I was writing a big update detailing exactly how I got through spellhold with no items but then I lost it, so heres the much shorter version: suffice to say Anastasia took almost zero risk collected essential items + a bag of holding and the boots of the north, plus some low tier gear and left. Without some way to guarantee passing saves she passed up on most tough enemies which could not be greater deathblowed.
She did manage to get level drained by Dace in the process though.
Once out "lonk the sane" was cheesed until he could be punched risk free and Irenicus was duly beaten down and her items recovered from his office - interestingly the monk can immediatly unload a single greater whirlwind to get him down to near death and run away to wait for the conversation to trigger before anything really happens.
After the death of Gorion I seemed to lead acharmed life. At the FAI I was attacked by a mage but emerged unscathed.
I killed some nearby hobgoblins before heading for Baldur's Gate. On the way I met some evil fishermen whom I slew.
I then returned the bowl in their possession to its rightful owner.
Nearby I killed an ankheg despite breaking my weapon.
Upon travelling back to the FAI I was attacked by a horde of bandits. I fled without being hurt!
Joia was delighted when I returned her ring to her.
In transit I was attacked by a skeleton horde and later a ghast. I fled the skeletons but killed the ghast.
After killing some skeletons near High Hedge I came across Mellicamp and was able to help.
I went to Beregost, calmed Marl took a tome to Firebead, and a letter to Mirianne.
In a cave I picked up some healing potions before heading south to Nashkel killing hobgoblins, kobolds and a bandit on the way.
Another horde of bandits attacked, and though I escaped it took three days to recover from the wounds.
In Nashkel I turned down an unwarranted reward from, found some armour and spoke to Noober.
At the carnival I killed the Amazing Oopah who was Lestor's favourite attraction there.
To the south I killed Greywolf with a little help from my friends.
I then took Samuel to the FAI, picking up a wand and a powerful ring on the way.
I then went ankheg hunting.
On the way back to Nashkel Carnival I killed an ogre with a belt fetish and a polar bear.
At the Carnival I rescued Bentha.
Alfie and Rufie were then reunited before I killed Vax and Zal.
Krumm was nextand I then helped to get 'Drienne's cat restored before killing Ingot, Gnarl and Hairtooth.
After looting a cave I headed north where I killed another polar bear and was rewarded with some boots for my trouble.
I then killed Neville and his cohorts before heading north once more where I helped Charleston Nib and Brage.
I then killed Neira before killing some vampyric wolves near the temple.
The next time that I was ambushed by bandits I wiped them out and followed that up by killing some spiders, Silke and Karlat in Beregost.
I took Xzar and Montaron and Khaled and Jaheira to Nashkel, Montaron picking up some nice items while he was with me.
Kagain, Xzar and Montaron aided me in the fight against some rogues who had betrayed Dorn.
When they left it was clear that they wanted no more to do with me and though I helped Dorn against Krill he was none too pleased with me either when he left.
I then enlisted Dynaheir and Minsc before going basilisk hunting.
Anastasia the Dark Moon Monk - part 18 - Sharkbait and Beholder Chunks
Not all that much to say here. Anastasia cleared out the trash mobs in Brynnlaw and sailed away - using the trick of "run to the bow of the boat" to avoid the githyanki raid.
Once inthe city of caverns she did the kings path, MR bypassing all traps and HLAs dealing with the shark-people. All she really wanted were the Gauntlets of Crushing (-4thac0 +4 dam) and the Cloak of Protection +2 - both of which are bits of final game equipment. She "crushed" her opposition and went down to the Underdark.
She deathblowed the elemental portal summons, deathblowed a lot of drow, let everyone out of the sphere-trap except the lich (Dark planetars no thanks), and cleared out the beholder lair with her 103%MR. Next up is the Balor fight.
This is the point where solo Monks are at the peak of their power compared to the game and I expect plain sailing through the rest of SoA until SCS difficulty Hell. Level 35, Sub-zero saves, >100%MR, end game gear and a stack of HLAs. She currently has (from memory) 5 crit strike, 2 GWW, 2 hardiness + 1 each of everything else except warcry. Its a bit of a tossup between GWW and crit strike but the guaranteed hits of Crit Strike, even with only 5APR are very useful against high AC enemies with the monks dualwield penalties. GWW is useful for quickly clearing trash and smashing through stoneskins but I am unsure about the damage differences. The monk is a powerful class but it really really shines in solo.
Anastasia has also now gained Ravager form, which I am planning to use in a few key parts.
Coremage V the SOLO half-elf fighter/mage Update 4
Well Coremage V is still kicking. But he needed a bit of luck again. Normally, I do Umar Hills area early to avoid high level spawns, but didn't even think about Umar Hills until almost everything I wanted to do in Chapter 2 was done. So I realized I might get high level spawns, but then forgot about it. So I venture into the old Amaunator's temple, and needed to buff before showing me before the 1st level dependent undead - I was thinking "Ah some greater mummies and skeletal warriors maybe". So I buffed up only MELEE buffs. I turned the corner and there was a lich! Yikes! I was caught totally flat-footed and the lich got off a time stop. The lich cast symbol fear which has -3 to spell save and my save vs spells that second was like 4 - I had a lot of ways to fail the save - but my luck held! Not only that, after the time stop, Azuredge managed to kill the lich fairly quickly. I then ran a ton using ranged attacks against the rest of the undead! Success!
The ironic part about all of this is I buffed to the gills before showing myself to the next batch of level dependent undead - who failed to show up! I didn't really mind though as I skipped the dragon for now, as there just is no need to fight it, and buffed to the gills vs the Shade Lord and that was a success. Whew!
We'd rolled up a fresh pair of victims serious contenders after the end of the previous run last week, so all we had to do today was fire up the game and start playing.
Well, OK, all we had to do was for me to start the game in v2.6 rather than v2.5 and we were off.
OK, OK, all we had to do was for me to update to the latest version of v2.6 after Gate70 updated his game while waiting for me to start the correct program .
A well-worn route took us to find Shoal and grab a quick level each.
Stumpy was feeling greedy though and dealing with a carrion crawler prior to helping out Mad Arcand got him another level.
In Beregost I thought I'd see if Neera could be killed ahead of combat. I'm still not sure about that as she got a lucky critical to kill an attacking spirit lion and then initiated her combat. Taking advantage of her min HP status to soak up opposition spells we dealt with those.
Stumpy was keen to invite her into the party briefly to get her gem bag, but Dragonbane sent her on her way - failing to land a hit as she departed (and she would probably still have been immune to damage anyway).
Nashkel provided a suit of green armor for Dragonbane and a scroll of PfP. That soon saw use against basilisks as Stumpy led an assault on the monsters wielding his mighty hammer (and, after that broke, his mighty fists).
That wasn't entirely straightforward, but we made it through that lot before turning attention to Mutamin. He saved against silence, but became a first victim of call lightning as Dragonbane had got up to level 5 by this time.
To the south of the area, druidic charm person dragged Baerin away from his companions to his death. Lindin was next and he was soon at near death after a couple of flinds followed him. Once he became hostile again, Stumpy tried casting a glyph on him, but found that spell took longer than expected and became a casualty himself - just as Dragonbane belatedly brought out something a bit more potent than his normal darts to finish Lindin off.
After a visit to the temple, Stumpy silenced Kirian and Peter (that spell wasn't working properly in the previous update, but seemed fine this time).
Mindful of the difficulties caused to fragile hammers, the next target was Bassilus. He went down easily, but the same couldn't be said for the High Hedge golems when Dragonbane chose to pull them outside. His spirits could not hurt them directly, but could provide a bit more time for our own attacks. Co-ordinating those in MP though is trickier and we both took lots of damage and used all our buffs and healing spells, before the golem went down.
Stumpy was firmly of the view that we should leave the other one, but Dragonbane couldn't resist the challenge - and in fact the second went down much more easily than the first.
Looking to get a bit more offensive punch, we went in search of Meilum. He survived one call lightning and made the mistake of holding his sword up high and roaring in triumph - as a second call lightning hammered down on the handy metal point.
With both skeletons and totemic summons, the sirines at the Lighthouse were outclassed.
The golems in the cave put up a bit more of a fight, but we were still able to deal with them without the need for resting.
Durlag's Tower saw a bit of hard work to deal with the battle horror on the wall, but the rest of the external work went smoothly. On the roof, Stumpy used sanctuary to bypass the first basilisk and summon a skeleton. More skeletons dealt with the greater basilisks on the upper level.
The last bit of action saw Riggilo complaining noisily about being stuck on his floor of the tower - until a nymph shut him up for good.
Totemic druid 8, 70 HPs, 45 kills
Priest of Talos 7, 63 HPs, 43 kills, 1 death
Well the session started well enough, but that wasn't to last ...
Sneaking into the slaver ship from the sewers, we disposed of Captain Haegan & co without difficulty before webs and skull traps gave the mages no opportunity to return fire.
With the cash from that expedition we were informed we had enough to pay Gaelan Bayle and duly did that. Next step was going to be the Docks, but Russell made a comment about potential problems with vampires so Gleam decided he needed more freedom to cast spells in the City. Paying for a license seemed extravagant though, so he got Nance to set up traps for groups of Cowled Wizards investigating reports of a disappearing sorcerer. The first couple of groups died without a murmur to initial trap damage and follow-up poison. The stoneskin of the Enforcer in the third group suggested he was going to survive, but he'd been held by a special trap and was bombarded by MMMs until his spell turning gave out.
The Enforcer in the fourth group also survived, at near death, but looking at his icon behind a pillar Gleam saw he wasn't moving and thought he'd also been held. However, when he started firing MMMs the mage began to cast. The MMMs didn't break through defenses sufficiently quickly to prevent a spell being completed - and the result saw Gleam wilting under the strain.
We spent an hour with this trio of arcane casters before Corey's prediction of coming a cropper occurred. Grond0 pretty much nailed it a minute or two before disaster, saying I was playing Marella more as a thief than a mage and I paid the price when going for a backstab against Kirian.
This gave Kirian enough time to cast horror, and after that Marella wandered in and out of range sufficient times for Kirian to land a pair of Melf's Acid Arrows and a third fatal spell.
If you want to see the character sheets, click the spoiler
So we finished our Candlekeep chores without much incident. Poor Imoen had the unfortunate fate of being killed by Grene after joining our party. Xzar suffered a similar fate. Grene was a bit careless and got attacked by a wolf. Montaron ran to help and was repaid with a missile into his back. Our reputations among NPCs is probably pretty poor.
