the helms of Charm Protection and Defense, and also Improved Kitthix. Now to take on the big lich himself. His fallen planetar is taken out early on.
I spend a couple of anti-magic spells on Kangaxx to remove his Spell Shield then Breach him, prompting his demilich transformation.
When he transforms, he casts Time Stop but Shatter Weave causes a couple of his spells to fail. A couple of Black Rays and a Breaching Dark later, Kangaxx is dead. He at least managed to take out both of my Shadow Screens, my Entropy Shield, and Impervious Sanctity of Mind before he died.
Cleric 21 is gained from the undead village while Fighter 20 and Shadow Adept 18 are gained from assembling the Rift Device. Finally, 9th level spells!
Spells gained:
Nightsinger's Tithe (lv.9): PW: Kill. 50% chance per kill made that caster's max HP is permanently increased by 1. When 50 enemies are killed by Nightsinger's Tithe, the caster gains +2 CON, +1 saves, and -1 casting time, but it will no longer increase the caster's max HP.
Oblivion Pull (lv.9): Ranged imprisonment. Anyone within 7.5' of initial target must save vs. death at -6 or also be imprisoned.
Darkbolt (lv.9): Target must save vs. death at -2 or have its max HP halved for 5 rounds. Deals 5d6+10 magic damage regardless of the save and nullifies MR for 5 rounds. Creatures killed with this spell cause the caster to gain +50% of their max HP for 1 turn and restores two expended spells of 8th level or lower. Ignores MR.
Shar's Mantle (lv.8): Mantle, plus totally blocks missile attacks. Attackers must save vs. death at -2 or suffer 10% of their max HP in damage and be level drained by 1 level.
Shadow Gate (lv.7): Spawns a portal to the Plane of Shadow for 8 rounds. Every round, a shadow fiend (40%), wraith (40%), devil shade (10%), or nightwalker (5%) appears from the portal and stays for 1 turn. The portal can be attacked and destroyed by +2 weapons and better but is immune to elemental damage
I was planning on smuggling the Rift Device out of the sewers using Nyx, so I don't use it on the Unseeing Eye. It turns out I was never in any danger at all because my minions level drain it to death and Entropy Shield/Shadow Screen kept me safe from anti-magic rays from the Death Tyrants. Later on I mess up the smuggling because Nyx took some of my equipment. When I told her to hand over the pickpocketed items, attempting to pocket the Rift Device again resulted in the "There are no items a cutpurse of your ability can steal" message. I guess I'm beating Melissan the usual way again.
Skaarj Sunspire - Fighter 20/Shadow Adept 18/Cleric 21
DoF's Alaghar (Alaghor is the plural) may use every armor but there's no kit for Moradin yet.
Fun fact: the Alaghar of Clangeddin is the reason why I've decided to create DoF (back then FnP's one couldn't be installed without a full install and I didn't like the Ranger/Druid/Paladin/Acolyte mechanics). My initial goal was to create a kit for Yeslick... And here we are now.
Thanks for the information. In my next installation I may use that rather that FnP. I'll investigate further.
I decided to have a trio of Helmite Dwarfs for my next run.
They survived the battles against my upgraded assassins in Candlekeep OK.
Y'all are all more skilled than I, so maybe it doesn't matter. But, it occurred to me that a good (smart) way to play this game is the opposite of what I do.
I play the Baldur's Gate storyline up through Candlekeep Chapter 6, and then after I am arrested and escape, I work back up from south of Nashkel (playing Tales of the Sword Coast areas) to Baldur's Gate for the final challenge, hitting Durlag's Tower last before going into Baldur's Gate.
But, I was thinking that it would be better play through Chapter 3 and then work north, taking care of Baldur's Gate main storyline challenges while also playing the Tales of the Sword Coast areas. Seems the monsters, with a few exceptions, (like the Amazon warriors in the Valley of the Tombs), get progressively harder as you move south to north. In this idea, your party or PC gets stronger as they go, so instead of doing Chapters 3,4,5 straight out of Nashkel MInes you work up that way knocking out experience and treasure as you go. By the time you get to Larswood, Bandit Camp, etc, you're pretty tough hombres. Any thoughts? Or was this just a stupid post by a knucklehead?
@CharlestonianTemplar [/quote] You come up with some of the coolest images for your parties. Very nice. CT[/quote]
Thanks for the compliment. I have photoshop and have discovered that it isn't that difficult to change the background to images of characters on the web, and copying something like a symbol onto a shield. (I copied the symbol, resized, and reorientated it. Then adjusted the hue and brightness. In photoshop that is not too time-consuming) To make the shield plain, I selected the area and pixelated it and only then added the symbol.
I didn't like the skulls that were around the waist of the mage. Perhaps for a necromancer that would have been OK, so changed them since he is an Illusionist.
With the second character I almost decided to change the background to one of my own, but decided against it.
With the third one changing the background was beyond my skill because of his gowing hand. I was not satisfied with his staff though. I got the lighting wrong at the top, so I changed it. It is now harder to see the join where I edited it.
Your idea about the order of play is not a bad idea at all. I used to do the Ankheg area late on after Nashkel, but now I do it much sooner. (As soon as I can do it and survive) The same with the basilisks.
If playing a solo thief, Durlag's would be done at level 1 or 2. Not fighting anyone but dashing through under the influence of oil of speed, potion of perception and of thieving mastery, getting rid of all the traps and opening locls. A thief then very rapidly gets a lot of good equipment. He goes in at level 1 and exits at level 4. Yet most say leave Durlag's until you are strong.
That is how I usually play it, is clearing south areas then progressively work my way North. If I do Durlag's, I wait until I'm about level 6 or higher. Of course, this is if I am in a full party. If solo or a small party, then will just do main quest/upgrades, as that is plenty experience then.
We proceeded to the Friendly Arms Inn where Tarnesh and the hobgoblins were easily defeated.
To the north we killed Sonner et al, a zombie and all the ankhegs that we could find. We later went further north still, killed an ankheg with a dagger in its gut and proceeded yet further north where we killed a LOT of zombies. The farmer didn't seem interested in talking to us. That's HIS problem. Now back near the FAI where we have rested.
I restarted my restless run with a new party now that I have SCS v32 in BG1, but I had to end the run when I realized I hadn't given my human Cleric of Lathander enough Wisdom or Intelligence to dual-class to mage, completely ruining my plans to use Reform Party trick-restored, WoL-boosted Boon of Lathander spells to ruthlessly smash Shadows of Amn. That was the one thing I was most looking forward to in that run, and it was impossible to fix it.
Still, I've found that the game is still partially playable for me with a touchscreen, and I'm thinking of restarting it with a Fighter/Thief instead of Bardy McBardface.
Yvralline and her party defeated Tor'Gal without problems. The battle was rather straightforward and even after losing our buffs to a Dispel Magic (Aerie had her casting of Dispelling Screen interrupted by a Spectral or Spirit Troll dropping an Unholy Smite unto the party). We used the door to our advantage to minimise the potential melee damage enemies could inflict, and, make the most of ours (minus Cernd, since he was busy constantly bombarding the enemy with Fire Traps), since Keldorn has a two hander so he can still hit while standing behind Mazzy. After talking to Nalia it was decided Mazzy would acquire the Keep (NPC_Strongholds) and we were on our way.
