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.
Thank you, I will try this. I don"t want to "cheat", but I was certain that permadeath remove NPC from the party screen.
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.
Thank you, I will try this. I don"t want to "cheat", but I was certain that permadeath remove NPC from the party screen.
You are right. If you are worried about cheating you can always adjust the gold that you have to pay for resurrection using EE Keeper.
@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.
It needn't be an emergency. If you use it against Bassilus or Mullahey at the BEGINNING of the battle they usually survive. You can then use other spells to finish them off.
Oh my god @Trouveur ! Damn it ! Here you are ! I red a lot of your old posts on « la couronne de cuivre »! Always interesting stuffs about Bard or so ! Wow it was like 10 years ago... internet is so magic.
Sorry for the off topic guys.
Oh my god @Trouveur ! Damn it ! Here you are ! I red a lot of your old posts on « la couronne de cuivre »! Always interesting stuffs about Bard or so ! Wow it was like 10 years ago... internet is so magic.
Sorry for the off topic guys.
Thank you !
Mind you, I also have currently a Blade in chapter 5 for a unmodded trilogy run. ;-)
To make a change I am re-running Ruby Redeyes the Blackguard.
This time she is Haller the Halberd
Seeing my eyes, everyone knows that I am an Aasimar, but which god does the divine spark come from?
Knowing myself, I am pretty sure that it comes from an evil deity, but which one?
Of course I am not letting others know. I want them to hero worship me even as I make my moves to gain power for myself.
Helping Mellicamp, Marl and Firebead are cases in point. None of them cost me anything, but as a result my reputation has increased by 2 and I have gained considerable experience.
This time killed by Zordral but not to be deterred Ruby Redeyes III sets off in the hope of getting a bit further than Ruby Redeyes I and Ruby Redeyes II.
Perhaps she will take fewer risks than I and II.
Journal of Haller the Halberd
After helping Mellicamp I was attacked by yet another skeeleton and my weapon broke, so when I arrived in Beregost I not only helped Marl and Firebead, I also stocked up on halberds.
@Wise_Grimwald Remember that if you are engaging ankhegs with a PC character that doesn't have excellent armor class, it's a really good idea to use protection from acid scroll you can get from Thalantyr. Also, for maximum protection from their acid spits, have max missile defense - anyone can use boots of avoidance or belt of piercing or cloak of displacement, for example. Finally, for best defense in melee, use max blunt defense such as girdle of bluntness. If your character is not a fighter character you might also want potion of absorption (+10 defense to blunt attacks). Hope this helps!
After calming Marl and taking a tome to Firebead, I headed south where I killed ogrillons and hobgoblins, only stopping my jorney south when I killed Greywolf.
I returned to Nashkel to recieve my reward for the emeralds after which I reunited Albert and Rufie.
I then killed Vax and Zal.
Heading further West, I killed Caldo and Krumm before finding a decent halberd in a cave.
I then helped 'Drienne to get her cat restored before killing Ingot who had an even better halberd.
I then killed Gnarl and Hairtooth.
After looting a cave I headed North where killing a polar bear earned some very good boots.
I then helped Charleston Nib and Brage.
Heading back to the Carnival, I killed the Amazing Oopah and then Zordral before taking Samuel to the FAI.
I then killed Tarnesh and returned Joia's ring.
Heading North, I killed Sonner et al before returning Tenya's Bowl.
I killed a nearby Ankheg and then heading back south killed two of them!
I then linked up with Xzar and Montaron before going "Shopping" at Ulgoth's Beard and Beregost.
I left Montaron at the Beard befor helping Neera in Beregost.
We acquired a belt at Adoy's Enclave and some good bracers from Melium.
We then picked up Kagain before going to hunt ankheg.
Neera had a wild surge that killed both her and Xzar.
We continued hunting, deciding that perhaps having such an unreliable party was dangerous.
After collecting shells to revive the two of them we bade her farewell!
We then killed Firebead before saying farewell to Kagain. We then headed south and met up with Dorn.
After killing Krill we took on Teyngan and his cohorts with ease before killing the half-ogres and returning to Beregost.
We then went in search of Viconia who has joined the party.
Checking the map at the start of the session, there seemed to be a big black hole where the Cloud Peak mountains should be - so we headed there to fill it in. Stumpy made some good use of his electric abilities - here taking down both Gnarl & Hairtooth without even suffering any rebound effects.
Of course that doesn't mean there weren't still the odd teething trouble. Here, Stumpy experimented with whether Dragonbane could shuffle to the side of an opponent - allowing lightning to bypass him at close quarters. Hmm, maybe not try that one when we're low on HPs ...
With the mountains clear, we moved north a bit to find the Doomsayer. Electric damage has no effect on him, so Stumpy reverted to relying on his solid defense, while Dragonbane threw in plenty of insects to weaken it.
Providing Brage with a lift home to treatment for his madness (Stumpy offered him electric shock treatment, but he wasn't quite mad enough to fall for that one ) took our reputation to 20. We didn't bother buying too much, but Stumpy got a new cloak to blur his lines, while Dragonbane upgraded his dagger. That was soon put to good use against a nest of ankhegs - the beasts regularly turning even greener than usual.
Stumpy avoided any damage going through the nest until the final beast - for which he had a cunning plan. In the enclosed space he could expect multiple lightning bounces - and his special abilities provided him with not just the ability to produce lightning, but also protect against it. Unfortunately, the best laid plans can misfire and this particular lightning bolt went straight through the wall instead of bouncing .