We did our standard tactic of heading to Shoal. Grene managed to blind her, so that spelled her doom, not that her chances were good even she saved. We had just enough time to slaughter Neera and get the scroll case from Firebead. Grene wanted a sling as well and we saved here.
the story so far...
a near miss woke me up and I went back to doing things by the numbers... the final battle = toss our good loot on the floor, clear the traps and horrors, cast; web, cloud, peons and lower saves... in that order then all fear the new rodent of murder!
Difficulty: SCS Insane (no additional damage)
Additional mods: Caelar stays neutral in the final fight
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though)
Weidu log BG1:
// 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]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~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): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v33.4
After getting bored with my current solo Elven Stalker playthrough, I thought of doing a new solo no-reload Wizard Slayer run. I made enough progress with this character so I decided to report on it.
Before this run I had 6 other attempts:
One got held by Venkt's Hold person
One got charmed by Nimbul's Dire Charm
One got webbed by a Giant Spider in Centeol's lair
Two got killed by ankhegs
One got to SOD, only to get stunned by a mercenary with darts of stunning in Karlosz Tomb
So meet Balin Magicbane, Dwolin Magicbane's Cousin. He has the exact same starting stats as Dwolin, but he carries a lot more meta-knowledge with him.
I decided to record my runs, as a lot of the time I forget taking screenshots in the heat of the moment.
Additionaly I sometimes get killed without knowing how, having a recording helps in figuring it out usually.
So for those interested: youtube
Most of the Baldur's Gate 1 run is identical to Dwolin's run, some highlights:
- Mulehey was interrupted with Larloch's Minor Drain and then killed in melee.
- Nimbul's Confusion failed to affect Balin, he was then easily killed.
- At the bandit camp Balin failed to dispel Venkt's protections. He was lucky enough to save against his hold person spell. Venkt was cut down shortly afterwards together with the rest of the bandits in the tent.
- Centeol was shot before she could start her dialogue. Balin followed with horror and one arrow of detonation.
One of the giant spiders was horrored, the other followed Balin outside where it was easily killed. Back inside the other giant spider was shot down with an acid arrow.
- After using a scroll of magic protection, Drasus was rushed in melee. Killing him took longer than usual, Balin had to use several potions of extra healing here.
- With the boots of speed Balin ran to Davaeorn. Balin ignored most of the enemies that followed him here. Davaeorn was dispelled and shot down with acid arrows.
- In Baldur's gate Balin decided not to help Scar. He also skipped the Iron Throne fight, by just entering and leaving the building.
- He escaped the Candlekeep Ogre Mages.
- He bypassed Pratt by just running out of his sight.
- At Durlag's Tower he killed Love for the wardstone, and fetched Durlag's Goblet and Kiel's Helmet. A tome of wisdom was also picked up in the tower.
- Another protection from magic scroll was used just before Slythe. Slythe himself was first dispelled, he died soon afterwards
- The palace fight was less chaotic than normal, Belt and Balin were never in any real danger.
- Sarevok was dispelled and then he and his acolytes were kited with arrows.
In SOD the most important events before Belhifet were:
- Made Korlasz surrender
- In Baldur's gate Balin collected some gear, most importantly the Battle Tankard Helmet
- At the Coast Way Forest he killed a Vampire to get the sunfire shield
- The Coast Way Crossing was cleared of spiders. At the Dwarven Digsite Balin sided with the dwarves and killed the lich. This got him: extra support in the crusader waves, the helmet of Dumathoin and 2 extra greater restoration scrolls in total
- In the Troll Claw Woods we lured some trolls to the Flaming Fist for easy experience. When moving on to the Forest of Wyrms we got the Spell Breaker waylay.
- After killing some wyverns, spiders and bugbears we arrived at the ruined temple of Bhaal.
- Ziatar and his 2 mages were first shot with 2 arrows of detonation, followed by sunfire from the shield. Only Ziatar survived all these blasts. He was then killed in melee.
- Balin dodged the Neothelid via abusing his Dimension Walk ability
- He killed the 2 Aerial Servants ranged.
- Akanna was killed in melee for the Wardstone
- On the way out the green dragon was casually hit with a dagger
- In Bridgefort the green dragon shield was forged and some void arrows acquired
- Balin surrendered the fort to the crusaders.
- On the bridge the mage was disrupted with an arrow of detonation. After dispelling and killing the mage, the rest of the crusaders were lured to the courtyard, where the flaming fist helped in dealing with them.
- In the Coalition Camp he got the Commander's Chain. After visiting Dead Man's Pass he also got a pair of Lucky boots from Belegram.
- At Dragonspear castle he talked his way into the camp and got a Seal of Caelar. He decided Valis was guilty and got Corinth's Bow.
- After killing some Myconids in the Undergroud River Entrance he picked up the Myconid Bloomsac.
- Using the seal he infiltrated the Underground River and the Warrens.
- Belben confronted Balin, but before he could react Balin was on the elevator back down.
- The crusader waves were easily beaten this time using arrows of detonation.
- During the assault on Dragonspear Castle Balin stayed in the back and used ranged attacks. After Kharm was killed for the helm of charm protection Ashatiel was confronted. Because Balin was fatigued courtesy of all the haste spells cast by friendly mages this fight took quite a while, but in the end it made no difference
- In hell he shifted between different gear to stay safe from the demons and their abilites.
- He got the Tongue of Acid sword from Thrixx.
Belhifet
I modded my game so that in the final fight Caelar does not join the party and stays neutral during the entire fight. This is the same behaviour as when the Charname party already has 6 members. This makes the final fight slightly more challenging for the player, as Belhifet will now target his dispel on Charname instead of Caelar. But to me it makes more sense that Belhifet would use his dispel on the fully buffed Charname instead of the non-buffed Caelar. If anybody is interested in this mod, let me know, I will look into sharing it.
Balin's tactic for Belhifet was to use Caelar as a tank while he kept her alive using greater restoration scrolls. His second role was to help kill Belhifet's support as fast as possible so Caelar could focus as much as possible on Belhifet. Arrows of detonation are a very good tool for this because of their area of effect. To be able to deal damage they have to be shot at a target that is not immune to them. So shooting at Belhifet or Cornugons does nothing, while shooting at Abishai or Caelar does do AOE damage to them. Balin also had void arrows, these allowed for direct ranged attacks on Belhifet.
In the event Caelar should die, Balin would have to switch to melee. Unable to go invisible this would lead him to be surrounded real fast. He has Durlag's Goblet for full heals, but even then he would not last long. He also lacks the thac0 (1 with DuHM and tongue of acid) to hit Behlifet reliably. I've calculated that he would do an average of about 8 damage per round to Behlifet. All in all this means that Belhifet should already be at near death to have any realistic chance of killing him this way.
For the actual fight itself Balin buffed in the elevator only with a protection from magic scroll, as Belhifet would dispel anything else anyway. His main gear was the following: Commander's Chain, Helm of Balduran/Battle Tankard, boots of speed, Corinth's Bow and 27 greater restoration scrolls (I should only have had 22 scrolls, but due to a bug with Belegram I got 5 extra when buying 5 from him, not that it made a difference in the end).
After the dispel Balin used a protection from fire scroll on himself. The fight went according to plan: Balin switched between healing Caelar and using arrows of detonation. Occasionaly he had time to heal himself, summon some help with the myconid bloom-sac or attack Belhifet himself with void arrows. With 8 (so actually 3) greater restoration scrolls left Belhifet finally fell.
On to Baldur's Gate 2 !
I must say I am pretty nervous for Irenicus's Dungeon. The radiant Mephit in the Mephit Portal room and the assassin-mage at the end have a decent chance of disabling and thus killing Balin. So Balin will have to tread carefully... wish me luck!
In the Cloakwood Mines we defeated Davaeorn by summoning monsters twice before attacking him.
We then went to Baldur's Gate where we did several minor quests before going to Candlekeep.
In Candlekeep We were delighted to easily defeat Prat et al.
We then went to Durlag's Tower.
The Dwarven Warders were easily defeated by leaving skull traps where they turn up after giving the wine to Love.
Further down other dwarves killed Minsc which made the rest of the tower much harder. That was poor tactics on my part.
Then Safana was killed by an Ashirukuru who crept up behind her. Sadly we forgot to pick up her belongings. They will be sorely missed in Dragonspear as she was carrying gloves that give 18 dexterity: A scimitar +2; Shadow Armour; a decent cloak; a decent belt; decent boots and many other useful items.
We forgot Kiel's Helmet.
Further down we had to sleep quite a lot because of our injuries. However when we got to the Demonknight's Room we slept for another reason: to memorise skull trap spells.
We cast them in strategic places and that enabled us to defeat the Demonknight without too much difficulty.
[We were badly hurt, so next time I take on the Demonknight I will cast even more skull traps]
By that time we had reached the level cap so the only reason we didn't take on Sarevok immediately was that we wanted to buy equipment for Dragonspear.
We then went to the Ducal Palace.
Once we were well equipped we took on Sarevok by casting many skull traps hoping to make the final battle easy. However the traps which were meant to kill Semaj were misplaced and she was able to cast a confusion and a cloudkill spell. The cloudkill killed our summoned monsters and also Dynaheir who was confused in the middle of the cloudkill.
After the death of Semaj, the skull traps proved to be very fortuitously positioned with the result that only Sarevok was left. Even Tazok was badly hurt with traps before we killed him with arrows. Minsc and I took strength potions, and Khalid used arrows of dispelling to rid Sarevok of his protections. Thus he was defeated.
One thing that I have learnt in this game is the efficacy of skull traps. I could have made it easier if I had shot the bats with missiles as some of them set off the skull traps.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Weidu log BG2:
// 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]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~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): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Well Balin made it through Irenicus's Dungeon ! I had 2 scary moments were the run could have ended though .
Upon import Balin had his hidden experience unlocked, he already had 910k experience and immediately gained one level. This was good news as this lowered his saving throws a bit further.
Major Events in Irencus's dungeon:
- After kicking Imoen out of the party Balin set out. He also freed Jahiera and Minsc only to leave them behind.
- Balin decided to "not press the button". This avoids spawning an ogre mage, and spawns only 4 gibberlings instead.
- For the Duergar he always used the same tactic: buff with DuHM and use horror to get some crowd control. They were never any real threat.
- The Stone Golems were preemptivly killed.
- He got the Acorns and the mail of the dead from Ilyich.
- The Cambion was freed and then killed.
- He also killed the Otyugh after first using horror on it.
- Balin used horror to panic some of the Mephits in the Elemental Air Room. He did get stunned though by one of the Mephits. Luckily this stun does not last long so he was able to recover from this.
- He freed the Djinn and got the sword of chaos as a reward.
- On level 2 he opened the Mephit Portal room staying out of sight of the Mephits inside. He buffed with DuHM, switched to dual wielding Varscona and a long sword+1, and used horror targeted at the door.