I think this is the first time I get this spawn, interesting. I'll gladly take the free Mustard Jelly XP over the Mephits and whatever other annoying creatures I remember spawned there instead. It's not relevant but I was surprised so I'm posting about it.
After we were done with the Keep, we decided to check out the other Keep. All went well until we got to the Statues fight. You might have noticed me posting about how high level Wizards in my install are, and, well, it's the same for Priests. The problem is, high level Clerics are a LOT more dangerous, even more since these two have HLAs. Knowing I'm not ready to face them, I killed one of the Warrior Statues and retreated. We lost the loot because I forgot to pick it up (I even opened the ground container!), but whatever, it was just a long sword +2 and a bunch of Potions which we don't need. After several failed attempts and many retreats, we managed to isolate the other warrior Statue long enough for us to kill it through it's Hardiness. We picked up the Poison Head from the Flail of Ages from that Statue's remains and left, although something bugged out and we couldn't leave (cutscene wasn't triggering), and Jan got killed, then we were transported outside.
I raised Jan (under IR, the RoR has 2 charges per day) and went back in, picked up his stuff, and left for good. So long Watcher's Keep, we'll be back in ToB or Chapter 6 I guess.
We forged the FoA+4 and I remembered at some point I had picked up the Pommel Jewel of the Equalizer, but somehow lost it. Oh well.
I think I'm done for today, trying to fights those Cleric Statues was definitely a bad idea and I'm going to have nightmares about them for months. I suppose next is getting more gold and checking out the Wilderness areas although I have a feeling we shouldn't rush into them since they're rather dangerous.
After returning Joia's ring we headed south to High Hedge and on to Beregost where we calmed Marl and took a tome to Firebead.
We continued southward, killed a couple of ogrillon and returned Jumper the rabbit to a little girl.
Nearby, we were accosted by some officious members of the Flaming Fist. They weren't worthwhile fighting for the experience, but their plate armour was well worth having. Seer cast summoned weasels to take the brunt of any assault on us.
We even have some spare if we are joined by another fighter or Champion.
We then returned to Beregost with the letter that we found on the body of an ogrillon. We were given a ring as a reward.
None of those south of Beregost injured us at all, so Watcher's healing spells weren't needed.
We tried to help both Mellicamp and Tonder, but Mellicamp's luck ran out and the antidote didn't work on Tonder so we were forced to kill him. On the plus side, we were given a sword of flame in return for Tonder's body so it wasn't all bad.
We then proceeded to Nashkel where we found some Ankheg armour and talked to Noober.
We then went to the carnival wherte we killed both Zordral and The Amazing Oompah.
Both Bentha and Aerie were very grateful for our help and afterwards Aerie identified a lot of items for us.
South of Nashkel zargos Flintblade was no match for us. Neither was Greywolf. We took the emeralds to Oublek.
Heading West, we reunited Rufus with his owner and killed Vax and Zal.
Command made this relatively easy to do.
We then returned to Beregost where we killed Karlat and Silke.
After her death Seer took it into his head that since we were responsible for those that Silke wanted us to kill still being alive, it was only just that he acquired their potions and gems. I disagreed, but since they gave him a further potion and left, there wasn't much that I could do to rectify matters.
Wee returned Perdue's lost sword and the Colquetle Amulet and got Eltoth back into shape. I am now a fully accreditted hero.
EDIT
At the Temple it was recommended that we kill Bassilus and that is what we did. Having some idea of what we were going to face, we were already buffed, which made the battle much easier. We distracted him from us by means of summoned weasels, and used the same tactic against Zargal, the strongest one there is.
With him dead, his minions were easy to deal with.
We then headed to the lighthouse area where we took on a party of sirines. They were particularly tough. Watcher and Everwatch were wearing Helms of Charm Protection and I was keeping Seer well out of the way.
However, chasing the sirines eventually brought Seer in sight of the sirines and he got killed.
Sorry, no image.
We went to the temple and raised him which cost 600 gold pieces.
The session started with Pale looking for a way to enhance his combat abilities - Meilum had a way of appropriate bracers and seemed happy to stick around.
Bassilus engaged in a spell duel with a nymph - both spells succeeded, which was not a good result for Bassilus.
After a quick trip through the Cloud Peaks it seemed time to get on with the main quest. In the Nashkel Mine Mulahey successfully confused Payea, but she was already on her way to the far end of the room and comparative safety.
Meanwhile, Mulahey was dominated by a nymph and helped kill his supporters before being finished off. Outside the mine the Amazons suffered not just from the web, but lightning blasts - Payea's increasing level meaning she now called down 2 bolts per spell rather than only 1.
Nimbul was webbed and Tranzig whacked to point the way to the Bandit Camp. There, Taurgosz managed a few good hits and narrowly survived a lightning attack - only for Payea to make her first use of chromatic orb in the run to finish him off.
The duo used improved invisibility to sneak into the tent and web the occupants.
Payea remembered there was a bit of unfinished business before the Cloakwood and led the way back to the coast to find the golems in the pirate cave. Having not rested, she only had a few healing spells to aid the attack, but with greatly improved equipment and levels since we were there last, that was all that was required.
After a quick trip through the Cloakwood, Payea threw 4 webs at Drasus & co before settling down for a shooting party.
Moving on, it didn't take long to get down to Davaeorn's level. The battle horrors there were drawn back singly and disposed of before Payea put protection from lightning on Pale and sent her in search of the mage. Payea nearly paid for not protecting herself when a lightning bolt bounced up the corridor and 1 hit took her down to 2 HPs - but she managed to avoid being hit again as the bolt bounced its way round the walls and Davaeorn died moments later.
In the City the poison quest was done early largely to get the wisdom tome. However, a pair of nymphs were also used to convince Lothander to hand over a second pair of boots of speed.
A couple of side trips saw a basilisk webbed without any protection against its gaze available - but it failed to break free of the webs. Then more lightning was on show as Degrodel's guards were dragged outside under the sky.
Then it was on to find Marek - he's another character whose script has no answer if confronted by invisible attackers and he could be beaten up without any retaliation.