In the previous session, we had dismissed Neera and so foregone the gem bag. That meant a bit more inventory crowding than usual and Stumpy suggested we should go to the FAI in search of her - picking up Samuel and exterminating some spiders on the way to make best use of the trip. Dragonbane charmed her to try and get her to follow him outside to look at the sky one final time (a la Lavok), but she didn't want to play that game. However, none of the inn's customers raised an eyebrow at the faint sound of Neera expiring in a corner.
With nothing much else left worth doing, we headed to the Nashkel Mine - once again getting a bit more value from the journey by picking off Greywolf there. Stumpy used several spells there in preparation for combat with Mulahey - though those seemed like overkill when the cleric failed to save against silence.
Outside the mine, Stumpy was in action once more silencing the Amazons. He also managed to shut up a pair of nymphs just before they could complete calling lightning down from the heavens, but skeleton warriors dealt with the opponents within seconds anyway.
Even with the tome from the Gnoll Stronghold, Dragonbane's charisma was only at 19. Hence, when we went in search of Tranzig, he charmed Algernon and used him to attack the mage in order to get his cloak without loss of reputation.
Then it was on the the Bandit Camp. With us both being well protected against missiles, the basic bandits stood little chance as we moved through the camp in search of Taurgosz. Stumpy showed nice timing there when he noted a bandit being fried by call lightning. He was aware that Dragonbane's level meant another lightning stroke would follow the next round, so quickly moved towards where he knew Taurgosz would be - exposing him just in time to receive the blast . He followed that up by using a rare hold person to put Taurgosz out of his misery.
Inside the tent, Stumpy used sanctuary to get in and produce some skeletons before silence shut Raemon up - allowing Dragonbane to enter freely as well. Several spells aimed at Venkt failed to take effect, but after a general attack he eventually failed to resist a nymph hold.
We skipped through the Cloakwood to find the mine. While this pairing are strong in lots of ways, we're indifferent in melee and struggled to take down the pair of guards at the bridge. Stumpy commented that we'd better not have a fair fight with Drasus - and that was duly arranged . Silence allowed us first strike capability and lightning ensured that was pretty devastating by itself. Nymphs then rendered THAC0 irrelevant against Drasus himself.
At the bottom of the mine, it took a while to chew through a pair of battle horrors before Stumpy charged Davaeorn. He wasn't protected against spells generally, but his Storm Shield ability took Davaeorn's fire and lightning attacks out of the equation and the mage didn't last too long. I was convinced that I'd got a screenshot of his death in the moment before the chapter change triggered - hmm, I wonder if I can blame this on MP delays (of course I can ).
We stubbornly decided to try resting after killing the mustard jelly, in order that Stumpy could use DUHM to open the treasure chest there. Dragonbane brought out a totemic spirit for the first time in the session, to help deal with the guards that appeared. He predicted that 10 attempts to rest would be needed and was pleased to find that only 7 were required.
Dragonbane was now up to level 9 and suggested that he should take advantage of his new spell ability against the ogre mage on arrival in Baldur's Gate. He quickly retreated, allowing the enemies to focus on Stumpy. His saving throw was sufficient to avoid any danger from carrion crawler paralysis and the ogre mage was beset by insects before he could use any offensive spells.
There were a few more tasks in the City before we began the poison quest. Lothander was surrounded by skeletons and bequeathed his boots to Dragonbane, so that both of us can run around together in future.
We'll have to remember to deal with Marek next time though, rather than try any long-distance travelling while poisoned.
Totemic druid 9, 78 HPs, 163 kills
Priest of Talos 8, 69 HPs, 123 kills, 1 death
We went around the coast killng sirines, looting caves and picking up party members ending up with this team. The team that I intend to take to Dragonspear if we can get that far. Safana has put all her skill points in finding traps and opening chests.
We had just entered the mines when I realised that we had not stocked up with darts for her so we will have to nip over to the Carnival for stocks.
After killing Mulahey, Xan was allowed into the party long enough to arm him and after that we exited the mine where we killed the Amazons.
We then killed the Revenant.
In Nashkel Nimbul killed our allies Rasaad and Oublek before the guards killed him.
We sadly missed out on the experience, but on the plus side we found two emeralds and 2,700 gold pieces on the body of Oublek. Gaining his unwilling help to fight Nimbul was therefore highly profitable.
We then infiltrated the bandit camp before heading back to Beregost.
On the way we killed Deke and some other bandits and in Beregost we killed Tranzig.
We then returned to the bandit camp where we took Taurgosz Khosann by surprise before wiping out all the bandits as well as Ender Sai. Doing the latter cost us a lot of reputation. However it was his own fault. He should have realised that the skull trap that hurt him wasn't aimed specifically at him!
When we rested at the FAI I gained the ability to cast horror. I then paid a considerable amount of gold to regain 4 reputation points.
In the Cloakwood Forest we helped Aldeth against some druids.
When we fought Centeol, Dorn was poisoned again and again and eventually died. However before we had a chance to save the game, it crashed so I had to re-run the battle.
The second time through I exchanged the positions of Haller and Dorn which meant that it was Haller who was wounded. However, having a better constitution she resisted the poison.
On the way to the wyvern cave we were attacked by four wyverns. We defeated them by a comination of brute strength from me and the wand of frost being used by Baeloth.
We were successful in the weyvern cave.
Then we have killed Drasus et al before entering the mine where we killed Hareishan and her cohorts.
We then went outside to rest. However our slumber was interrupted and we had to flee back towards the dragon's cave before we could rest in peace.
We were quite lucky fighting an ogre/mage.
Dorn got confused in our next battle so we had to be careful when to avoid him turning on us when slaying the remaining enemies.