The first portal Mephit became panicked. Balin rushed inside and immediately attacked the first portal. When the Radiant Mephit came closer he used his second horror ability. This failed to affect the Mephit however so after killing the first portal Balin decided to retreat back asap to the previous level. And here something crazy happened, just when I clicked on the portal, the Mephit used its color spray ability. Balin became unconscious and while unconscious he travelled 3 times through the portal! I think this is because I nervously clicked the portal 3 times while paused just before the color spray hit. Luckily Balin did end up on the previous level and could safely become conscious again there. After resting he went through the portal again. This time he was able to use the horror ability on the Radiant Mephit. He could then safely hack the portals.
- He killed the clone in melee and the assassin afterwards.
- The rest of the Duergar on the level were killed too, together with the Doppleganger.
- Balin left the vampire alone.
- He gained another level and put a proficiency point in Flail/Morning Star.
- He activated the assassin-mage at the end of the level. He ran back out of his sight and used horror a couple of times to try to affect him. Problem here is that all thieves there are called "Assassin", so I had to look at the color of the name in the console to figure out if Balin panicked the right one. Turned out he didn't . Balin was lucky though, he shot one arrow at the assassin and this arrow caused him to fail casting his hold person spell. In melee he was hacked apart together with the rest of the assassins.
Once free Balin started to collect items and gain gold:
- He bought 5 arrows of dispelling from the fletcher
- He looted Borinal's Home for the war hammer+1
- The Gloves of pickpocket were acquired in the Copper Coronet
- At night in the slums he bought the Buckler of the fist
- In the docks he picked up the Battle Axe+1
- Buffed with DuHM he killed Officer Dirth in the tavern for his full plate armor
- He joined the thiefs guild and looted both this guild and Mae'var's guild
- Balin killed Bregg and Cohrvale back at the Slums, Amalas was also easily killed in combat
- In the sewers he solved the puzzle and collected Lilarcor
- He bought the helmet of charm protection and the boots of grounding at the temple of Lathander
- At the Adventure's Market he picked up the reflection shield
- Back at the Copper Coronet he exposed the slavers and freed Hendak
- Balin then travelled to the graveyard. Here he got a staff of curing, he freed a buried man and killed the Crypt King for the long sword Namarra
- Travelling back from the graveyard he was ambushed by Suna Seni. Balin opened with horror and an arrow of dispelling on the wizard. He dodged the melee fighters a bit while shooting arrows at the wizard. It did not take long before he fell, the cleric was shot down next. With the 2 disablers down the rest were easily mopped up. Balin collected the loot, including the excellent Arbane Short Sword.
- He exposed Rejiek at the bridge district, but has not followed him down to the basement.
- The boots of avoidance were acquired by killing Camitis and Reti. The Silver pantaloons were acquired by meeting with Welther at night.
- Afterwards Balin bought his reputation back up to 15
- He did the first quest for Mae'var collecting the Talisman. The quest to kill Rayic Gethras will be done later
- He saved Renfeld and brought his body back to the Harpers
- Balin hunted down Anarg for the order of the Radiant Heart
Balin is contemplating his next move now, to be continued...
We have now arrived at Coastway crossing. Have lost Khalid and Jaheira but now have Viconia.
Are there ways of slightly reducing reputation other than recruiting Baeloth and Dorn?
I don't want to risk falling. Rep now 18.
M'Khim has joined us. However I have virtually no experience of shamans so I have imported her into BG1 and will run her there for experience before returning to this game.
I intend coming back to this game later.
The game gave her a reputation of 10 to start with which I thought too high so I will edit it to 8.
I am considering giving her a male goblin consort and thought that a true neutral berserker or barbarian would be suitable.
However I have no idea what restrictions there should be on his attributes. Would it be possible for any of them to be higher than 18? Which of them should be lower than 18?
Also what resistances should they have? Similar to a dwarf or gnome?
Suggestions very welcome.
EDIT
I have just been examining the stats of the goblins in the game and have discovered this:
Maximum Strength: 17
Maximum Dexterity: 17
Maximum Constitution: 17
Maximum Intelligence: 14
Maximum Wisdom: 17
Maximum Charisma: 15
So creating a goblin with those stats is certainly legal if I come up with a roll of 97.
Such a roll is extremely rare!
It looks to me as if high intelligence and charisma would be inappropriate.
The roll in the game that I am currently playing was 92!
When I looked at their resistances. It gave me a clue as to which race they were created from.
I would suspect human because there are goblin shamans and wizards and that appears to be the case. Their resistances are not high like dwarves. So when I roll a goblin, I will just use a human roll and avoid high intelligence and charisma.
Having done the investigation above, I have started a new game with M'Khiim and M'Conkey. Stats below. As can be seen, I did NOT roll 97. I started M'Conkey out as a gnomish berserker, changed race, reputation and appearance in Keeper and updated the bonus stats, reducing the rep from 10 to 8. M'Khiim is the exported M'Khiim in Dragonspear imported into BG1. M'Conkey's proficiencies are in axes and dual wielding.
Realised that the HP of M'Khiim are way too high, so I worked out what they should be for a level 1 shaman, I guessed 20 and made it 20 with Keeper but for some reason that is shown as 22 in the game, why I have no idea. Another bug is that every now and then the extra 10 points disappears. That could be fatal if it happened during combat!
I also reduced M'Khiim's weapon proficiency points to 2. * in axes, * in shortbow and reduced the number of spells to 3 as it should be.
As you can see the 10HP boost caused by M'Khiim's Shield is of much greater import in BG1. For some reason race isn't shown in BG1. I discoveredl that this sort of thing will be sorted out in "Siege of Dragonspear."
Well here goes. This is very much an experiment and I am not intending to carry it into BG2.
In the inn Firebead gave me 300 gold pieces. We immediately gave this away at the temple thus raising our reputation to 10. [Much easier to raise reputation at this stage]
Both of us have an alignment of true neutral. This is not the desired alignment as in the case of druids who actually aim for neutrality.
We are actually aiming to be good, but because of our goblin heritage, we are not very successful at it and from time to time do things which are not good, which makes us neutral. In Candlekeep we were able to break into two chests and purloin the contents without getting caught.
Our aim is to stop goblins being universally despised.
[I have found that M'Khiim's scripting is excellent.]
Heading south we helped Mellicamp.
We calmed Marl and took a tome to Firebead before taking on an ogre.
We weere then victorious against Tarnesh.
We killed hobgoblins and then Sonner.
We gave Tenya her bowl before killing an ankheg.
Ankhegs to the south got their revenge.
Note to self: "Remember to get good armour before taking on ankhegs."
Well at least it made a change from the usual races and it shows that it is possible to have a goblin party.
Anastasia the Dark Moon Monk - part 19 - Balor Battle
Haven't had much time to play recently, and when I do I'm takin stupid risks!
Anastasia, even though she did not want to or need to, took the battle to the Balor - a Level 24 fiend with permanent fire-shield effect, vorpal hits, stoneskin, implosion and firestorm, remove magic at will - the whole works.
She buffed with 2x potions of fire resistance, potion of invulnerability, blur, mirror image, protection from evil, 5x frozen fist, hardiness and tried to quivering palm it down - no dice, plan b.
She greater whirlwinded away with frozen fists, but could not get in enough damage before it dispelled her protections. Anastasia was now taking upwards of 18 fire damage to herself with every hit on the balor, and at risk of vorpal instadeath, so she hit the final panic button.
Journal of Jerubbaal
I dropped off Viconia and picked up Glint so that I wouldn't risk having evil in the same party as a paladin. That was sure to end badly. We fully intend to help those dwarves. I might do the opposite in a game where I am playing evil.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Weidu log BG2:
// 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]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~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): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Balin made some good progress in early SOA, gaining gold, experience and items:
- Sir Sarles quest: Balin got both the real and fake illithium, he gave the fake illithium to Sarles. As a reward from the church he got the helm of the noble (cha+1).
- In the sewers Balin killed a mephit for Mekrath and got the release of Haerdalis as a reward. Here he also picked up a rod of resurrection, the gem was left for now (3 yuan-ti mages is a bit to much at this stage).
- While in the sewers he started the Unseeing Eye quest. In the underground area he solved the bridge riddle for some easy experience. He stood next to the platform to stay safe from the prismatic spray trap. Here he gained another level and then left the area for now.
- At night in the slums he completed the second temple quest.
- He bought some protection from acid and undead scrolls.
- He gave 15k for the help of the shadowthiefs. On the first quest for Aran Linvail Mook got murdered, Balin used a scroll of protection from undead to stay safe from Lassal. The second quest was also easily completed. In the graveyard Balin used a scroll of protection from undead and picked up the Mace of Disruption from the vampire lair. Using the real illithium the Mace of Disruption was upgraded by Cromwell.
- He did some additional quests while in the graveyard: Wellyn's bear and the orphan Risa.
- Picked up the potion case at watcher's keep.
Umar Hills / Temple ruins
- Balin then travelled to the Umar Hills. Here he killed Valygar for his body, killed a mimic for its blood and hacked some Umber Hulks with Lilarcor. He saved a mage from a stone golem and got the Ilbratha short sword.
- Using the upgraded MoD Balin breezed through the early part of the temple ruins. He activated the bottom lich, he then used a protection from undead scroll and baited his remove magic spells and Abi Dalzim's Horrid Wiltings. With Arbane haste and MoD he was quickly killed shortly after.
- For the shadow altar and the shade lord he used another protection from undead scroll.
- Back at the Umar Hills he got the reward from the mayor.
- From Madulf he got the shield of the lost (+5% MR)
- With reputation of 20 now, Balin did some shopping: the blade of roses (charisma+2), flame tongue and the sword of Balduran (lore+10, +10%MR)
De'arnise keep
- De'arnise keep was next. With a save vs spells of 1 he was safe from the command spells from the spirit trolls so he had nothing to fear from them.
- The Yuan-ti mage: Balin used the boots of grounding and a scroll of protection from electrity to stay safe from its lightning spells. Balin dodged it's cone of cold and ice storm spells. With all of its spells gone the yuan-ti mage was cut down in melee.
- Glaicus was easily cut down after buffing with DuHM, mirror image and haste.
- Balin took the fire head without alarming the golems and assembled the flail of ages.
- He killed each of the golems one by one.
- In the basement he engaged the umber hulks but had to retreat because he was getting hit to much. After using RoR he reengaged and killed them all. Torgal was left alone.
Back in Atkathla
- Circus tent: Kalah was shot with an arrow of dispelling and then rushed in melee.
- Balin bought some additional arrows of dispelling.
- He completed the Slaver quest.