Pale, cavalier 7, 96 HPs (incl. 5 from helm), 256 kills
Payea, avenger 9, 64 HPs, 93 kills, 0 deaths
Sirine felt the sweat burning her eyes as she searched for strength to land another blow on the thing, whatever it was. A ghost? Undead? They had earned its ire when they removed an idol from an archaeological dig. She had taken some hard hits from the thing & she had seen Isra suffer the same – even saw her friend disengage to heal herself once – a rarity. Dispenser was right there too – he might have chosen the clergy, but he was a paladin for justice in every sense of the word. She knew that Imoen and Valerie were at a distance pelting it with arrows & stones & spells. She could see Indira, their new companion, out of the corner of her eye. Indira was effective with a bow or a spell. Sirine had seen Melf’s Acid Arrows hitting the creature from multiple directions with visible affect. They had been battling it for some time, & she was whipped. The end could not come soon enough. It seemed impervious to many of their normal attacks. She brought her two-handed sword, Brimstone, down hard, the fire & smoke of its blade crashing into the blackness that was the creature’s body. It was the death blow. The thing simply disappeared but she knew it was destroyed. Her breath came hard as she gasped leaning on the pommel before dropping to a knee. She was exhausted, looked around to make sure everyone was okay – they were - all as tired & drained as she was. She would learn later that the creature was a Doomsayer – she did not fancy meeting one of those again anytime soon.
DEALING WITH THE DOOMSAYER
Later, as they marched by two’s, (Dispenser always had them in that formation when he wanted to avoid enemy contact), she thought back over the last 19 days. In that span, they’d covered Ulcaster School and ruins (where they’d fought a tough ghost); South Beregost Road & the Red Canyons (where they had destroyed an evil cleric of Cyric); the Archaeological Site (where they had been able to find the guard captain, Brage, from Nashkel & return him to Nalin, where he would have a life of penance); had cleared the black in High Hedge & destroyed a Vampiric wolf pack near the Song of the Morning Temple. It was a grueling three weeks.
They would soon be at High Hedge Manor. Having spent so much time there doing business with Thalantyr, he had allowed them to stay there when Valerie asked. He knew Dispenser was a fugitive & extended his hospitality. Valerie had struck up somewhat of a relationship, an adopted father-daughter kind of thing. They stayed in the back of the manor (where they had to watch out for being stepped on by Thalantyr’s two bodyguard Flesh Golems). He wasn’t much for conversation, & he was gruff when he spoke, but he liked Valerie - & tolerated the rest of us. She smiled at that thought. They would have to slip into Beregost later to get some supplies but tonight she would lay her bedroll down on the hard floor @ High Hedge - & she was ready to do just that.
PARTY INFO
ORDER OF MARCH: Indira (recon), Sirine & Isra (shock), Dispenser (leader), Imoen (Traps), Valerie (Arcane support)
PARTY MAKEUP: (Reputation: 20 - Heroic) Dispenser: Cleric (Holy Justice of Tyr)/7 (HP 49) Mail of the Dead +2, Shield of the Stars +1 w/Girdle of Bluntness & Ring of Free Action; L/Sword +2/+1* & Warhammer +2/ (+1)* (SWS*) & Wand of the Heavens; Spells: Defensive Harmony, Animate Dead, Dispel Magic, Holy Smite, Chant, Draw/Holy Might, Hold Person, Silence 15’, Slow Poison, Bless, Command, Doom, Protection from Evil; Remove Fear; Abilities: Cure Affliction (2), Healing Touch (2), Hold person, Strength of One; Divine Might; (None) (1)
Sirine: Paladin of Ilmatar (Martyr of Ilmater)/6 (HP 50) Full Plate & Cloak of Protection +2; 2H/Sword +1** (Flail**, THWS**) & Gauntlets of Weapons Expertise; Abilities: Sacrifice, Martyrdom, Lay on Hands (3), D/Evil (8); (Advanced AI) (2)
Isra: Paladin (Cavalier of Sune)/6 (HP 54) Fallorain’s Plate Mail +1 w/2H/Sword +2 (Spiders Bane)** & Morning Star +1** w/ Gauntlet’s of Weapon Skill, (THWS**, Mc/MS*), ), Abilities: Remove Fear (6), Prot/Evil (6), Lay Hands, D/Evil (9), Cure Disease; (Advanced AI) (3)
Indira: Fighter/Mage 6/5 (HP 29) Indira’s Chain Vest, Ring of Protection +2,Girdle of Piercing & Boots of Speed; Composite Short Bow +1*** w/Bracers of Archery & L/Sword +1***; Spells; Haste, Melf’s Acid Arrow (2), Magic Missile (4); (Advanced AI) (4)
Imoen: Thief/Adventurer//7 (HP 41) Leather w/Ring/Prot +1; S/bow +1* & Dagger of Venom* (Short Sword/Ninja-to*); Skills: OL 85, PP 40, FT 75, MS 60, HS 55, DI 25, ST 30, w/Master Belt & Boots of Stealth; (Thief Ranged) (6)
Valerie: Sorcerer/6 (HP 18) Robe of the Good Arch-Magi & Ring/Protection +1; Ring Energy, Necklace of Missiles, Sling +1* (Dart*); Spells: Remove Magic, Melf’s Acid Arrow, Ray of Enfeeblement (5), Magic Missile (5), Chromatic Orb (#), Spook (5),Sleep (5), (Advanced AI) (5)
Comments
anyway, yes Druid plays different... good luck
2 fighter/druids
1 shapeshifter
1 totemic druid
Other two spots:
NPC druid - Jaheira is our 1st choice for both BG 1 and BG 2.
NPC thief - probably Imoen for BG 1, and Yoshimo and Imoen in BG 2.
Journal of Deathslayer, Knight of the Eternal Order.
A combination of "Writhing Fog" and "Web" seems to be sufficient to disable most parties.
It disabled the Amazons outside the Nashkel Mines and it disabled Narcillicus Harwilliger Neen.
Web by itself was sufficient for Nimbul. The Writhing Fog would have tuned the town hostile.
We used the fog against the assassins north of beregost though.
We then reverted to brute force and ignorance in the ankheg nest.
WE then headed for the bandit camp and on one occasion we were ambushed from three sides at once. However, we still prevailed.
We were going to let Tranzig live, but he died before he was able to leave the inn.
Through thorough planning beforehand we were able to clear the enemies in the bandit camp. We cast web and
writhing fog and they hadn't got the gumption to wait until the spell had expired before attacking. They were therefore disabled and fairly easy to deal with.
The same tactic was used against Davenport and his allies.
We then took on the Section HQ in Beregost. Due to lack of preparedness both Trixter and Dynaheir were killed.
However Jiwan and I survived.
Then as the party were picking up the loot the game crashed.
My previous save was before the battle when Jiwan and Dynaheir were killed.
What is the ethical way to deal with the situation? If I replay it the same way I could well survive without any deaths, or the entire party could be wiped out.
Needless to say, a little extra buffing made all the difference and nobody died the second time around. It made getting back to full strength a bit cheaper that's all, and money isn't a big issue at present. Indeed if/when I finish the Section HQ I will have an embarrassment of riches due to being able to sell so many coats of full plate mail and swords +1.
I lost Imoen as we entered the city square but picked up a pretty good Fighter-bounty hunter as a temp then we asked some slavers to lend us their gear as treked over to get licenced and then collected Dorn... a miss click during his quest cost me another 2 points of rep (currently in the toilet at 5) so its time to get away from the local law until things cool down a bit
EDIT
Journal of Deathslayer, Knight of the Eternal Order.
If those elite Section Operatives don't get disabled, they certainly are dangerous. Dynaheir got killed and the rest of us were quite badly hurt.