He was charmed when fighting Davaeorn too.
And when fighting Simmeon both he and Baeloth were killed.
Having now seen the true nature of evil, I now have to decide whether I wish to continue embarking on the evil path. Helm, the god that she serves is ambivalent concerning how righteous his followers are, not so my party members.
Baeloth and Dorn have been raised and I have learned a bit more about Dorn's motivations. I now have a bastard sword that will protect him from poison. The problem is that he has no proficiency in bastard swords or in using single handed weapons.
In this game my character will continue on the evil path. Perhaps in another she will change direction at this point. It could make for an interesting plot.
Baldur's Gate City was no problem except for the fact that Safana got killed in the Iron Throne. Neither were the catacombs under Candlekeep.
EDIT
The question is now whether to take on just some or ALL of it.
EDIT
In the end the decision was made for us as we were running out of throwing daggers for Edwin. We have defeated everything up to fighting LOVE. That was easy as traps had killed the other warders.
We didn't take on the ghost as it wasn't worth the effort. We will now go shopping after picking up as many throwing daggers as we can find at High Hedge.
Haller will not be able to level up again before SoD, though she has not quite reached the level cap.
Balin Magicbane, a solo Wizard Slayer - Final Part
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 did not survive Firkraag's Dungeon . It did start out good, Balin activated Rukh and used Ras to make him waste some spells. After waiting for his protection from magic weapons to wear off, Balin used whirlwind together with the flail of ages to bring him down.
The first golem kill squad (2 clay golems, 2 stone golems and 1 juggernaut golem) was handled by buffing fully and running in with deathblow and whirlwind active. Balin threw a hammer (Dwarven Thrower+3) to each of the Clay golems killing both on impact. He retreated to the previous level and after resting, he rebuffed and went back in to kill the remaining 3 Golems.
For the ancient vampires Balin used MoD + Shield of Harmony in combination with a scroll of protection from undead. He did not get all of them as some like to hide invisible, but he did get 4 of them. He gained another level and picked hardness this time.
After opening the door at the end of the werewolf tunnel. He was attacked by the Orogs, and the Golems quickly joined in from above. Balin was able to activate deathblow and kill one of the Clay Golems ranged, but the other was in the fog of war and could not be targeted. After getting slowed, Balin decided to retreat. He activated ww and started to run back to the entrance of the level. Halfway through his ww ran off and he activated Arbane's haste. While waiting for it to activate the Clay Golem catched up with him (Of all the enemies that followed him it had to be the Clay Golem that reached him first off course ). Balin got cursed on first hit, and retreated further when his haste kicked in (so he was actually just walking at normal pace). The Golems were hasted by now, and ganged up on Balin. They were getting hit after hit on him, Balin his HP was dropping fast despite having hardness active... and within yards of safety they finished him off without mercy.
In hindsight I should have equiped Defender Of Easthaven as weapon when retreating. The AC+1 and the 20% extra damage reduction might have made the difference in getting out just alive. Alternatively it might have been better to just run on first sight of the golems and lure them back to the entrance. That way if I get slowed or cursed when reentering the level I would still be able to make it out alive easily. I will have to do some testing to find the safest approach. Definitely looking forward for a rematch with these golems in the future!
This is quite the exciting update. We lost a party member to petrification, but managed to save them and get them rejoin the party. More on that in a bit. First thing first, though, the party was about levels 5/6 and we had good equipment so we went ahead and worked on the main quest.
Unsurprisingly, the kobolds in the mines were just massacred. You could say the same as their leader and Mulahey was silenced before combat. The Amazons didn't do much better, being blinded, silenced and skull traps - after that, simple ranged fire was more than enough. Tranzig didn't do much better.
Time for the bandit camp! On the surface, the key challenge is Khosahnn - even though he was blinded and commanded, when he woke up he charged Jiddle. Just in the nick of time Jiddle's hold person landed and that was that for Khosahnn. Jiddle welcomed the armor.
As for Tazok's tent, with stealth for Riekan, sanctuary for Jiddle, and invisibility for Grene, we snuck in and setup a devastating surprise attack. It was an easy mop up.
Once we looted here, we sold our equipment. We just noticed we had yet to deal with Melium, so we headed to his area.
We then get hit with the dreaded basilisk ambush - Grene was petrified! Riekan donned a potion of mirror eyes then charged the enemy. With Jiddle's help they killed the meanie who had petrified Grene. All was not lost however - if we can get a stone to flesh scroll and return, we can unpetrify Grene and bring them back in the party. So that's the plan we did. We then went back and forth from Melium's area to the road until we got the ambush with Grene and got him back. However, we encountered the dreaded could not save bug, and so had to do it again. We did though and now Grene is back in the party! Yay!
We finally went after Melium. With blinds, hold persons and a big backstab, naturally he didn't fare well. We then attempted to defeat Molkar's gang. The battle went well at first, but then Grene got stuck in his own web!
A melee enemy was charging and resisting Jiddle's hold persons. However, with acid arrows Riekan quickly killed the enemy and though hurt, Grene managed to survive once again. Perhaps Grene is wearing a rabbit's foot?
We then sold our junk and worked through the Cloakwood Forest. We successfully made our way to Drassus, skipping everything on the way that we could. Did did some silences, blinds and skeletons, but Riekan's stealth dropped at a bad time and he got spotted! The mages were quickly killed, but Riekan ran around forever while Jiddle and Grene tried to disable Drassus.
It took a long time as Drassus kept resisting. However, eventually a hold person landed and that, as they say, was that.