- The plate of balduran was bought.
- He killed Prebek and Sanasha after first dispelling them.
- Montaron was saved from the Harper Building.
- He killed the pirates in the tavern hideout.
- Balin continued the shadow thief questline. He first apologised to Rayic Gethras and then attacked him with the flail of ages while hasted. Rayic opened with mantle, but the flail is a +3 weapon so this did not protect him.
- Mae'var's guild was cleansed. In the Mae'var fight Balin first took out the cleric as he could doom him. Mae'var tried to charm us, but Balin had the helm of charm protection to protect him from this. Mae'var used protection from magic weapons on himself, but Balin had brought a normal long sword with him. After some hits Mae'var was unable to cast and fell shortly afterwards.
- Balin decided to start Watcher's Keep for some extra experience. He only needed a small amount of experience to reach level 20 and his first HLA. He did about half of the first level before returning. He planned on first getting Delvar's Plate before continuing, as now he was vulnerable (only 5% but still) to the finger of death trap. Balin had chosen Deathblow for his first HLA, this allowed for fast easy kills of some dangerous monsters.
Trademeet / Druid Grove
- He continued on to trademeet and the druid grove area
- Here he used his Deathblow to quickly take out the giant spider after it was horrored from offscreen. It had a 15% chance to web Balin, so Balin had to be careful here.
- The rest of the map was no real challenge. The druids were silenced, the spore colonies were killed with deathblow and haste. Dalok was killed for the the burning earth long sword.
- Balin watched Cernd take out Faldorn.
- Back in trademeet he killed the genies, did the Tiris quest and returned the mantle to the High Merchant. He got the Shield of Harmony as a reward.
- He gained another level (L21 now) and chose whirlwind as his next HLA.
- He did some additional shopping with 20 rep and 20 charisma: Ras, Dwarven Thrower, defender of easthaven, fortress shield, Shield of Balduran, an extra RoR and some protection from undead scrolls.
Balin will now dive into Firkraag's Dungeon to try and acquire Delver's Plate (save vs spells+2). There is a lot of danger in this dungeon: Ruhk, Golem kill squads, ancient vampires etc. Let's hope he gets through in one piece .
@Wise_Grimwald For goblin PCs here is a summary someone did of the 2nd edition Complete Book of Humanoids:
goblin PCs start with -1 to both Strength and Charisma. They need a minimum of 4 Strength, 4 Dexterity and Constitution 5. Strength is capped at 15, Dexterity at 17, Constitution at 16 and Charisma at 12. They can become 10th level Fighters, 9th level Clerics, 7th level Shamans and Witch Doctors, and 12th level Thieves. They have Infravision to 60 feet and the ability to detect new or unusual underground construction 25% of the time (1 or 2 on 1d8), but suffer a -1 penalty to attack rolls when in bright sunshine. A goblin shaman has access to the Spheres of Divination, Reversed Healing, Protection, and Reversed Sun.
Doh! I forgot I was the protagonist and needed to take screenshots. Try to remember next time...
This Trio got quite a bit done today. We'll soon be working on the main quest. We had just got out of Candlkeep and took down Shoal, and were ready for our next tasks. We decided to get the Ankheg armor for Jiddle, so we proceeded to Nashkel to get that. We also took down Vax and Zal, Krumm and Caldo, took a little girl's allowance, and got the Gauntlets of Dexterity for Riekan. We also got the CHA tome for Grene.
This party is very flexible. In the early going we did quite a bit of blinds and ranged attacks and commands, then later Jiddle's hold persons and silences were useful. Greywolf was another blind victim - Riekan wanted his sword. When we were back at the Gnoll Fortress, Jiddle's war hammer broke. Luckily he had a backup, but that told us getting a magical hammer for him would be good.
So we went to Bassilus area, and Riekan distracted Bassilus so the others could cast spells. Took a bit but eventually a blind landed on Bassilus and naturally that was his doom. We also took on the hobgoblin bandits while we were here. Riekan badly under-estimated them and charged into melee, but got badly wounded. He potioned and ran, but a timely blind by Grene as well as Jiddle charging into melee took the pressure off Riekan. This was really the only bad injury the team suffered this session.
We then headed for the basilisks area. Riekan tanked with protection from petrification scroll and did well here. He did make a mistake and accidentally triggered Mutamutin, but Jiddle came to a rescue with a timely silence.
We rested and prepared to take on Kiarian's group. As is usual for our parties, we blinded all but Kirian. But then she was silenced, stuck in a stinking cloud and then fireballed (potion) by Riekan. Ranged fire then quickly wiped out Kirian's group - success! After selling and getting friends, then Grene bought the full plate for Riekan. (most of Riekan's skills are non-combat, thus he is ranged/melee most times and rarely stealthed).
Now that Jiddle had skeletons, taking on sirines seemed a good choice. The skeletons did well and the sirines had no chance. Riekan planned on tanking the golems, but accidentally got seen when he was trying to de-trap the traps and he was only wearing leather. However, with a potion of absorption, he was still able to tank well enough to be OK. Rest of the golems were straight-forward.
Riekan decided that ankhegs would be next. But first we did Bjornin's quest to get a shield for Jiddle (Riekan had bought a large shield +1 earlier). There was only about 10 minutes left, the team headed for ankhegs. But first we rested at FAI area. Riekan realized we needed to turn in a spider body we've been carrying around, so we did that while we were here. Then off to ankhegs. The peasants were quickly slaughtered. Then Riekan and Jiddle tanked the ankegs. We did not suffer a single hit from the ankhegs, though that was probably due to Grene's sleep spells. At one point, Riekan looted the boy's body and Jiddle laughed as Riekan slowly come to the party, who as usual ran ahead. Riekan was only overburdened by 5 pounds, so he handed to the body to our strong mage.
Once we exited the ankheg nest we were out of time, and saved here.
@Wise_Grimwald For goblin PCs here is a summary someone did of the 2nd edition Complete Book of Humanoids:
goblin PCs start with -1 to both Strength and Charisma. They need a minimum of 4 Strength, 4 Dexterity and Constitution 5. Strength is capped at 15, Dexterity at 17, Constitution at 16 and Charisma at 12. They can become 10th level Fighters, 9th level Clerics, 7th level Shamans and Witch Doctors, and 12th level Thieves. They have Infravision to 60 feet and the ability to detect new or unusual underground construction 25% of the time (1 or 2 on 1d8), but suffer a -1 penalty to attack rolls when in bright sunshine. A goblin shaman has access to the Spheres of Divination, Reversed Healing, Protection, and Reversed Sun.
Thanks for the info. I may try another goblin run later. I was being a bit TOO restrictive regarding stats, but better that way than having them too powerful.
So my characters were not too far off being right. I didn't give them infravision, though if M'Khiin had it, she would have kept it I suppose. Perhaps applying the race would have done that for both of them. I'd have to check.
No spheres either in my game as I haven't installed any mods.
After my goblin game I started a Blackguard game where the Blackguard came to a sticky end in Adoy's Cave. Note to self - don't go in there with a party of 2! The portrait that I found made her feel really malevolent. Those eyes! I feel that she might get revived for another run.
I have just started a new half-orc run with three true neutral characters.
Stats below. I will fill in their characters later. I always like to make my characters have personalities. Even my last Blackguard had a personality. Yes he was a bit selfish but he was also a law-abiding character. I've known a few people like him during my life.
Hopefully this will give me some insight into shamans before I try and continue my game in Dragonspear.
The problems I can foresee in this run will probably be linked with low resistance issues and the fact that I don't undertand the shaman kit yet.
Having a party of 3 will of course make the opening stages easier, but will make levelling up slower. Fair enough - swings and balances.
I like the portraits which are images on the web merged with my own backgrounds. I'm not the best at doing that, but I feel as if I own the character when I adapt the portrait as I get to understand the character as I revise the background.
I decided to try a no reload run for the first time.
My BGEE installation : Deity of Faerun, Might and Guile, BG1 NPC Project, SCS (all but the tactical challenges). I play on the "normal" SCS difficulty setting.
I rolled a shaman (half orc, STR19, DEX18, CON19, INT9, WIS12, CHA10) and gathered this party :
- Ajantis as a cavalier
- Imoen as a sniper
- Dynaheir
- Minsc as a barbarian ranger
- Branwen a Battleguard of Tempus from DoF
I already put myself in hard situations :
Dynaheir died in Nashkel Mines level 3, ambushed by kobolds from the back, so I had to go back to Nashkel to raised her before killing Mulahey.
When fighting Nimbul, Dynaheir thought using the ice wand would be a good idea, so all equipment from Nimbul was destroyed.
Against Tranzig, all went well at first, and then he begged for mercy. Branwen didn't want to spare him, so he surprisingly stroke back with powerful magic : a spear of destruction killed Branwen and Dynaheir, Minsc went berzerk and was killed by an Chromatic Orb, and my shaman was almost dead.
When the dust settled, I went to the temple to ressurrect Dynaheir, Minsc and Branwen.
To my surprise, I can't ressurrect Branwen, although she is still in my party with the portrait grayed out.
What can prevent a ressurrection ?
I came back to the Feldpost Inn to grab my equipment, and found out than all of Minsc's stuff have been destroyed !
No reload is definitly a complete different experience from normal run, and change the way to care about NPC.
I decided to try a no reload run for the first time.
Welcome and good luck .
To my surprise, I can't ressurrect Branwen, although she is still in my party with the portrait grayed out. What can prevent a ressurrection ?
Assuming you actually had the cash to pay for it, you should have been able to raise her. You could try using ctrl+R if you've got console commands enabled - that should remove any negative effects on her that might be interfering.
@Trouveur When an NPC is killed, pick up the equipment and put it in a nearby container. [A cupboard or chest] That stops you losing it. The wand of ice should only be used when the enemy has a lot of HP otherwise you can indeed lose their equipment. {There is a mod that stops that happening but I choose not to use it} No reloads is indeed a different kettle of fish, but nowadays I wouldn't play any other way. It makes success so much more sweet.
Following my last post about starting an orcish party I decided to play just the shaman on this occasion though I will play the party sometime. I decided that I would learn more about the shaman kit having him solo though not about his dance. That can come later when this shaman will sooner or later inevitably get killed. If he gets through BG1 I will be delighted. He got through Candlekeep unscathed with a substantial amount of gold despite buying 80 throwing axes which he will use a lot do to having little in the way of armour.
EDIT
Well, that was certainly a short game! Killed by the wolf that was harrassing Mellicamp the Chicken.
I realise that I could have avoided such dangerous foes as wolves and headed straight for Beregost for easy experience but didn't realise just how fragile he would be. He is a half-orc with a 19 constitution after all!