After picking up Dynaheirs equipment and looting the Operatives' bodies for armour and weapons, we used stealth to leave the HQ.
Iit cost 800gp to raise Dynaheir at the temple. We chose not to use a scroll to raise her so as to keep the scroll for a time when it might be vital to have it.
I noticed that Peltar is in the temple, perhaps I decided to speak to him before returning to the Section HQ.
Before speaking to Peltar, I sold a lot of equipment from my bag of holding. In Restenford I started buying equipment and only then did I realise that I had made a mistake in not completing the Section HQ first before going there. There were so many expensive spells, and if I have the same bug as in my last installation, there will be no chance of return.
I have been giving the spells to Trixter on the grounds that he won't be dying before arrival in SoA. That is a bit like counting chickens before they are hatched, I know.
EDIT
It certainly was. The changes to Secret of Bonehill have made it quite a hard mod. The spells of the orc mages are highly effective! This might be the result of changes to the mod itself, or due to other mods that I have installed.
What is certainly true is that with my installation, Restenford needs to be avoided until much later.
Due to the Aerial Servant's entagle spell, I couldn't even run away.
Still, a very enjoyable run, and the only major mistake was going to Restenford too soon. I'll know for the future. I' will have to use stealth, web and writhing fog in the future.
Deathslayer was wearing the ring of freedom of action so why he couldn't flee, I don't know.
I gave him points in Katana and short bow for these thief levels... mostly because they are the weapons he carries than any special reasons
he then duals to Fighter and could take whatever skills you like but I went with quarterstaff for backstabbing and the point in dagger is to use in the off hand so shortsword would be another option... I mostly went with dagger because he will be the only character which would use that weapon in my group
we helped a wizard build his pet, brockered a deal for the town to get protection and saved Mazzy from a fate of sick sex doll.
Bug2
the murderer just will not die! some one (not sure if its scs or beamdog) has added a script to stop him being killed... I had no other option but to leave him my fire pet to play with
Q, what is the etiquette here?
I don't mind missing out on the mage home and no body in my party died so its not a wipe but I have never hit this bug before so not even sure if a reroll would change anything... will have to study the code line by line to figgure it out
That's what I would do anyway. Your choice. So long as you record what you have done, I don't think that anybody will shout "Cheat!"
Grimvald the Strong is the PC. You may be thinking, "What, no thief?" I was wanting to maker a dwarven Illusionist/thief, but with my set-up it is impossible. I could make a gnomish illusionist/thief and change him to a dwarf in EE Keeper, or use the Illusionist already rolled and change him into an Illusionist/thief in EE Keeper. Suggestions?
EDIT
Having started the game, I discovered that the Alaghor can't even use splint mail armour so I am dropping this game. I may play it without her. I'l;l think about it.
Crest - dwarf berserker (Grond0)
Trapper - halfling bounty hunter (Corey_Russell)
Drubb - dwarf fighter/cleric (Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/1082132/#Comment_1082132
https://forums.beamdog.com/discussion/comment/1083853/#Comment_1083853
https://forums.beamdog.com/discussion/comment/1085138/#Comment_1085138
We started the session ready to burst in to the main room on the first level of Watcher's Keep. We duly did so, weapons flashing, only to be met with just some measly mephits. After clearing the rest of the level, Crest insisted on taking on the statues for a stiffer challenge. They proved too difficult to fight as a group and each of us split up to fight individual battles. Crest got low on HPs when crunched by the golem statue, but managed to trap it against a door frame to finish it off safely.
Back in Athkatla we undertook Mae'Var's tasks. A couple of thrown traps hurt Rayic slightly, but Trapper looked vulnerable upstairs all on his own - so Drubb rushed up in support. He was tagged by PW stun though and in danger from a forthcoming finger of death. However, Crest joined Trapper in firing elemental arrows and it looked like Rayic might die before Drubb - unfortunately, although he did, he managed to launch his FoD first ... The guild thieves were easier prey and Mae'Var was duly dispatched.
Noting that Trapper did not yet have any headgear, the next destination was the Graveyard. After clearing the top area, we went below to find Pai'Na. The drow died quickly and the plan was for Trapper to kill all the spiders with a thrown trap. However, one of them had got stuck in place rather than moving to aid Pai'Na and Trapper had to kill that before being able to throw his trap from out of sight. That reduced his kill count a bit, but he still cleaned up a decent number of spiders.
While selling loot at the Promenade, Crest noted that Drubb was still struggling along with standard plate armor. Fortunately Mencar was able to remedy that deficiency.
After picking up another pair of pantaloons as a ransom it seemed appropriate to rebuild reputation, so the Fallen Paladins were tackled next - no problems there.
With time in the session running out fast, a trip to Trademeet was done in double-quick time. Drubb and Crest worked together to put trolls down and Trapper finished them off with elemental arrows. Various druids were unable to slow the attackers at all and Cernd was offered the chance to feed just before we saved the game.
Berserker - L11, 119 HPs (incl. 5 from helm), 209 kills (+215 in BG1)
Bounty Hunter - L14, 86 HPs (incl. 7 from ioun stone), 65 kills (+70 in BG1), 1 death
Fighter/cleric - L9/10, 102 HPs, 121 kills (+185 in BG1), 1 death
DoF's Alaghar (Alaghor is the plural) may use every armor but there's no kit for Moradin yet.
Fun fact: the Alaghar of Clangeddin is the reason why I've decided to create DoF (back then FnP's one couldn't be installed without a full install and I didn't like the Ranger/Druid/Paladin/Acolyte mechanics). My initial goal was to create a kit for Yeslick... And here we are now.
Well, my druids have made decent progress, the single class druids are about level 6 and the fighter/druids are about level 5, with Imoen level 5 thief/level 4 mage. As it turns out, Alena the shapeshifter has been vital, as she has been our pack rat. He melee damage was quite considerable for a long time, and it only has been recently with weapon upgrades/levels, that the fighter/druids are approaching Alena's damage. Alena really came through with Mulahey, as Mulahey successfully held two party members, and only Alena, burning down all enemies quick saved party members from dying.
Guess, I should mention, here is Coredruid:
If interested, click spoiler for his MP party members:
Some people may wonder why is there a CON penalty for Coredruid, it's because he's using the Claw. Since his natural CON is 18, this means he actually suffers no HP penalty for using it. And as a human, his save vs. death is so bad, adding 4 more doesn't really change anything in that regard. He is usually in the back anyways, so he rarely needs to make a save vs. death.
Since Imoen needs tons of experience, we are vacuuming all areas, that is, even areas with pittance for experience we are doing, just to give Imoen the best chance of getting her thief abilities back before the Cloakwood mines.
Pale (female human cavalier, Grond0); Payea (female human avenger, Gate70)
Previous run
Our new run started as usual by going to shoot down Shoal before waltzing through Beregost on the way to Nashkel. Rather than go on to the basilisks though, we decided to take advantage of Pale's immunity to charm and Payea's skill at casting webs to take on some sirines at the coast. Sil managed to break free of the webs and turn herself invisible - but a final dagger was already in-flight.