We carefully made our way through Cloakwood Mines, as usual, only really fighting enemies in our way, and sometimes bypassing enemies if convenient, such as the mage on the 2nd level who likes to throw lightning bolts around in close quarters. Riekan carefully de-trapped the 5 traps before Daveourn. We had a surge where it looked like Grene got hit with a flamestrike, but it was a "fake explosion". Riekan donned a potion of magic blocking and the rest of the party assisting with range - success! Davaeorn goes down.
We had just enough time to get to Baldur's Gate and get a DEX tome for Riekan. We also took down a necromancer, although only after giving him the body he wanted so we could get his reward first. We were out of time and saved here.
At the start of the session Stumpy remembered we were in the middle of the poison quest, so we carried straight on with that. Larze was stunned by a dart before Marek was prevented from casting by a bunch of creepy-crawlies.
The previous session had seen Balduran's Helm evaporate, but we did manage to acquire his Cloak without trouble. Then it was on to the Iron Throne. Dragonbane used Pixie Dust to get behind the enemies there. Stumpy silenced most of them before sending skeletons into attack - insects and nymphs providing more than enough support there.
At Candlekeep, there was a surprisingly difficult fight with the greater doppleganger in the library. It wasn't that difficult to hit, but we made a meal of it and it was only when Dragonbane started to retreat that we both found scoring shots to finish the contest.
Dragonbane had realised too late that we hadn't gone to get the violet potion and thus were unable to access the strength and wisdom tomes in the catacombs. That was a bit annoying, but Prat soon provided a suitable target to take that out on. Dragonbane attempted to send some insects in as the fight commenced, but was a fraction too early and they dispersed harmlessly just as the gang turned hostile. However, nymph hold and confusion provided a good alternative.
Back in Baldur's Gate, we went immediately after Slythe - another stunning dart cutting short his defense.
Before going on to the Palace though, Dragonbane noted that we had a shortage of +2 rings in our inventories. Climbing a wizard's tower soon helped address that.
At the palace we once more went with the 3 skellies / 2 nymphs combination. We didn't bother with potion buffs and the relative lack of APR gave the dopplegangers an opportunity to get stuck in to the dukes. However, the last of those died with Belt still at just badly wounded.
Dragonbane didn't manage to drag Belt quite far enough away from Sarevok to keep him safe, but he wasn't actually attacked before Sarevok ran away.
In the Undercity, Rahvin's party was demolished to provide a last bit of practice before the final confrontation with Sarevok. That is usually pretty straight-forward, but this time we were lucky to survive the following sequence of events:
- Stumpy attacked Sarevok, aiming to drag him forward so that only Semaj would activate. However, he didn't come forward quite far enough and Tazok and Angelo also got involved.
- As Stumpy ran back, Angelo sent a remove magic in pursuit. That affected both of us, removing potion defenses. Stumpy had already got far enough away though that Angelo didn't follow (good job too ).
- Semaj didn't last long under attack from skeleton warriors waiting for him to teleport out, but did send out a chaos before he died. That spread just far enough to tag both of us - not a comfortable situation with Sarevok bearing down and Tazok (though invisible) likely to be with him.
- Stumpy and Dragonbane both fortunately ran in terror rather than trying to fight. That allowed Stumpy the chance to drag Sarevok away while he finished off the skeletons.
- Dragonbane had a nymph of his own, but didn't keep that far enough out of sight of the skeletons and Sarevok tracked it down. Fortunately though, we were both still just out of sight of it.
- Once we were back in control, Stumpy ran Sarevok round a bit while Dragonbane summoned another nymph and used doom on Sarevok. That allowed Stumpy the chance to subject him to the indignity of slumping to the floor thanks to a command.
- Dragonbane was in the middle of summoning another nymph at that moment, so didn't take advantage of the opportunity to get free hits. However, shortly afterwards he got a hit with a stunning dart and Sarevok, still hampered by the doom, froze in position.
- Tazok finally showed himself and was able to drive Stumpy into retreating, but had no chance of saving his leader.
Totemic druid 10, 80 HPs, 197 kills
Priest of Talos 8, 69 HPs, 155 kills, 1 death
Anastasia the Dark Moon Monk - part 20 - Anastasia the something something of Murder
No foe can hold her now
Anastasia morphed back to human form, marveling at the power of the best she had become. Nothing can stop her now. She collected the gem from the deep-gnome, contemplating killing him, but it would be too easy. Instead she went west, hunting shark-people - turning room after room of enemies into chunks. Then she went east, encountering a drow war-party, all dead. Then with the help of the dragon she gain entry to Ust Natha - but not before she almost tried to kill the dragon too, the temptation was high.
Instead she entered the city, and immediately entered the fighting pits, seeking more blood. Again, all dead by her fists and nothing else to fight. She bought the Firetooth +3 dagger and +10%MR amulet and headed out to rescue the drow princess or whatever meaningless task these elves needed her to do, killing an adventurer's party on the way.
Balin Magicbane, a solo Wizard Slayer - Final Part
Ouch! those golem squads are e.v.i.l. - I am being reminded of the power of the monks immunity to slow when I read this, something I have been taking for granted!
Anastasia the Dark Moon Monk - part 21 - In which our protagonist comes closer to death than she ever has before.
Anastasia slumped back through the Underdark, wiping bits of ogre off her gauntlets. These dark elves were irritatingly suspicious and relentlessly malevolent. Even as a female drow her status as "an outsider" made her trash until proven otherwise. Case and point: Solaufein. One blow would be all it would take to kill him, but this irritating silver dragon was forcing her to do this pointless work.