Sharmer's Second Run
After the death of Gorion I met up with Imoen who was a great help in killing a wolf intent on killing Mellicamp.
We took Mellicamp to High Hedge and left Imoen there where she could keep the mage company and perhaps learn a little alongside Mellicamp who was transformed back into human shape.
I calmed Marl and took a tome to Firebead after which I headed northward where I was able to help Joia and then Tenya.
@Trouveur When an NPC is killed, pick up the equipment and put it in a nearby container. [A cupboard or chest] That stops you losing it. The wand of ice should only be used when the enemy has a lot of HP otherwise you can indeed lose their equipment. {There is a mod that stops that happening but I choose not to use it} No reloads is indeed a different kettle of fish, but nowadays I wouldn't play any other way. It makes success so much more sweet.
The strange thing is that Minsc's stuff immediatly disappeared. I suspect a level 10 Chromatic Orb which petrify, but then why was Minsc killed and not petrify ?
Yeah, I will remember to not use Ice Wand unless emergency cases.
Comments
I was writing a big update detailing exactly how I got through spellhold with no items but then I lost it, so heres the much shorter version: suffice to say Anastasia took almost zero risk collected essential items + a bag of holding and the boots of the north, plus some low tier gear and left. Without some way to guarantee passing saves she passed up on most tough enemies which could not be greater deathblowed.
She did manage to get level drained by Dace in the process though.
Once out "lonk the sane" was cheesed until he could be punched risk free and Irenicus was duly beaten down and her items recovered from his office - interestingly the monk can immediatly unload a single greater whirlwind to get him down to near death and run away to wait for the conversation to trigger before anything really happens.
Onwards to the Sahuagin City.
After the death of Gorion I seemed to lead acharmed life. At the FAI I was attacked by a mage but emerged unscathed.
I killed some nearby hobgoblins before heading for Baldur's Gate. On the way I met some evil fishermen whom I slew.
I then returned the bowl in their possession to its rightful owner.
Nearby I killed an ankheg despite breaking my weapon.
Upon travelling back to the FAI I was attacked by a horde of bandits. I fled without being hurt!
Joia was delighted when I returned her ring to her.
In transit I was attacked by a skeleton horde and later a ghast. I fled the skeletons but killed the ghast.
After killing some skeletons near High Hedge I came across Mellicamp and was able to help.
I went to Beregost, calmed Marl took a tome to Firebead, and a letter to Mirianne.
In a cave I picked up some healing potions before heading south to Nashkel killing hobgoblins, kobolds and a bandit on the way.
Another horde of bandits attacked, and though I escaped it took three days to recover from the wounds.
In Nashkel I turned down an unwarranted reward from, found some armour and spoke to Noober.
At the carnival I killed the Amazing Oopah who was Lestor's favourite attraction there.
To the south I killed Greywolf with a little help from my friends.
I then took Samuel to the FAI, picking up a wand and a powerful ring on the way.
I then went ankheg hunting.
On the way back to Nashkel Carnival I killed an ogre with a belt fetish and a polar bear.
At the Carnival I rescued Bentha.
Alfie and Rufie were then reunited before I killed Vax and Zal.
Krumm was nextand I then helped to get 'Drienne's cat restored before killing Ingot, Gnarl and Hairtooth.
After looting a cave I headed north where I killed another polar bear and was rewarded with some boots for my trouble.
I then killed Neville and his cohorts before heading north once more where I helped Charleston Nib and Brage.
I then killed Neira before killing some vampyric wolves near the temple.
The next time that I was ambushed by bandits I wiped them out and followed that up by killing some spiders, Silke and Karlat in Beregost.
I took Xzar and Montaron and Khaled and Jaheira to Nashkel, Montaron picking up some nice items while he was with me.
Kagain, Xzar and Montaron aided me in the fight against some rogues who had betrayed Dorn.
When they left it was clear that they wanted no more to do with me and though I helped Dorn against Krill he was none too pleased with me either when he left.
I then enlisted Dynaheir and Minsc before going basilisk hunting.
I then returned Perdue's sword to him.
good luck with the pally mate
Not all that much to say here. Anastasia cleared out the trash mobs in Brynnlaw and sailed away - using the trick of "run to the bow of the boat" to avoid the githyanki raid.
Once inthe city of caverns she did the kings path, MR bypassing all traps and HLAs dealing with the shark-people. All she really wanted were the Gauntlets of Crushing (-4thac0 +4 dam) and the Cloak of Protection +2 - both of which are bits of final game equipment. She "crushed" her opposition and went down to the Underdark.
She deathblowed the elemental portal summons, deathblowed a lot of drow, let everyone out of the sphere-trap except the lich (Dark planetars no thanks), and cleared out the beholder lair with her 103%MR. Next up is the Balor fight.
This is the point where solo Monks are at the peak of their power compared to the game and I expect plain sailing through the rest of SoA until SCS difficulty Hell. Level 35, Sub-zero saves, >100%MR, end game gear and a stack of HLAs. She currently has (from memory) 5 crit strike, 2 GWW, 2 hardiness + 1 each of everything else except warcry. Its a bit of a tossup between GWW and crit strike but the guaranteed hits of Crit Strike, even with only 5APR are very useful against high AC enemies with the monks dualwield penalties. GWW is useful for quickly clearing trash and smashing through stoneskins but I am unsure about the damage differences. The monk is a powerful class but it really really shines in solo.
Anastasia has also now gained Ravager form, which I am planning to use in a few key parts.
Well Coremage V is still kicking. But he needed a bit of luck again. Normally, I do Umar Hills area early to avoid high level spawns, but didn't even think about Umar Hills until almost everything I wanted to do in Chapter 2 was done. So I realized I might get high level spawns, but then forgot about it. So I venture into the old Amaunator's temple, and needed to buff before showing me before the 1st level dependent undead - I was thinking "Ah some greater mummies and skeletal warriors maybe". So I buffed up only MELEE buffs. I turned the corner and there was a lich! Yikes! I was caught totally flat-footed and the lich got off a time stop. The lich cast symbol fear which has -3 to spell save and my save vs spells that second was like 4 - I had a lot of ways to fail the save - but my luck held! Not only that, after the time stop, Azuredge managed to kill the lich fairly quickly. I then ran a ton using ranged attacks against the rest of the undead! Success!
The ironic part about all of this is I buffed to the gills before showing myself to the next batch of level dependent undead - who failed to show up! I didn't really mind though as I skipped the dragon for now, as there just is no need to fight it, and buffed to the gills vs the Shade Lord and that was a success. Whew!
Dragonbane (male half-elf totemic druid, Grond0); Stumpy (male dwarf priest of Talos, Gate70)
Previous run
We'd rolled up a fresh pair of victims serious contenders after the end of the previous run last week, so all we had to do today was fire up the game and start playing.
A well-worn route took us to find Shoal and grab a quick level each. Stumpy was feeling greedy though and dealing with a carrion crawler prior to helping out Mad Arcand got him another level.
In Beregost I thought I'd see if Neera could be killed ahead of combat. I'm still not sure about that as she got a lucky critical to kill an attacking spirit lion and then initiated her combat. Taking advantage of her min HP status to soak up opposition spells we dealt with those. Stumpy was keen to invite her into the party briefly to get her gem bag, but Dragonbane sent her on her way - failing to land a hit as she departed (and she would probably still have been immune to damage anyway).
Nashkel provided a suit of green armor for Dragonbane and a scroll of PfP. That soon saw use against basilisks as Stumpy led an assault on the monsters wielding his mighty hammer (and, after that broke, his mighty fists). That wasn't entirely straightforward, but we made it through that lot before turning attention to Mutamin. He saved against silence, but became a first victim of call lightning as Dragonbane had got up to level 5 by this time.
To the south of the area, druidic charm person dragged Baerin away from his companions to his death. Lindin was next and he was soon at near death after a couple of flinds followed him. Once he became hostile again, Stumpy tried casting a glyph on him, but found that spell took longer than expected and became a casualty himself - just as Dragonbane belatedly brought out something a bit more potent than his normal darts to finish Lindin off. After a visit to the temple, Stumpy silenced Kirian and Peter (that spell wasn't working properly in the previous update, but seemed fine this time).
Mindful of the difficulties caused to fragile hammers, the next target was Bassilus. He went down easily, but the same couldn't be said for the High Hedge golems when Dragonbane chose to pull them outside. His spirits could not hurt them directly, but could provide a bit more time for our own attacks. Co-ordinating those in MP though is trickier and we both took lots of damage and used all our buffs and healing spells, before the golem went down. Stumpy was firmly of the view that we should leave the other one, but Dragonbane couldn't resist the challenge - and in fact the second went down much more easily than the first.
Looking to get a bit more offensive punch, we went in search of Meilum. He survived one call lightning and made the mistake of holding his sword up high and roaring in triumph - as a second call lightning hammered down on the handy metal point.
With both skeletons and totemic summons, the sirines at the Lighthouse were outclassed. The golems in the cave put up a bit more of a fight, but we were still able to deal with them without the need for resting.
Durlag's Tower saw a bit of hard work to deal with the battle horror on the wall, but the rest of the external work went smoothly. On the roof, Stumpy used sanctuary to bypass the first basilisk and summon a skeleton. More skeletons dealt with the greater basilisks on the upper level. The last bit of action saw Riggilo complaining noisily about being stuck on his floor of the tower - until a nymph shut him up for good.
Totemic druid 8, 70 HPs, 45 kills
Priest of Talos 7, 63 HPs, 43 kills, 1 death
He saved against an initial hold monster - but not a follow-up hold person ...
Gleam - male, elf sorcerer (Grond0)
Russell XII - male, human inquisitor (Corey_Russell)
Nance - female, halfling bounty hunter (Gate70)
Previous updates:
https://forums.beamdog.com/discussion/comment/1163521/#Comment_1163521
https://forums.beamdog.com/discussion/comment/1163663/#Comment_1163663
https://forums.beamdog.com/discussion/comment/1164173/#Comment_1164173
Well the session started well enough, but that wasn't to last ...
Sneaking into the slaver ship from the sewers, we disposed of Captain Haegan & co without difficulty before webs and skull traps gave the mages no opportunity to return fire.
With the cash from that expedition we were informed we had enough to pay Gaelan Bayle and duly did that. Next step was going to be the Docks, but Russell made a comment about potential problems with vampires so Gleam decided he needed more freedom to cast spells in the City. Paying for a license seemed extravagant though, so he got Nance to set up traps for groups of Cowled Wizards investigating reports of a disappearing sorcerer. The first couple of groups died without a murmur to initial trap damage and follow-up poison. The stoneskin of the Enforcer in the third group suggested he was going to survive, but he'd been held by a special trap and was bombarded by MMMs until his spell turning gave out.