With a grand total of a +1 dagger between us as a potential way to kill golems, Pale decided running away was the best form of valor for a brave cavalier. She did show her paladin virtues though by deciding not to kill Drizzt (despite having scimitar as her main weapon proficiency). Instead she looked to increase her reputation on the Sword Coast. That started by getting through a large stack of throwing daggers while Payea ran Greywolf around. Further quests were done without trouble, meaning a trip to the ankheg nest could push reputation up to the maximum. While some of those were done with straight melee, others got the web treatment.
After purchasing a couple of choice items, the basilisk area was next. The monsters there were keener than usual to engage in melee, though some of them got stuck first. Mutamin briefly broke free from webs to threaten revenge, but failed to actually cast anything. It was a similar story for Kirian's crew, where webs would probably have been sufficient on their own even without adding in a nymph and some lightning.
Moving on to Durlag's Tower, battle horrors were fairly resistant to weapon attacks. Pale wondered whether Payea's new ability to take sword spider form would combine well with webs against the battle horrors (they are immune to missiles, so some form of immunity to web could have been helpful there). However, Payea decided it would be more fun to call down lightning from the sky. On the roof, some potions of mirror eyes allowed Pale to tank the basilisks and grab the +2 scimitar there to boost her martial skills. Coming back in Payea was stunned by the trap, giving Pale plenty of time to show off her charm immunity while going upstairs to grab the tome.
Pale, cavalier 6, 75 HPs, 78 kills
Payea, avenger 7, 53 HPs, 36 kills, 0 deaths
his basic tactic is to level drain and cast orbs which is why its worth grabbing Dorn for this fight as he is immune to the level drain and can keep him looking the other way while we lay traps
so to be clear;
its Valygar that has had the no-die script added... killing him is a valid tactic for evil or lawful parties but Mazzy will get upset and attack you if you let him tell his sob story first
I have decided not to reroll it because my party got out without deaths and I can always go back later without Mazzy so I don't feel correct to reroll for this
Previous updates:
https://forums.beamdog.com/discussion/comment/1085483#Comment_1085483
https://forums.beamdog.com/discussion/comment/1085622#Comment_1085622
SoD: https://forums.beamdog.com/discussion/comment/1085932#Comment_1085932
https://forums.beamdog.com/discussion/comment/1085972#Comment_1085972
This time I'm not going to smuggle everything. Just golem building supplies, unique Shadow Adept items that otherwise don't show up in BG2, and two SoD items that are going to get replaced very quickly (Shield of Egons, Blazing Glory). I have to start my scroll, potion, and wand collection over again with the exception of Shadow Weave wands.
I start with the Copper Coronet slaving ring since I'm rather close to a level. Shadow Adept and Cleric 13 are gained from freeing the kids.
Spells gained:
Shar's Shield (lv.6): Globe of Invulnerability + 20% MR
After the CC sewers and the slavers themselves, I go to the De'Arnise Keep to get my fighter stronghold. This is why Aerial Servants are awesome. Dispelling Glaicus's charm effect earns Fighter 13 and its extra half attack per round. Tor'Gal and his goons are easy. When you're covered in 3 different types of Spell Shield, mage fights become trivial. My minions help reduce the trolls' max HP with level drain and Tor'Gal is put down without any trouble.
Next up is Trademeet and the Druid Grove. Cleric 14 is gained from fighting the druids who are fighting trolls.
The rest of the grove is no problem, so I go to Watcher's Keep to do the first two levels. The first level is easy. Fighter and Shadow Adept 14 are gained from pulling the air lever on level 2. Cleric 15 is gained from freezing the fire elementals in the gaseous ice room. Night Terrors gains Death Spell properties and Shar's Blessing gains Improved Haste properties. Summon Nighthaunt summons 2 now. Skeleton Warriors are at their max level.
Spells gained:
Black Ray of Destruction (lv.7): Ruby Ray + 100% casting failure for 2 rounds.
Possess (lv.7): Caster takes over the target's body for 10 turns if a save vs. spell at -7 is failed. Target's physical stats are set to 25. Cannot be dispelled and ignores MR. Target falls unconscious for 5 rounds and takes 5d10 nonlethal damage when the spell ends or if the caster ends the spell manually.
Chromatic Demon is level drained to death by my minions. For all of his impressive new immunities, he's still not immune to level drain.
I think I'm more than strong enough to handle the Trials of the Luremaster expansion. This will be an investment of time to gain lots of easy money, XP, and equipment to upgrade. The fight against the lost party in one of the towers is beaten quickly. I drink the Potion of Holy Transference in the cleric's bag of holding, trading -1 DEX for +2 WIS. Extra cleric spell slots and +10% shadow magic duration GET !
Cleric 16 is gained from fighting stuff and so is Shadow Adept 15 later on.
Spells gained:
Shadowplague (lv.7): SCS Creeping Doom. Ignores MR.
Twin Mislead (lv.6): Mislead. Creates a second clone after 3 rounds regardless of the status of the first.
Merciless Blizzard (lv.8): 10d4 cold damage cloud that slows everyone within for 2 rounds (no save) and lowers their cold resistance by 20% per round for 1 turn, plus save vs. spell at -2 or be paralyzed for the round. Bypasses MR. Creatures with cold immunity or cold affinity are immune to the spell.
Annulment (lv.8): For 1 round/level, Protection from Energy + immunity to 6th level spells and lower, which includes anti-magic spells just like a lich's immunities.
After beating TotLm, I go back to High Hedge to get Thalantyr to make the Ring of Free Action +2 and the Girdle of Bravery again. While I'm in the neighborhood, I help an old man cross the street. I also want the loot from the ghosts of Firewine, so I pay them a visit too. Using a combination of Shatter Weave -> Shadowblast -> Merciless Blizzard, I am able to kill them and get most of their loot, though one shatters from taking too much cold damage. Shatter Weave negates their 100% MR, which allows Shadowblast to reduce their 100% cold resistance by 20%, which allows Merciless Blizzard to start taking effect. Then I help some gnolls defeat a drow. I love Merciless Blizzard.
The super reputation police have heard of my foul deeds and come to take vengeance. They are completely outmatched. Alhelor likes to spam summons and summons a fallen planetar, but I cast Shadowplague near Alhelor to hamper his casting ability, then cast PfWfW and Shar's Blessing to quickly kill the planetar. Merciless Blizzard does the rest of the heavy lifting. None survive. They come back again later somehow, but they are dispatched with another casting of Merciless Blizzard and that time none of them survive long enough to trigger the "we'll be back!" dialogue.