Enough, she though, lets get this over with. She killed the Mindflayers, or "Devourers" as the Drow called them, freeing Phaere, though she did manage to get herself re-trapped inside a psyonic prison, worrying Anastasia for a moment. This jsut got more an more irritating. Every time she tried to do something in the city, someone waylayed her, trying to get her do do this or that. Case and point a giant fish in a tank tried to blackmail her to kill someone - usually she would relish the opportunity but instead she called the fish's bluff, there were enough pointless errands to complete in the city.
Beholder: dead; Deep gnomes: took helmet; Solaufein: spared, if only to irritate Phaere; Matron Mother: met.
Anastasia, though she didn't have to, decided that Illithid hunting was a "worthwhile diversion" and set of to the eastern tunnels (Plus she wanted the ring of fire control). Of course she was ordered to kill some "slime-drow" on the way, sigh.
Anyway, in the illithid city she "let" herself be captured to get past the un-openable doors, then killed lots and lots, freeing the slaves and the githyanki. Then onwards into the city proper, target: the big brain; mission: killing it. She used control circlets for the doors since she had no particular big plans for them in any future encounters. Anyway, lets make this "for real" by doing it no rest she thought, foolishly.
Mind Flayer Dungeon Details
Room 1 - The one before the slaves
Enemies: 2 x mind flayers
Equipped girdle of bluntness, used (read: wasted) her only greater deathbow.
Room 2 - the first one on the way to the elder brain
Enemies: 4 x Mind Flayers 2 x Ulitharid 1 x Umber Hulk
Drank Potion of Defense, Mind focusing x 7, Heroism, absorption; Blur + mirror image + prot from evil (book of infinite spells) then went to town with greater whirlwind. -21AC vs Evil with -14 vs crushing modifier. Used hardiness for the ballistic attacks which hurt.
Room 3 - Brine room
Enemies: 2 x Mind flayers, 1 x Ulitharid
Nothing special, waited for intelligence to restore then used a critical strike and normal punching.
Room 4 - One before the Big Brain Room
Enemies: 5 x Mind Flayers, 2 x Ulitharid, 1 x Umber Hulk
Wow - walked into this one forgetting quite how many flayers there were. Hit 'em with the horn of blasting just because and Greater whirlwinded, this this happened:
Oh. My. God. Panicked. Ran like hell. Hit Rod of resurrection. Hit hardiness. Hit potion of regeneration. Lured them back taking them out one at a time. Kited around and chipped away in 1v1 melee then returned to the scene of the crime to finish them.
In hindsight, they are doing some serious magic damage on top of the ballistic attack so 2 x potions of crushing and belt of internal barrier and hardiness and perhaps a potion of magic shielding would be much better (no need for belt of crushing with the potions of absorption) But really it was bad luck that pretty much all of them fired off at the same time, went from 180HP to <30HP in a second. But this does show my lack of familiarity with these SCS enemies. I have played 10x as much BG1 as BG2.
Claimed the ring of fire control from the prisons to the south and cleared out the staff of command room (2 flayers, 1 ulitharid, 1 umber hulk) even though Anastasia cant use quarterstaffs
Room 5 - Elder brain room
Enemies: 1 x Ulitharid, 1 x Mind Flayer, 1x Umber Hulk, 2 x brain golem + periodic re-spawns, Elder Brain, a door that locks behind you.
The Big Boss. Drank another potion of absorption + storm giant strength (not sure why I did not drink this earlier). Put on belt of internal barrier. No more hardiness so we're winging this one. Lured out the flayers. With -36AC vs crushing I think they're only hitting for int drain on 20s, so its the detonate (magic damage) and ballistic attack (crushing damage) that are the killers, as I almost found out.
Drank another heroism and regeneration then charged in and critical striked for all Anastasia was worth. 2 dead golems and 1 dead brain.
Pontificating - this is basically it for the Underdark, no more difficult combat, so Anastasia really is in SoA end game territory and almost at the level cap.
Plan as follows:
1. Leave underdark
2. Watchers keep for Machine of Lum the Mad and Hindo's Doom + Angurvadal
3. Bhodi
4. Irenicus
I don't really see any need for Firkraag or Tor'gal, just risking death on unnecessary fights. Throne of Bhaal on the horizon for our intrepid Dark Moon Monk, just got to keep it together.
Not much to report other than that after killing Love we went downstairs and fought a few of Durlag's relatives one of whom killed Dorn. Fortunately the way out was open so we went to get him raised and while near the FAI we killed a few more ankhegs using the gold to buy bits of a dragon at High Hedge. Back to just 61 gold after stocking up on +1 bolts. Dorn and I have reached the level cap.
The party had just beaten the doom guards after a touch and go fight and was changing spells prior to sleeping when the game crashed. I have no idea why, but most frustrating. I think that my tactics might be better next time round as I plan to be better protected beforehand. Also party members will be using shields as much as possible. Even mages will melee as their spells weren't very effective and missiles not effective at all. With stoneskin they are not bad melee fighters. Of course plenty of fire protection too.
Yeah, illithids don't have great THAC0. You really don't need that overkill -35 AC. In fact ... for the worst case, an ulitharid attacking from invisibility, an AC of -13 versus crushing would suffice. Although that is without the Dex bonus, which gets ignored when the attacker is unseen.
So, basically ... one potion of absorption, and you're immune to non-critical melee attacks. No temporary buffs at all, and you're probably already immune to non-critical attacks from enemies you can see.
Those melee attacks are still dangerous, of course. 4 APR for a mind flayer, 5 for an ulitharid. They get a lot of chances to roll those crits.
A potion of defense? If your monk is using HLAs, they're at least level 22. Anastasia's base AC is already negative. The potion doesn't help you at all, and never will.