The Enforcer in the fourth group also survived, at near death, but looking at his icon behind a pillar Gleam saw he wasn't moving and thought he'd also been held. However, when he started firing MMMs the mage began to cast. The MMMs didn't break through defenses sufficiently quickly to prevent a spell being completed - and the result saw Gleam wilting under the strain.
Marella - female, gnome illusionist / thief (Gate70)
Doggone - male, elf dragon disciple (Grond0)
Thakos- male, gnome cleric / illusionist (Corey_Russell)
We spent an hour with this trio of arcane casters before Corey's prediction of coming a cropper occurred. Grond0 pretty much nailed it a minute or two before disaster, saying I was playing Marella more as a thief than a mage and I paid the price when going for a backstab against Kirian.
This gave Kirian enough time to cast horror, and after that Marella wandered in and out of range sufficient times for Kirian to land a pair of Melf's Acid Arrows and a third fatal spell.
Riekan - dwarven fighter/thief (Corey_Russell)
Jiddle - halfling priest of tempus (Gate70)
Grene - elven wild mage (Grond0)
New victims brave warriors venture forth.
If you want to see the character sheets, click the spoiler
So we finished our Candlekeep chores without much incident. Poor Imoen had the unfortunate fate of being killed by Grene after joining our party. Xzar suffered a similar fate. Grene was a bit careless and got attacked by a wolf. Montaron ran to help and was repaid with a missile into his back. Our reputations among NPCs is probably pretty poor.
We did our standard tactic of heading to Shoal. Grene managed to blind her, so that spelled her doom, not that her chances were good even she saved. We had just enough time to slaughter Neera and get the scroll case from Firebead. Grene wanted a sling as well and we saved here.
Yes, as in you know, NOT pay Galen Bayle that moment. Then we don't have to fight vampires. The vampires aren't a problem if we hold off paying Galen.
a near miss woke me up and I went back to doing things by the numbers... the final battle = toss our good loot on the floor, clear the traps and horrors, cast; web, cloud, peons and lower saves... in that order then all fear the new rodent of murder!
Difficulty: SCS Insane (no additional damage)
Additional mods: Caelar stays neutral in the final fight
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though)
Weidu log BG1:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~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): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v33.4
After getting bored with my current solo Elven Stalker playthrough, I thought of doing a new solo no-reload Wizard Slayer run. I made enough progress with this character so I decided to report on it.
Before this run I had 6 other attempts:
One got charmed by Nimbul's Dire Charm
One got webbed by a Giant Spider in Centeol's lair
Two got killed by ankhegs
One got to SOD, only to get stunned by a mercenary with darts of stunning in Karlosz Tomb
So meet Balin Magicbane, Dwolin Magicbane's Cousin. He has the exact same starting stats as Dwolin, but he carries a lot more meta-knowledge with him.
I decided to record my runs, as a lot of the time I forget taking screenshots in the heat of the moment.
Additionaly I sometimes get killed without knowing how, having a recording helps in figuring it out usually.
So for those interested: youtube
Most of the Baldur's Gate 1 run is identical to Dwolin's run, some highlights:
- Nimbul's Confusion failed to affect Balin, he was then easily killed.
- At the bandit camp Balin failed to dispel Venkt's protections. He was lucky enough to save against his hold person spell. Venkt was cut down shortly afterwards together with the rest of the bandits in the tent.
- Centeol was shot before she could start her dialogue. Balin followed with horror and one arrow of detonation.
One of the giant spiders was horrored, the other followed Balin outside where it was easily killed. Back inside the other giant spider was shot down with an acid arrow.
- After using a scroll of magic protection, Drasus was rushed in melee. Killing him took longer than usual, Balin had to use several potions of extra healing here.
- With the boots of speed Balin ran to Davaeorn. Balin ignored most of the enemies that followed him here. Davaeorn was dispelled and shot down with acid arrows.
- In Baldur's gate Balin decided not to help Scar. He also skipped the Iron Throne fight, by just entering and leaving the building.
- He escaped the Candlekeep Ogre Mages.
- He bypassed Pratt by just running out of his sight.
- At Durlag's Tower he killed Love for the wardstone, and fetched Durlag's Goblet and Kiel's Helmet. A tome of wisdom was also picked up in the tower.
- Another protection from magic scroll was used just before Slythe. Slythe himself was first dispelled, he died soon afterwards
- The palace fight was less chaotic than normal, Belt and Balin were never in any real danger.
- Sarevok was dispelled and then he and his acolytes were kited with arrows.
In SOD the most important events before Belhifet were:
- In Baldur's gate Balin collected some gear, most importantly the Battle Tankard Helmet
- At the Coast Way Forest he killed a Vampire to get the sunfire shield
- The Coast Way Crossing was cleared of spiders. At the Dwarven Digsite Balin sided with the dwarves and killed the lich. This got him: extra support in the crusader waves, the helmet of Dumathoin and 2 extra greater restoration scrolls in total
- In the Troll Claw Woods we lured some trolls to the Flaming Fist for easy experience. When moving on to the Forest of Wyrms we got the Spell Breaker waylay.
- After killing some wyverns, spiders and bugbears we arrived at the ruined temple of Bhaal.
- Ziatar and his 2 mages were first shot with 2 arrows of detonation, followed by sunfire from the shield. Only Ziatar survived all these blasts. He was then killed in melee.
- Balin dodged the Neothelid via abusing his Dimension Walk ability
- He killed the 2 Aerial Servants ranged.
- Akanna was killed in melee for the Wardstone
- On the way out the green dragon was casually hit with a dagger
- In Bridgefort the green dragon shield was forged and some void arrows acquired
- Balin surrendered the fort to the crusaders.
- On the bridge the mage was disrupted with an arrow of detonation. After dispelling and killing the mage, the rest of the crusaders were lured to the courtyard, where the flaming fist helped in dealing with them.
- In the Coalition Camp he got the Commander's Chain. After visiting Dead Man's Pass he also got a pair of Lucky boots from Belegram.
- At Dragonspear castle he talked his way into the camp and got a Seal of Caelar. He decided Valis was guilty and got Corinth's Bow.
- After killing some Myconids in the Undergroud River Entrance he picked up the Myconid Bloomsac.
- Using the seal he infiltrated the Underground River and the Warrens.
- Belben confronted Balin, but before he could react Balin was on the elevator back down.
- The crusader waves were easily beaten this time using arrows of detonation.
- During the assault on Dragonspear Castle Balin stayed in the back and used ranged attacks. After Kharm was killed for the helm of charm protection Ashatiel was confronted. Because Balin was fatigued courtesy of all the haste spells cast by friendly mages this fight took quite a while, but in the end it made no difference
- In hell he shifted between different gear to stay safe from the demons and their abilites.
- He got the Tongue of Acid sword from Thrixx.
Belhifet
I modded my game so that in the final fight Caelar does not join the party and stays neutral during the entire fight. This is the same behaviour as when the Charname party already has 6 members. This makes the final fight slightly more challenging for the player, as Belhifet will now target his dispel on Charname instead of Caelar. But to me it makes more sense that Belhifet would use his dispel on the fully buffed Charname instead of the non-buffed Caelar. If anybody is interested in this mod, let me know, I will look into sharing it.
Balin's tactic for Belhifet was to use Caelar as a tank while he kept her alive using greater restoration scrolls. His second role was to help kill Belhifet's support as fast as possible so Caelar could focus as much as possible on Belhifet. Arrows of detonation are a very good tool for this because of their area of effect. To be able to deal damage they have to be shot at a target that is not immune to them. So shooting at Belhifet or Cornugons does nothing, while shooting at Abishai or Caelar does do AOE damage to them. Balin also had void arrows, these allowed for direct ranged attacks on Belhifet.
In the event Caelar should die, Balin would have to switch to melee. Unable to go invisible this would lead him to be surrounded real fast. He has Durlag's Goblet for full heals, but even then he would not last long. He also lacks the thac0 (1 with DuHM and tongue of acid) to hit Behlifet reliably. I've calculated that he would do an average of about 8 damage per round to Behlifet. All in all this means that Belhifet should already be at near death to have any realistic chance of killing him this way.
For the actual fight itself Balin buffed in the elevator only with a protection from magic scroll, as Belhifet would dispel anything else anyway. His main gear was the following: Commander's Chain, Helm of Balduran/Battle Tankard, boots of speed, Corinth's Bow and 27 greater restoration scrolls (I should only have had 22 scrolls, but due to a bug with Belegram I got 5 extra when buying 5 from him, not that it made a difference in the end).
After the dispel Balin used a protection from fire scroll on himself. The fight went according to plan: Balin switched between healing Caelar and using arrows of detonation. Occasionaly he had time to heal himself, summon some help with the myconid bloom-sac or attack Belhifet himself with void arrows. With 8 (so actually 3) greater restoration scrolls left Belhifet finally fell.
On to Baldur's Gate 2 !
I must say I am pretty nervous for Irenicus's Dungeon. The radiant Mephit in the Mephit Portal room and the assassin-mage at the end have a decent chance of disabling and thus killing Balin. So Balin will have to tread carefully... wish me luck!
In the Cloakwood Mines we defeated Davaeorn by summoning monsters twice before attacking him.
We then went to Baldur's Gate where we did several minor quests before going to Candlekeep.
In Candlekeep We were delighted to easily defeat Prat et al.
We then went to Durlag's Tower.
The Dwarven Warders were easily defeated by leaving skull traps where they turn up after giving the wine to Love.
Further down other dwarves killed Minsc which made the rest of the tower much harder. That was poor tactics on my part.
Then Safana was killed by an Ashirukuru who crept up behind her. Sadly we forgot to pick up her belongings. They will be sorely missed in Dragonspear as she was carrying gloves that give 18 dexterity: A scimitar +2; Shadow Armour; a decent cloak; a decent belt; decent boots and many other useful items.
We forgot Kiel's Helmet.
Further down we had to sleep quite a lot because of our injuries. However when we got to the Demonknight's Room we slept for another reason: to memorise skull trap spells.
We cast them in strategic places and that enabled us to defeat the Demonknight without too much difficulty.
[We were badly hurt, so next time I take on the Demonknight I will cast even more skull traps]
By that time we had reached the level cap so the only reason we didn't take on Sarevok immediately was that we wanted to buy equipment for Dragonspear.
We then went to the Ducal Palace.
Once we were well equipped we took on Sarevok by casting many skull traps hoping to make the final battle easy. However the traps which were meant to kill Semaj were misplaced and she was able to cast a confusion and a cloudkill spell. The cloudkill killed our summoned monsters and also Dynaheir who was confused in the middle of the cloudkill.