Skaarj Sunspire - Fighter 17/Shadow Adept 16/Cleric 18
Previous updates:
https://forums.beamdog.com/discussion/comment/1085483#Comment_1085483
https://forums.beamdog.com/discussion/comment/1085622#Comment_1085622
SoD: https://forums.beamdog.com/discussion/comment/1085932#Comment_1085932
https://forums.beamdog.com/discussion/comment/1085972#Comment_1085972
BG2: https://forums.beamdog.com/discussion/comment/1086599#Comment_1086599
I pay Gaelan 45k and gain Cleric 19 from it. I go to the government district to pay for a magic liscense but my reputation is too low to do so. Well, that's okay, since it means I can cast magic wherever I want anyway.
Just looking for little sidequests I haven't done yet, so I visit the graveyard and clean it out, earning Fighter 18 from some spiders.
The city gates lich is paid a visit without using a scroll of PfU. His Cornugon and Fallen Planetar are killed and he follows shortly after getting breached.
And since I'm in the bridge district already, I go crash the Twisted Rune's party. I summon my Shadow Double and get him to help out with summoning minions. Both of us use PfU scrolls on ourselves and kill Shangalar, then move on to take on his buddies. Layene summons a Fallen Planetar but Shar's Blessing beats it down right quick. The mage follows after taking a Black Ray and a Breaching Dark.
Spells gained:
Blackfire Fury (lv.8): 10d10 unresistable fire damage to one target, no MR. Save vs. spell at -4 for half. If target dies from this, it becomes a devil shade under the caster's control for 5 turns.
Nightfall (lv.7): AoE damage cloud that lasts 6 rounds. Enemies in AoE take 2d6 magic damage/round and suffer a cumulative -1 to AC and saves for 1 turn. Friendlies are healed for 2d6/round instead.
Power Word: Silence (lv.6): As same spell but ignores MR.
I want to replace my shield with a shield that I found in TotLm but I have to forge the Citadel Helmet first because I'm not going to give up the Shield of Harmony's charm immunity. The Guarded Compound is taken out with the old reliable Twin Mislead after walking up the stairs while invisible. Now for the shade lich. I try to possess Gaius in the temple sewers but he saves against it so I have to do things the fun way. Cleric 20 is earned from the sewer party. The Shade Lich is taken out by using Black Ray's spell failure. This prevented it from recasting PfMW which I took advantage of.
Fighter 19 is gained from killing the repeating spawns from the big screaming statue down the stairs from the shade lich.
With both of Kangaxx's liches dead, I go back to the docks and have Cromwell forge the Citadel Helmet from the helms of Charm Protection and Defense, and also Improved Kitthix. Now to take on the big lich himself. His fallen planetar is taken out early on. I spend a couple of anti-magic spells on Kangaxx to remove his Spell Shield then Breach him, prompting his demilich transformation. When he transforms, he casts Time Stop but Shatter Weave causes a couple of his spells to fail. A couple of Black Rays and a Breaching Dark later, Kangaxx is dead. He at least managed to take out both of my Shadow Screens, my Entropy Shield, and Impervious Sanctity of Mind before he died.
Cleric 21 is gained from the undead village while Fighter 20 and Shadow Adept 18 are gained from assembling the Rift Device. Finally, 9th level spells!
Spells gained:
Nightsinger's Tithe (lv.9): PW: Kill. 50% chance per kill made that caster's max HP is permanently increased by 1. When 50 enemies are killed by Nightsinger's Tithe, the caster gains +2 CON, +1 saves, and -1 casting time, but it will no longer increase the caster's max HP.
Oblivion Pull (lv.9): Ranged imprisonment. Anyone within 7.5' of initial target must save vs. death at -6 or also be imprisoned.
Darkbolt (lv.9): Target must save vs. death at -2 or have its max HP halved for 5 rounds. Deals 5d6+10 magic damage regardless of the save and nullifies MR for 5 rounds. Creatures killed with this spell cause the caster to gain +50% of their max HP for 1 turn and restores two expended spells of 8th level or lower. Ignores MR.
Shar's Mantle (lv.8): Mantle, plus totally blocks missile attacks. Attackers must save vs. death at -2 or suffer 10% of their max HP in damage and be level drained by 1 level.
Shadow Gate (lv.7): Spawns a portal to the Plane of Shadow for 8 rounds. Every round, a shadow fiend (40%), wraith (40%), devil shade (10%), or nightwalker (5%) appears from the portal and stays for 1 turn. The portal can be attacked and destroyed by +2 weapons and better but is immune to elemental damage
I was planning on smuggling the Rift Device out of the sewers using Nyx, so I don't use it on the Unseeing Eye. It turns out I was never in any danger at all because my minions level drain it to death and Entropy Shield/Shadow Screen kept me safe from anti-magic rays from the Death Tyrants. Later on I mess up the smuggling because Nyx took some of my equipment. When I told her to hand over the pickpocketed items, attempting to pocket the Rift Device again resulted in the "There are no items a cutpurse of your ability can steal" message. I guess I'm beating Melissan the usual way again.
Skaarj Sunspire - Fighter 20/Shadow Adept 18/Cleric 21
Thanks for the information. In my next installation I may use that rather that FnP. I'll investigate further.
I decided to have a trio of Helmite Dwarfs for my next run.
They survived the battles against my upgraded assassins in Candlekeep OK.
Y'all are all more skilled than I, so maybe it doesn't matter. But, it occurred to me that a good (smart) way to play this game is the opposite of what I do.
I play the Baldur's Gate storyline up through Candlekeep Chapter 6, and then after I am arrested and escape, I work back up from south of Nashkel (playing Tales of the Sword Coast areas) to Baldur's Gate for the final challenge, hitting Durlag's Tower last before going into Baldur's Gate.
But, I was thinking that it would be better play through Chapter 3 and then work north, taking care of Baldur's Gate main storyline challenges while also playing the Tales of the Sword Coast areas. Seems the monsters, with a few exceptions, (like the Amazon warriors in the Valley of the Tombs), get progressively harder as you move south to north. In this idea, your party or PC gets stronger as they go, so instead of doing Chapters 3,4,5 straight out of Nashkel MInes you work up that way knocking out experience and treasure as you go. By the time you get to Larswood, Bandit Camp, etc, you're pretty tough hombres. Any thoughts? Or was this just a stupid post by a knucklehead?
Thanks for the compliment. I have photoshop and have discovered that it isn't that difficult to change the background to images of characters on the web, and copying something like a symbol onto a shield. (I copied the symbol, resized, and reorientated it. Then adjusted the hue and brightness. In photoshop that is not too time-consuming) To make the shield plain, I selected the area and pixelated it and only then added the symbol.
I didn't like the skulls that were around the waist of the mage. Perhaps for a necromancer that would have been OK, so changed them since he is an Illusionist.
With the second character I almost decided to change the background to one of my own, but decided against it.
With the third one changing the background was beyond my skill because of his gowing hand. I was not satisfied with his staff though. I got the lighting wrong at the top, so I changed it. It is now harder to see the join where I edited it.
Your idea about the order of play is not a bad idea at all. I used to do the Ankheg area late on after Nashkel, but now I do it much sooner. (As soon as I can do it and survive) The same with the basilisks.