Invulnerability, on the other hand - that's your ticket to unbeatable saves. Which you need, since their other psionic attacks (dominate, maze, stun) are a save vs spell or game over in a solo run. At varying penalties, up to -4 for the maze and ulitharid stun.
Invisibility won't help you at all. SCS mind flayers at Tactical+ can target you with their abilities through stealth. Even improved invisibility does nothing against them.
Coremage V the solo half-elf fighter/mage Update
Traveling with: Imoen
Well, we just made it to the Underdark. Some of you might wonder why I call this a solo run if Imoen is with me. On RP grounds, I can't bear to leave her behind if I have room, so she's just with me until I can get her out of the Underdark. In any case, we recently arrived in the Underdark and slew a large amount of elementals. Then we freed a trapped mage with a freedom scroll. Then we had an intense battle with a drow party. We eventually won. Then we nearly cleared out the Myconids.
But that last Myconid pulled out quite the coup - it confused BOTH me and Imoen!!! With my haste boots I wondered into more trouble - another drow! And the Myconid was attacking me! And I had a ranged weapon equipped! I thought I was finished as the drow starting casting direct damage spells at me. But then I remembered - I was wearing the cloak of mirroring! Whew! Close, as I would have died without that. However, once the confusion wore off, a GWW finally finished off the pesky Myconid and the drow.
However, our heal potions are badly depleted. Down to ONE! Yikes...The demon at the gnome village will be our next challenge...hmmm...
I'm giving my SCS insane monk / no FTMC run another try. In the Underdark having just talked to Adalon.
Last run (back in November ish) ended at Firkraag in Chapter 6. The party defeated the dragon, but did not realize that his fire breath does ~200 damage, and therefore that 50% fire resistance is an absolutely insufficient margin of safety to prevent permadeath.
Firkraag's first breath hit a post-dispel Cernd, and the werewolf was crisped forever. Without a divine caster for the rest of the saga, the party decided to retire.
Some notes on the current run:
- BG1 took 3 tries. The first attempt made it to Sarevok, but charname perished in the final battle. I wasn't paying attention, and forgot to debuff Sarevok with a dispel arrow. He caught charname out of position and rapidly auto-attacked him to death. Embarrassing! Was running only 4 characters in the final fight, as Kivan had gotten permakilled by a friendly fire aganazzar wand ray in Ramazith's tower when the tight space caused the beam to glitch and jump some distance to the side. 6D6 + 6 rolled 38 (!) on a failed save and that was the end of him. Second run ended early in Mutamin's garden when the mage landed a spook on charname and charname wandered over to the basilisks before Korgax could immobilize/kill them. Third try made it through.
- I don't really like the no FTMC party in BG1. It's Ajantis, who is boring in combat and not a very interesting personality imo; Kivan, who is "eh" personality albeit has good ranged DPS; Gerrick, who is strong as a wand-slinger / scroll-reader but a weak book-caster limited to level 3 spells; and Faldorn, who is near-useless for 90% of the game until she turns level 9 and gets insect plague, at which point she becomes a god (unless she gets interrupted casting). Charname spends most of the game throwing daggers and trying to avoid eating crits.
- Vs. the prior run that reached BG2, this monk had 70 hp at level 8, vs. 56, so that at least is rather better! Generally got quite lucky with hp rolls in BG1. With unlucky rolls, it is really tough to stand toe to toe in melee until some distance into BG2.
- In BG2, had an early brush with death vs. the temple sewer party. Had recruited minsc, cernd, valygar and keldorn, but not yet met haerdalis. Party at ~500k experience, but with very limited equipment. I thought I could get away with two nymphs casting confusion and cernd casting insect plague. If all landed, the fight should rapidly be under control with almost all enemies confused or panicked. Unfortunately, the enemy cleric hit a fast unholy blight - despite being quite far away from my casters - which killed one nymph and interrupted both the second nymph and cernd. Fortunately, the dead nymph finished casting right before death, which confused 4/6 enemies. Unfortunately, the enemy mage summoned an efreeti and the confusion did not last as long as one might want. The fight ended with all my party members dead except charname, who only survived by running to Roger to buy more potions (shielding, extra healing) and letting the efreeti unsummon. Somehow this whole saga turned Roger hostile, who followed me back to temple proper and turned one of the town people hostile. I was able able to kill both of them out of LoS of further citizens, which ended the issue.
- Had a second brush with death vs. Captain Dennis. Haerdalis failed his pickpocket (~90%) and the party went hostile (still very early game). The mage got off a finger of death vs. charname, who did not have death ward. Drank a potion of invulnerability while the finger was in flight, which alongside the claw of Kazgaroth and whatever else charname was wearing, brought spell save to -1. Combat log: Save vs. Spell -1. Yikes! I guess it's a good thing I brought the claw instead of the helm..!
- Cernd got petrified by a chromatic orb from the avenger druid in the grove (but fortunately was not shattered). Chromatic orb petrify from level 10/11 casters is imo the sneakiest way the game tries to permakill your characters.
- Got a silly easy kill against tanova when Minsc snuck in a disruption blow right after her first PfMW expired. First hit killed her.
- Third brush with death vs. Bodhi. I normally just have charname run around and wait for her to leave. Except, I forgot to open the northern secret passage to the table room, which meant that the "mace pool" room was a dead end. I also lazily did not kill Lassal's rats before summoning Bodhi. And the rats eventually walked across the map to clog the tunnel and trap me 1 on 1 vs. Bodhi. I managed to weave past 10 or so rats and get to the table room, where I was safer and eventually Bodhi had enough and left.