After the death of Semaj, the skull traps proved to be very fortuitously positioned with the result that only Sarevok was left. Even Tazok was badly hurt with traps before we killed him with arrows. Minsc and I took strength potions, and Khalid used arrows of dispelling to rid Sarevok of his protections. Thus he was defeated.
One thing that I have learnt in this game is the efficacy of skull traps. I could have made it easier if I had shot the bats with missiles as some of them set off the skull traps.
Final Stats in BG
Dragonspear to follow
So far, so good.
What's more the prologue was completed without major incidents. { It is getting to be routine. }
Now in the Ducal Palace with a reputation of 20 as you might expect.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Weidu log BG2:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~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): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Well Balin made it through Irenicus's Dungeon ! I had 2 scary moments were the run could have ended though .
Upon import Balin had his hidden experience unlocked, he already had 910k experience and immediately gained one level. This was good news as this lowered his saving throws a bit further.
Major Events in Irencus's dungeon:
- Balin decided to "not press the button". This avoids spawning an ogre mage, and spawns only 4 gibberlings instead.
- For the Duergar he always used the same tactic: buff with DuHM and use horror to get some crowd control. They were never any real threat.
- The Stone Golems were preemptivly killed.
- He got the Acorns and the mail of the dead from Ilyich.
- The Cambion was freed and then killed.
- He also killed the Otyugh after first using horror on it.
- Balin used horror to panic some of the Mephits in the Elemental Air Room. He did get stunned though by one of the Mephits. Luckily this stun does not last long so he was able to recover from this.
- He freed the Djinn and got the sword of chaos as a reward.
- On level 2 he opened the Mephit Portal room staying out of sight of the Mephits inside. He buffed with DuHM, switched to dual wielding Varscona and a long sword+1, and used horror targeted at the door.
The first portal Mephit became panicked. Balin rushed inside and immediately attacked the first portal. When the Radiant Mephit came closer he used his second horror ability. This failed to affect the Mephit however so after killing the first portal Balin decided to retreat back asap to the previous level. And here something crazy happened, just when I clicked on the portal, the Mephit used its color spray ability. Balin became unconscious and while unconscious he travelled 3 times through the portal! I think this is because I nervously clicked the portal 3 times while paused just before the color spray hit. Luckily Balin did end up on the previous level and could safely become conscious again there. After resting he went through the portal again. This time he was able to use the horror ability on the Radiant Mephit. He could then safely hack the portals.
- He killed the clone in melee and the assassin afterwards.
- The rest of the Duergar on the level were killed too, together with the Doppleganger.
- Balin left the vampire alone.
- He gained another level and put a proficiency point in Flail/Morning Star.
- He activated the assassin-mage at the end of the level. He ran back out of his sight and used horror a couple of times to try to affect him. Problem here is that all thieves there are called "Assassin", so I had to look at the color of the name in the console to figure out if Balin panicked the right one. Turned out he didn't . Balin was lucky though, he shot one arrow at the assassin and this arrow caused him to fail casting his hold person spell. In melee he was hacked apart together with the rest of the assassins.
Once free Balin started to collect items and gain gold:
- He looted Borinal's Home for the war hammer+1
- The Gloves of pickpocket were acquired in the Copper Coronet
- At night in the slums he bought the Buckler of the fist
- In the docks he picked up the Battle Axe+1
- Buffed with DuHM he killed Officer Dirth in the tavern for his full plate armor
- He joined the thiefs guild and looted both this guild and Mae'var's guild
- Balin killed Bregg and Cohrvale back at the Slums, Amalas was also easily killed in combat
- In the sewers he solved the puzzle and collected Lilarcor
- He bought the helmet of charm protection and the boots of grounding at the temple of Lathander
- At the Adventure's Market he picked up the reflection shield
- Back at the Copper Coronet he exposed the slavers and freed Hendak
- Balin then travelled to the graveyard. Here he got a staff of curing, he freed a buried man and killed the Crypt King for the long sword Namarra
- Travelling back from the graveyard he was ambushed by Suna Seni. Balin opened with horror and an arrow of dispelling on the wizard. He dodged the melee fighters a bit while shooting arrows at the wizard. It did not take long before he fell, the cleric was shot down next. With the 2 disablers down the rest were easily mopped up. Balin collected the loot, including the excellent Arbane Short Sword.
- He exposed Rejiek at the bridge district, but has not followed him down to the basement.
- The boots of avoidance were acquired by killing Camitis and Reti. The Silver pantaloons were acquired by meeting with Welther at night.
- Afterwards Balin bought his reputation back up to 15
- He did the first quest for Mae'var collecting the Talisman. The quest to kill Rayic Gethras will be done later
- He saved Renfeld and brought his body back to the Harpers
- Balin hunted down Anarg for the order of the Radiant Heart
Balin is contemplating his next move now, to be continued...
We have now arrived at Coastway crossing. Have lost Khalid and Jaheira but now have Viconia.
Are there ways of slightly reducing reputation other than recruiting Baeloth and Dorn?
I don't want to risk falling. Rep now 18.
M'Khim has joined us. However I have virtually no experience of shamans so I have imported her into BG1 and will run her there for experience before returning to this game.
I intend coming back to this game later.
The game gave her a reputation of 10 to start with which I thought too high so I will edit it to 8.
I am considering giving her a male goblin consort and thought that a true neutral berserker or barbarian would be suitable.
However I have no idea what restrictions there should be on his attributes. Would it be possible for any of them to be higher than 18? Which of them should be lower than 18?
Also what resistances should they have? Similar to a dwarf or gnome?
Suggestions very welcome.
EDIT
I have just been examining the stats of the goblins in the game and have discovered this:
Maximum Strength: 17
Maximum Dexterity: 17
Maximum Constitution: 17
Maximum Intelligence: 14
Maximum Wisdom: 17
Maximum Charisma: 15
So creating a goblin with those stats is certainly legal if I come up with a roll of 97.
Such a roll is extremely rare!
It looks to me as if high intelligence and charisma would be inappropriate.
The roll in the game that I am currently playing was 92!
When I looked at their resistances. It gave me a clue as to which race they were created from.
I would suspect human because there are goblin shamans and wizards and that appears to be the case. Their resistances are not high like dwarves. So when I roll a goblin, I will just use a human roll and avoid high intelligence and charisma.
Realised that the HP of M'Khiim are way too high, so I worked out what they should be for a level 1 shaman, I guessed 20 and made it 20 with Keeper but for some reason that is shown as 22 in the game, why I have no idea. Another bug is that every now and then the extra 10 points disappears. That could be fatal if it happened during combat!
I also reduced M'Khiim's weapon proficiency points to 2. * in axes, * in shortbow and reduced the number of spells to 3 as it should be.
As you can see the 10HP boost caused by M'Khiim's Shield is of much greater import in BG1. For some reason race isn't shown in BG1. I discoveredl that this sort of thing will be sorted out in "Siege of Dragonspear."
Well here goes. This is very much an experiment and I am not intending to carry it into BG2.
In the inn Firebead gave me 300 gold pieces. We immediately gave this away at the temple thus raising our reputation to 10. [Much easier to raise reputation at this stage]
Both of us have an alignment of true neutral. This is not the desired alignment as in the case of druids who actually aim for neutrality.
We are actually aiming to be good, but because of our goblin heritage, we are not very successful at it and from time to time do things which are not good, which makes us neutral. In Candlekeep we were able to break into two chests and purloin the contents without getting caught.
Our aim is to stop goblins being universally despised.
[I have found that M'Khiim's scripting is excellent.]
Heading south we helped Mellicamp.
We calmed Marl and took a tome to Firebead before taking on an ogre.
We weere then victorious against Tarnesh.
We killed hobgoblins and then Sonner.
We gave Tenya her bowl before killing an ankheg.
Ankhegs to the south got their revenge.
Note to self: "Remember to get good armour before taking on ankhegs."
Well at least it made a change from the usual races and it shows that it is possible to have a goblin party.
Haven't had much time to play recently, and when I do I'm takin stupid risks!
Anastasia, even though she did not want to or need to, took the battle to the Balor - a Level 24 fiend with permanent fire-shield effect, vorpal hits, stoneskin, implosion and firestorm, remove magic at will - the whole works.
She buffed with 2x potions of fire resistance, potion of invulnerability, blur, mirror image, protection from evil, 5x frozen fist, hardiness and tried to quivering palm it down - no dice, plan b.
She greater whirlwinded away with frozen fists, but could not get in enough damage before it dispelled her protections. Anastasia was now taking upwards of 18 fire damage to herself with every hit on the balor, and at risk of vorpal instadeath, so she hit the final panic button.
There's always a bigger fish huh.
I dropped off Viconia and picked up Glint so that I wouldn't risk having evil in the same party as a paladin. That was sure to end badly. We fully intend to help those dwarves. I might do the opposite in a game where I am playing evil.
Difficulty: SCS/Ascension Insane (no additional damage)
Additional mods: Adalon drops silver scales, Waukeen's Promenade Fletcher sells arrows of dispelling in stacks of 5 instead of 40
Additional rules: no xp loop, no area hopping to avoid incoming magic spells (escaping ambushes is allowed though), no Vhailor's Helm before TOB
Weidu log BG2:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2000 // Full-body portrait for Bodhi: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2100 // Alternate Balthazar portrait, by Cuv: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.13
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.13
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: v33.4
~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): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3580 // Restoration and Lesser Restoration spells heal ability-score damage: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v33.4
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v33.4
Playthrough recording: youtube
Balin made some good progress in early SOA, gaining gold, experience and items:
- In the sewers Balin killed a mephit for Mekrath and got the release of Haerdalis as a reward. Here he also picked up a rod of resurrection, the gem was left for now (3 yuan-ti mages is a bit to much at this stage).
- While in the sewers he started the Unseeing Eye quest. In the underground area he solved the bridge riddle for some easy experience. He stood next to the platform to stay safe from the prismatic spray trap. Here he gained another level and then left the area for now.
- At night in the slums he completed the second temple quest.
- He bought some protection from acid and undead scrolls.
- He gave 15k for the help of the shadowthiefs. On the first quest for Aran Linvail Mook got murdered, Balin used a scroll of protection from undead to stay safe from Lassal. The second quest was also easily completed. In the graveyard Balin used a scroll of protection from undead and picked up the Mace of Disruption from the vampire lair. Using the real illithium the Mace of Disruption was upgraded by Cromwell.
- He did some additional quests while in the graveyard: Wellyn's bear and the orphan Risa.
- Picked up the potion case at watcher's keep.