If playing a solo thief, Durlag's would be done at level 1 or 2. Not fighting anyone but dashing through under the influence of oil of speed, potion of perception and of thieving mastery, getting rid of all the traps and opening locls. A thief then very rapidly gets a lot of good equipment. He goes in at level 1 and exits at level 4. Yet most say leave Durlag's until you are strong.
That is how I usually play it, is clearing south areas then progressively work my way North. If I do Durlag's, I wait until I'm about level 6 or higher. Of course, this is if I am in a full party. If solo or a small party, then will just do main quest/upgrades, as that is plenty experience then.
We proceeded to the Friendly Arms Inn where Tarnesh and the hobgoblins were easily defeated.
To the north we killed Sonner et al, a zombie and all the ankhegs that we could find. We later went further north still, killed an ankheg with a dagger in its gut and proceeded yet further north where we killed a LOT of zombies. The farmer didn't seem interested in talking to us. That's HIS problem. Now back near the FAI where we have rested.
The party seems to be well-balanced.
Still, I've found that the game is still partially playable for me with a touchscreen, and I'm thinking of restarting it with a Fighter/Thief instead of Bardy McBardface.
I think this is the first time I get this spawn, interesting. I'll gladly take the free Mustard Jelly XP over the Mephits and whatever other annoying creatures I remember spawned there instead. It's not relevant but I was surprised so I'm posting about it.
I raised Jan (under IR, the RoR has 2 charges per day) and went back in, picked up his stuff, and left for good. So long Watcher's Keep, we'll be back in ToB or Chapter 6 I guess.
We forged the FoA+4 and I remembered at some point I had picked up the Pommel Jewel of the Equalizer, but somehow lost it. Oh well.
I think I'm done for today, trying to fights those Cleric Statues was definitely a bad idea and I'm going to have nightmares about them for months. I suppose next is getting more gold and checking out the Wilderness areas although I have a feeling we shouldn't rush into them since they're rather dangerous.
After returning Joia's ring we headed south to High Hedge and on to Beregost where we calmed Marl and took a tome to Firebead.
We continued southward, killed a couple of ogrillon and returned Jumper the rabbit to a little girl.
Nearby, we were accosted by some officious members of the Flaming Fist. They weren't worthwhile fighting for the experience, but their plate armour was well worth having. Seer cast summoned weasels to take the brunt of any assault on us.
We even have some spare if we are joined by another fighter or Champion.
We then returned to Beregost with the letter that we found on the body of an ogrillon. We were given a ring as a reward.
None of those south of Beregost injured us at all, so Watcher's healing spells weren't needed.
We tried to help both Mellicamp and Tonder, but Mellicamp's luck ran out and the antidote didn't work on Tonder so we were forced to kill him. On the plus side, we were given a sword of flame in return for Tonder's body so it wasn't all bad.
We then proceeded to Nashkel where we found some Ankheg armour and talked to Noober.
We then went to the carnival wherte we killed both Zordral and The Amazing Oompah.
Both Bentha and Aerie were very grateful for our help and afterwards Aerie identified a lot of items for us.
South of Nashkel zargos Flintblade was no match for us. Neither was Greywolf. We took the emeralds to Oublek.
Heading West, we reunited Rufus with his owner and killed Vax and Zal.
Command made this relatively easy to do.
We then returned to Beregost where we killed Karlat and Silke.
After her death Seer took it into his head that since we were responsible for those that Silke wanted us to kill still being alive, it was only just that he acquired their potions and gems. I disagreed, but since they gave him a further potion and left, there wasn't much that I could do to rectify matters.
Wee returned Perdue's lost sword and the Colquetle Amulet and got Eltoth back into shape. I am now a fully accreditted hero.
EDIT
At the Temple it was recommended that we kill Bassilus and that is what we did. Having some idea of what we were going to face, we were already buffed, which made the battle much easier. We distracted him from us by means of summoned weasels, and used the same tactic against Zargal, the strongest one there is.
With him dead, his minions were easy to deal with.
We then headed to the lighthouse area where we took on a party of sirines. They were particularly tough. Watcher and Everwatch were wearing Helms of Charm Protection and I was keeping Seer well out of the way.
However, chasing the sirines eventually brought Seer in sight of the sirines and he got killed.
Sorry, no image.
We went to the temple and raised him which cost 600 gold pieces.
Pale (female human cavalier, Grond0); Payea (female human avenger, Gate70)
Previous updates
The session started with Pale looking for a way to enhance his combat abilities - Meilum had a way of appropriate bracers and seemed happy to stick around.
Bassilus engaged in a spell duel with a nymph - both spells succeeded, which was not a good result for Bassilus.
After a quick trip through the Cloud Peaks it seemed time to get on with the main quest. In the Nashkel Mine Mulahey successfully confused Payea, but she was already on her way to the far end of the room and comparative safety. Meanwhile, Mulahey was dominated by a nymph and helped kill his supporters before being finished off. Outside the mine the Amazons suffered not just from the web, but lightning blasts - Payea's increasing level meaning she now called down 2 bolts per spell rather than only 1.
Nimbul was webbed and Tranzig whacked to point the way to the Bandit Camp. There, Taurgosz managed a few good hits and narrowly survived a lightning attack - only for Payea to make her first use of chromatic orb in the run to finish him off. The duo used improved invisibility to sneak into the tent and web the occupants.
Payea remembered there was a bit of unfinished business before the Cloakwood and led the way back to the coast to find the golems in the pirate cave. Having not rested, she only had a few healing spells to aid the attack, but with greatly improved equipment and levels since we were there last, that was all that was required.
After a quick trip through the Cloakwood, Payea threw 4 webs at Drasus & co before settling down for a shooting party. Moving on, it didn't take long to get down to Davaeorn's level. The battle horrors there were drawn back singly and disposed of before Payea put protection from lightning on Pale and sent her in search of the mage. Payea nearly paid for not protecting herself when a lightning bolt bounced up the corridor and 1 hit took her down to 2 HPs - but she managed to avoid being hit again as the bolt bounced its way round the walls and Davaeorn died moments later.
In the City the poison quest was done early largely to get the wisdom tome. However, a pair of nymphs were also used to convince Lothander to hand over a second pair of boots of speed. A couple of side trips saw a basilisk webbed without any protection against its gaze available - but it failed to break free of the webs. Then more lightning was on show as Degrodel's guards were dragged outside under the sky. Then it was on to find Marek - he's another character whose script has no answer if confronted by invisible attackers and he could be beaten up without any retaliation.
Pale, cavalier 7, 96 HPs (incl. 5 from helm), 256 kills
Payea, avenger 9, 64 HPs, 93 kills, 0 deaths
DEALING WITH THE DOOMSAYER
Later, as they marched by two’s, (Dispenser always had them in that formation when he wanted to avoid enemy contact), she thought back over the last 19 days. In that span, they’d covered Ulcaster School and ruins (where they’d fought a tough ghost); South Beregost Road & the Red Canyons (where they had destroyed an evil cleric of Cyric); the Archaeological Site (where they had been able to find the guard captain, Brage, from Nashkel & return him to Nalin, where he would have a life of penance); had cleared the black in High Hedge & destroyed a Vampiric wolf pack near the Song of the Morning Temple. It was a grueling three weeks.