- Fourth brush with death vs. the Ruhk transmuter, who rolled 67 cold damage on a cone of cold vs. charname. I did not realize that CoC does up to 20d4 + 20, and can pretty easily hit for 70+ damage. Fortunately charname started at full health (90 hp) and lived. I'm pretty good about staying at full hp, and I suppose that outcome is a reason why, but it was still much too close for comfort.
- During the Mithril inn fight, Haerdalis died to a friendly but confused Efreeti when I wasn't paying attention. The efreeti rolled a crit for 48 damage, but fortunately H was at a reasonable amount of starting hp and was not chunked.
- Finally had a clean fight against the underdark balor. Last run in November he really gave the party trouble. Killed keldorn with an implosion, and was just too hard to hit through his endless stoneskins + very low AC (-12 I think) + immunity to +2 or less + ability to remove magic at will (i.e. remove death ward and then try to vorpal). That run, I Slayer-changed and nearly died to auto-attacking while out of control vs. his fire aura + being hit by his auto-attacks. Was only saved by haerdalis landing a few LRs via scroll and then a power word stun via scroll. This time, I memorized 2x LR to begin with (which Haerdalis is quite proficient at casting, due to his high spell level from being a bard). Took the balor out in round ~4 with LR + LR + malison, then quivering palm from behind a screen of two fire elementals. Much better.
Anastasia the Dark Moon Monk - part 22 - Dragonslayer
Anastasia betrayed both sets of drow, ignored the demon and returned the eggs. Time to leave this underground swamp, via a temple, some more drow and some irritating elves. Finally, she was out.
Next stop - Watcher keep.
Level 1 - Statues
Finished off the level, killing the statues. Mostly by running round in a loop and taking them out individually then dealing with the mages.
Level 2 - Chromatic Demon
Greater whirlwind + firetooth for the fire giants. Deathblow + firetooth for the clay golems then GWW. And that got 8MilXP and level 40. Anastasia has capped out and took another Hardiness.
Potion of absorption and hardiness for the lightning room. Monk's poison immunity for the poison labs. The usual for the ice room and fire room. Then the chromatic demon and the monks secret weapon, slow immunity. Lure the chromatic demon into the ice room and it's game over since the demon is slowed by the cold regardless of form. Firetooth in ice form and frozen fist in fire form was enough to chip it down until dead.
Level 3 - The Maze... not my favorite
Went through the maze (non-randomised). Avoided the room 1 balor + cornugons fight, agreed to help the tanar'ri. Killed the Pit fiend + friends in the dead magic room (3rd one). Room 4: greater deathblow for the succubus and alu-fiends. Refreshed hardiness then on to room 5 - the big devil battle. Concentrate everything on the main pit-fiend then clean up.
Return the heart to the demon then run through to the Cambion, no way Anastasia was fighting that wraith room. Gambled and and got the strength curse and the slow curse (plus a useless spectral brand), handed over the scepter, drank a potion of strength and then down to level 4.
level 4 - Machine of Lum the Mad
Killed the shadow fiends etc. in the main room then went to get curse + level drain removed then back to kill things. Cleared out trolls and other low level monsters, and the magic golems with normal katana.
Flayer Dungeon: same as all the others, took it very careful, lots of hardiness, potions and luring back, including to the machine room. I think SCS has made it so they all teleport onto you when you open the main room which is fun.
Githyanki Dungeon: punch and punch. The only dangerous one here is the captain with Angurvadal - throwing dagger + greater deathblow + GWW is enough to slice through everything, and Angurvadal is now Anastasia's. Except for the Fallen Deva - I have no idea where this came from but Ana did the firetooth + GWW dance. Saladex and Demilich skipped.
Rock and Garock: stay the hell away from their HLAs and use firetooth + GWW.
Maxed out on the Machine then down to level 5.
Level 5
Only interested in one thing down here, Hindo's Doom, so straight to the Green Dragon.
Buffed with Mind focusing, Cloud Giant, Heroism x 2, Invulnerability, Blur, MI, Hardiness then attacked with critical strike until it's Contingency: heal went off then refreshed Mirror Image and carried on hacking with GWW and crit strike until cast its heal... just kept on hacking more. Lost second set of MIs at this point and started taking damage. Refreshed from ring of duplication and yet more punching. Got hit with a crit or two through MI, ouch and had to refresh it again from ring, which means more rounds without crit strike or GWW. In the end with it adding in Defensive harmony Anastasia started missing with GWW without unequipping offhand micromanaging, so switched back to crit strike and got the kill on the final one without having to use rod or resurrection once - Monk poison immunity earns it's keep.
So Coremage V thought the staff of the magi might be pretty useful. The twisted rune, on the other hand, thought killing a fighter/mage would be fun. Unfortunately, the twisted rune's idea prevailed. Coremage V had managed to kill the thief, vampire, beholder, and lich - but Layene managed a stun and summoned a pit fiend - unsurprisingly, Coremage V did not survive. RIP Coremage V. He did well to make it that far.
Back to the drawing board! Thinking I'm in the mood for a party of druids - we'll see how it goes.
Anastasia the Dark Moon Monk - part 23 - "Give me back my soul"
Sorry I didnt take any screenshots until the very end here
Anastasia, trying to remember if there was anything else to do remembered about a certain pair of speed enhancing boots. She quickly freed Haar'dalis via a dead mage, snagging a second rod of resurrection in the process then went off to the planar prison. There was nothing here that could hurt her, at all, she punched her way east, then north, the back west, with a minor speedbump in the form of the SCS warden - mostly just waiting for PfMW casts to expire. The Yuan-ti mages were also super annoying due to their protections and summons - nothing that can even touch Anastasia but it was tedious. But the boots of speed are hers - combined with the monk's super-speed Anastasia now moves like lightning.