Umar Hills / Temple ruins
- Using the upgraded MoD Balin breezed through the early part of the temple ruins. He activated the bottom lich, he then used a protection from undead scroll and baited his remove magic spells and Abi Dalzim's Horrid Wiltings. With Arbane haste and MoD he was quickly killed shortly after.
- For the shadow altar and the shade lord he used another protection from undead scroll.
- Back at the Umar Hills he got the reward from the mayor.
- From Madulf he got the shield of the lost (+5% MR)
- With reputation of 20 now, Balin did some shopping: the blade of roses (charisma+2), flame tongue and the sword of Balduran (lore+10, +10%MR)
De'arnise keep
- The Yuan-ti mage: Balin used the boots of grounding and a scroll of protection from electrity to stay safe from its lightning spells. Balin dodged it's cone of cold and ice storm spells. With all of its spells gone the yuan-ti mage was cut down in melee.
- Glaicus was easily cut down after buffing with DuHM, mirror image and haste.
- Balin took the fire head without alarming the golems and assembled the flail of ages.
- He killed each of the golems one by one.
- In the basement he engaged the umber hulks but had to retreat because he was getting hit to much. After using RoR he reengaged and killed them all. Torgal was left alone.
Back in Atkathla
- Balin bought some additional arrows of dispelling.
- He completed the Slaver quest.
- The plate of balduran was bought.
- He killed Prebek and Sanasha after first dispelling them.
- Montaron was saved from the Harper Building.
- He killed the pirates in the tavern hideout.
- Balin continued the shadow thief questline. He first apologised to Rayic Gethras and then attacked him with the flail of ages while hasted. Rayic opened with mantle, but the flail is a +3 weapon so this did not protect him.
- Mae'var's guild was cleansed. In the Mae'var fight Balin first took out the cleric as he could doom him. Mae'var tried to charm us, but Balin had the helm of charm protection to protect him from this. Mae'var used protection from magic weapons on himself, but Balin had brought a normal long sword with him. After some hits Mae'var was unable to cast and fell shortly afterwards.
- Balin decided to start Watcher's Keep for some extra experience. He only needed a small amount of experience to reach level 20 and his first HLA. He did about half of the first level before returning. He planned on first getting Delvar's Plate before continuing, as now he was vulnerable (only 5% but still) to the finger of death trap. Balin had chosen Deathblow for his first HLA, this allowed for fast easy kills of some dangerous monsters.
Trademeet / Druid Grove
- Here he used his Deathblow to quickly take out the giant spider after it was horrored from offscreen. It had a 15% chance to web Balin, so Balin had to be careful here.
- The rest of the map was no real challenge. The druids were silenced, the spore colonies were killed with deathblow and haste. Dalok was killed for the the burning earth long sword.
- Balin watched Cernd take out Faldorn.
- Back in trademeet he killed the genies, did the Tiris quest and returned the mantle to the High Merchant. He got the Shield of Harmony as a reward.
- He gained another level (L21 now) and chose whirlwind as his next HLA.
- He did some additional shopping with 20 rep and 20 charisma: Ras, Dwarven Thrower, defender of easthaven, fortress shield, Shield of Balduran, an extra RoR and some protection from undead scrolls.
Balin will now dive into Firkraag's Dungeon to try and acquire Delver's Plate (save vs spells+2). There is a lot of danger in this dungeon: Ruhk, Golem kill squads, ancient vampires etc. Let's hope he gets through in one piece .
goblin PCs start with -1 to both Strength and Charisma. They need a minimum of 4 Strength, 4 Dexterity and Constitution 5. Strength is capped at 15, Dexterity at 17, Constitution at 16 and Charisma at 12. They can become 10th level Fighters, 9th level Clerics, 7th level Shamans and Witch Doctors, and 12th level Thieves. They have Infravision to 60 feet and the ability to detect new or unusual underground construction 25% of the time (1 or 2 on 1d8), but suffer a -1 penalty to attack rolls when in bright sunshine. A goblin shaman has access to the Spheres of Divination, Reversed Healing, Protection, and Reversed Sun.
Riekan - dwarven fighter/thief, protagonist (Corey_Russell)
Jiddle - halfling priest of Tempus (Gate70)
Grene - elven wild mage (Grond0)
Doh! I forgot I was the protagonist and needed to take screenshots. Try to remember next time...
This Trio got quite a bit done today. We'll soon be working on the main quest. We had just got out of Candlkeep and took down Shoal, and were ready for our next tasks. We decided to get the Ankheg armor for Jiddle, so we proceeded to Nashkel to get that. We also took down Vax and Zal, Krumm and Caldo, took a little girl's allowance, and got the Gauntlets of Dexterity for Riekan. We also got the CHA tome for Grene.
This party is very flexible. In the early going we did quite a bit of blinds and ranged attacks and commands, then later Jiddle's hold persons and silences were useful. Greywolf was another blind victim - Riekan wanted his sword. When we were back at the Gnoll Fortress, Jiddle's war hammer broke. Luckily he had a backup, but that told us getting a magical hammer for him would be good.
So we went to Bassilus area, and Riekan distracted Bassilus so the others could cast spells. Took a bit but eventually a blind landed on Bassilus and naturally that was his doom. We also took on the hobgoblin bandits while we were here. Riekan badly under-estimated them and charged into melee, but got badly wounded. He potioned and ran, but a timely blind by Grene as well as Jiddle charging into melee took the pressure off Riekan. This was really the only bad injury the team suffered this session.
We then headed for the basilisks area. Riekan tanked with protection from petrification scroll and did well here. He did make a mistake and accidentally triggered Mutamutin, but Jiddle came to a rescue with a timely silence.
We rested and prepared to take on Kiarian's group. As is usual for our parties, we blinded all but Kirian. But then she was silenced, stuck in a stinking cloud and then fireballed (potion) by Riekan. Ranged fire then quickly wiped out Kirian's group - success! After selling and getting friends, then Grene bought the full plate for Riekan. (most of Riekan's skills are non-combat, thus he is ranged/melee most times and rarely stealthed).
Now that Jiddle had skeletons, taking on sirines seemed a good choice. The skeletons did well and the sirines had no chance. Riekan planned on tanking the golems, but accidentally got seen when he was trying to de-trap the traps and he was only wearing leather. However, with a potion of absorption, he was still able to tank well enough to be OK. Rest of the golems were straight-forward.
Riekan decided that ankhegs would be next. But first we did Bjornin's quest to get a shield for Jiddle (Riekan had bought a large shield +1 earlier). There was only about 10 minutes left, the team headed for ankhegs. But first we rested at FAI area. Riekan realized we needed to turn in a spider body we've been carrying around, so we did that while we were here. Then off to ankhegs. The peasants were quickly slaughtered. Then Riekan and Jiddle tanked the ankegs. We did not suffer a single hit from the ankhegs, though that was probably due to Grene's sleep spells. At one point, Riekan looted the boy's body and Jiddle laughed as Riekan slowly come to the party, who as usual ran ahead. Riekan was only overburdened by 5 pounds, so he handed to the body to our strong mage.
Once we exited the ankheg nest we were out of time, and saved here.
Thanks for the info. I may try another goblin run later. I was being a bit TOO restrictive regarding stats, but better that way than having them too powerful.
So my characters were not too far off being right. I didn't give them infravision, though if M'Khiin had it, she would have kept it I suppose. Perhaps applying the race would have done that for both of them. I'd have to check.
No spheres either in my game as I haven't installed any mods.
After my goblin game I started a Blackguard game where the Blackguard came to a sticky end in Adoy's Cave. Note to self - don't go in there with a party of 2! The portrait that I found made her feel really malevolent. Those eyes! I feel that she might get revived for another run.
Stats below. I will fill in their characters later. I always like to make my characters have personalities. Even my last Blackguard had a personality. Yes he was a bit selfish but he was also a law-abiding character. I've known a few people like him during my life.
Hopefully this will give me some insight into shamans before I try and continue my game in Dragonspear.
The problems I can foresee in this run will probably be linked with low resistance issues and the fact that I don't undertand the shaman kit yet.
Having a party of 3 will of course make the opening stages easier, but will make levelling up slower. Fair enough - swings and balances.
I like the portraits which are images on the web merged with my own backgrounds. I'm not the best at doing that, but I feel as if I own the character when I adapt the portrait as I get to understand the character as I revise the background.
Initial gold 390.
I decided to try a no reload run for the first time.
My BGEE installation : Deity of Faerun, Might and Guile, BG1 NPC Project, SCS (all but the tactical challenges). I play on the "normal" SCS difficulty setting.
I rolled a shaman (half orc, STR19, DEX18, CON19, INT9, WIS12, CHA10) and gathered this party :
- Ajantis as a cavalier
- Imoen as a sniper
- Dynaheir
- Minsc as a barbarian ranger
- Branwen a Battleguard of Tempus from DoF
I already put myself in hard situations :
Dynaheir died in Nashkel Mines level 3, ambushed by kobolds from the back, so I had to go back to Nashkel to raised her before killing Mulahey.
When fighting Nimbul, Dynaheir thought using the ice wand would be a good idea, so all equipment from Nimbul was destroyed.
Against Tranzig, all went well at first, and then he begged for mercy. Branwen didn't want to spare him, so he surprisingly stroke back with powerful magic : a spear of destruction killed Branwen and Dynaheir, Minsc went berzerk and was killed by an Chromatic Orb, and my shaman was almost dead.
When the dust settled, I went to the temple to ressurrect Dynaheir, Minsc and Branwen.
To my surprise, I can't ressurrect Branwen, although she is still in my party with the portrait grayed out.
What can prevent a ressurrection ?
I came back to the Feldpost Inn to grab my equipment, and found out than all of Minsc's stuff have been destroyed !
No reload is definitly a complete different experience from normal run, and change the way to care about NPC.
Assuming you actually had the cash to pay for it, you should have been able to raise her. You could try using ctrl+R if you've got console commands enabled - that should remove any negative effects on her that might be interfering.
EDIT
Well, that was certainly a short game! Killed by the wolf that was harrassing Mellicamp the Chicken.
I realise that I could have avoided such dangerous foes as wolves and headed straight for Beregost for easy experience but didn't realise just how fragile he would be. He is a half-orc with a 19 constitution after all!
Sharmer's Second Run
After the death of Gorion I met up with Imoen who was a great help in killing a wolf intent on killing Mellicamp.
We took Mellicamp to High Hedge and left Imoen there where she could keep the mage company and perhaps learn a little alongside Mellicamp who was transformed back into human shape.
I calmed Marl and took a tome to Firebead after which I headed northward where I was able to help Joia and then Tenya.
Yeah, I will remember to not use Ice Wand unless emergency cases.