They would soon be at High Hedge Manor. Having spent so much time there doing business with Thalantyr, he had allowed them to stay there when Valerie asked. He knew Dispenser was a fugitive & extended his hospitality. Valerie had struck up somewhat of a relationship, an adopted father-daughter kind of thing. They stayed in the back of the manor (where they had to watch out for being stepped on by Thalantyr’s two bodyguard Flesh Golems). He wasn’t much for conversation, & he was gruff when he spoke, but he liked Valerie - & tolerated the rest of us. She smiled at that thought. They would have to slip into Beregost later to get some supplies but tonight she would lay her bedroll down on the hard floor @ High Hedge - & she was ready to do just that.
ORDER OF MARCH: Indira (recon), Sirine & Isra (shock), Dispenser (leader), Imoen (Traps), Valerie (Arcane support)
MONSTERS DEFEATED: Doomsayer (AS), Skeleton Warrior (URF), Mustard Jelly (UR), Vampiric Wolves (1/2 UR/SM), Bassillus (Cleric/7 - RC), Icharyd (Skeleton Warrior), Polar Bear (BR), Cave Bear (RC), Dread Wolves (4/4/2 – UR/RC/SM), Ghasts (2 /2– US/RC), Ogre Berserkers (3 – BR), Zargal (Hobgoblin/3 – RC), Neville (Fighter/3 – BR), Half-Ogre (RE), Ochre Jelly (UR), Ogres (3 – BR), Ghouls (8/1 – SBR/RC), Ba’ruk (Hobgoblin/3), Getlik (Hobgoblin/3 - RC), Malkax (Hobgoblin/3 - RC), Dire Wolves (3 – UR), Cattack (Hobgoblin/6 - SM), Flinds (2 – AS), Gnoll Chieftain (AS), Worgs (2/3 – RE/SM), Hobgoblin Elites (7/3/3 – US/SBR/BR), Gnoll Elites (2 – AS), Gnoll Slasher (AS), Gnoll Veterans (2 – AS), Skeletons (11/19/26 – US/RC/HH), Wolves (6/4 – RC/HH), Zombies (3 – US), Gibberlings (4/18 – SBR/BR), Gnolls (6/1 – HH/AS), Hobgoblins (6/7/5/8 – US/SBR/BR/SM), Kobold Commandos (5/5 SBR/AS)), Tasloi (18 – AS), Diggers (7 - AS), Kobolds (15 - US)
Legend: AS (Archaeological Site), Bear River (BR), HH (High Hedge), RC (Red Canyons), RE (Random Encounter), SBR (South Beregost Road), SM (Song of the Morning), UR (Ulcaster Ruins), US (Ulcaster School),
CASUALTIES: None
LEVEL UP: Indira, Fighter 6/Mage 5
NOTEWORTHY TREASURE GAINED: (Gold = ~1021 gp [41376])
Armor & weapons: Heavy Crossbow of Accuracy +2, battle axe +2, small shield +1, staff +1, long sword
Gems/jewelry: Bloodstone Amulet, Fire Opal Ring, Sphene Gem
Potions: Stone Giant Strength, Fiery Burning, Hill Giant Strength
Scrolls:
Wands:
Misc & Artifacts: Boots of Stealth, Cloak of Protection +2, Shield Amulet
BEST KILL:
1) Isra, Greater Basilisk (7000 exp)
2) Sirene, Doomsayer (4000 exp)
3) Valerie & Dispenser: (Sword Spiders) & Indira, Vampiric Wolf (2000 exp ea)
4) Imoen, Wyvern (1400 exp)
CURRENT DISPOSITION: Resting, recuperating & resupplying @ Thalantyr’s manor in High Hedge
NEXT STEPS: Lighthouse, Shipwrecks Coast, Lion’s Way, Coast Way, Mutamin’s Garden, Spider Wood
PARTY MAKEUP: (Reputation: 20 - Heroic)
Dispenser: Cleric (Holy Justice of Tyr)/7 (HP 49) Mail of the Dead +2, Shield of the Stars +1 w/Girdle of Bluntness & Ring of Free Action; L/Sword +2/+1* & Warhammer +2/ (+1)* (SWS*) & Wand of the Heavens; Spells: Defensive Harmony, Animate Dead, Dispel Magic, Holy Smite, Chant, Draw/Holy Might, Hold Person, Silence 15’, Slow Poison, Bless, Command, Doom, Protection from Evil; Remove Fear; Abilities: Cure Affliction (2), Healing Touch (2), Hold person, Strength of One; Divine Might; (None) (1)
Sirine: Paladin of Ilmatar (Martyr of Ilmater)/6 (HP 50) Full Plate & Cloak of Protection +2; 2H/Sword +1** (Flail**, THWS**) & Gauntlets of Weapons Expertise; Abilities: Sacrifice, Martyrdom, Lay on Hands (3), D/Evil (8); (Advanced AI) (2)
Isra: Paladin (Cavalier of Sune)/6 (HP 54) Fallorain’s Plate Mail +1 w/2H/Sword +2 (Spiders Bane)** & Morning Star +1** w/ Gauntlet’s of Weapon Skill, (THWS**, Mc/MS*), ), Abilities: Remove Fear (6), Prot/Evil (6), Lay Hands, D/Evil (9), Cure Disease; (Advanced AI) (3)
Indira: Fighter/Mage 6/5 (HP 29) Indira’s Chain Vest, Ring of Protection +2,Girdle of Piercing & Boots of Speed; Composite Short Bow +1*** w/Bracers of Archery & L/Sword +1***; Spells; Haste, Melf’s Acid Arrow (2), Magic Missile (4); (Advanced AI) (4)
Imoen: Thief/Adventurer//7 (HP 41) Leather w/Ring/Prot +1; S/bow +1* & Dagger of Venom* (Short Sword/Ninja-to*); Skills: OL 85, PP 40, FT 75, MS 60, HS 55, DI 25, ST 30, w/Master Belt & Boots of Stealth; (Thief Ranged) (6)
Valerie: Sorcerer/6 (HP 18) Robe of the Good Arch-Magi & Ring/Protection +1; Ring Energy, Necklace of Missiles, Sling +1* (Dart*); Spells: Remove Magic, Melf’s Acid Arrow, Ray of Enfeeblement (5), Magic Missile (5), Chromatic Orb (#), Spook (5),Sleep (5), (Advanced AI) (5)
MOD USED: BG NPC v23.3, BG NPC Music v6, Plane Touched Races _v0,0, Indira v12, Isra v2.3, Finch v4.0, Gavin v14, Drake, Sirene v2.5, Verr’sza v5.2, BG UB v16, Tweaks Anthology Beta 4, Song & Silence v9, Deities of Faerun, Rogue Rebalancing v491, Level 1 NPCs, SCS v31, aTweaks, Item Randomizer v7
(Current AI) (Chain of Command rank)