From planar prison to graveyard. Lots of vampire punching, had to go save Drizzt from being killed by SCS vampires, Anastasia carrying the team again. Bhodi was really annoying because she kept transforming into a bat and healing. Including the "well done you killed Bhodi now time to stake her" journal message popping up as she did a full heal... cue having to kill her more. Ana used lots of firetooth to avoid melee (fireshield effect) as much as possible (though she did get the 5 (5!) levels drained in one hit from Bhodi)- if I had realised I was going to be doing this I might have taken one less critical strike and one more GWW... but that's in the past.
Anyway, I consider the "improved vampires" to be the worst component of SCS - there's nothing hard here (At lvl 40 that is), just endless irritation from rats, dire wolves, vamps flipping from vampire to bat to rat to wolf and back, and what just seems like poor AI for their range of abilities. I do like the blood drain (con drain) ability though.
Suldanessalar was a breeze - Lots of golems fought on various spiral stairs. The Maharaja rakshasa are funny as a 100%MR monk because getting hit with 3x ADHW, ice storms, acid storms the whole works and it just does nothing - and they have non-enchanted swords so they cant hit Ana either. Auto-attack and browse internet.
The two difficult fights were:
The Sussar battle in the temple where Ana did a bit of in and out of the door, and had to hit the rod of resurrection twice then and take a mid fight nap to reset because he managed to summon a Balor which was wrecking her and she had no HLAs left.
Nizidramanii'yt - usual buffing with strength potion, mind focusing, Heroism x 2, invulnerability, innate illusions and hardiness. Frozen fists and GWW for stoneskins then critical strike. Had to refresh Mirror image once only. Easier than the green dragon because it did not have two full heals to let off.
Then on to Jon. The funny thing is that for all his power at this stage he is still just a Mage. So after running around waiting for his fallen Planetar to expire (I hate these - damn thing crit-ed Ana for 70 when I lost focus, cue Rod of Resurection) it was just the usual frozen fist + GWW to kill him as his spells do nothing. High level DMM is the real Wizard Slayer ^_^
Unfortunately, Anastasia found herself dragged down to hell when she killed him - pulled by her stolen soul. The next update will hopefully be our final one for SoA, luck willing.
Anastasia the Dark Moon Monk - part 24 - A private hell just for us
Anastasia shook her head and looked around. Great. Hell. And if she knew anything about hell, there would be a series of tests, followed by a final "boss fight". Double great. She looked around and picked a tunnel at random.
A demon confronted her, tried to goad her into kill a dragon. These test must think she was an idiot. Why waste her strength fighting a dragon when the other option was just not doing that. She was in control of Bhaal's essence, not the other way round. Nobody tells her who, or what to kill. Instead the dragon gave her a "Tear of Bhaal," part of her essence.
Curious, she approached the door out, which absorbed the tear. She felt her essence enhanced, gaining elemental resistances.
The second challenge - Sarevok, or at least a facsimile of Sarevok. Every hesitancy Anastasia had about killing the dragon evaporated, here was someone who she would relish destroying again. This time the tear she gained increased her already titanic strength even further.
The third challenge - an irritating riddle with a sword and a djinn. All that mattered was that th sword was one of great power, and if this djinn had to die for her to keep it, that's what would happen. And that is what did happen. When she gained the tear this time she felt her vitality surge, additional and much welcome health.
The fourth challenge - A demon confronted her with a choice, become weaker to save a single life, or let them die. Anastasia did not hesitate, she would become weaker for no one. Instead she claimed her prise, a lower chance hat her enemies would hit her.
That left the final challenge - rely on her own abilities or hide behind a magic cloak. Again no question, she was afraid of nothing, and these pitiful beholders could not harm her. The final challenge complete, the final tear obtained. She felt her flesh harden, becoming immune to +1 weapons.
And now, the final Battle
Step 1: Prepare items
Offhand: Either Blackrazor or Sword of Balduran, depending on rings
Rings: Ring of Gaxx or Ring of fire control, depending on enemies
Potions: Invulnerability, Heroism - realize like a noob that you have no potions of fire resistance and no scrolls of fire protection.
Step 2: separate a Glabrezu, use detect illusion and commence beatdown.
Step 3: Seperate a Balor - get hit with an implosion, weather it. Drink invulnerability, equip ring of fire control and sword of balduran. Frozen fist x 3 and go to town. Chicken out. Dance around and GWW + firetooth. Heal up.
Step 4: Heal up, swap back items and take down the second Glabrezu
Step 5: Balor two, in the manner of the first. But this time mess up. Get implosion stunned then clawed 3x without hardiness - down to 18HP. Rod of resurrection. Try for the GWW + firetooth kill, no dice, try for a quivering palm kill. On the money. A second dead balor. Swap back gear.
Step 6: Now for the easy bit: Kite slayer-irenicus around until out of PfMW then kill with throwing daggers. Because of its lack of haste this is simple and a bit disappointing. Disrupt his spells and chew through stoneskins with firetooth. Deathblow his magical sword summons. Dispel his mirror image with detect illusion. Hit him with critical strike firetooth for super damage while kiting. The end.
It's like coming round full circle to the beginning of BG1, back to kiting with throwing daggers. Now, time to go Bhaalspawn hunting.
Dispell magic allowed us to get out of the room and sleep...
For a long time!!!
Note to self: "Don't send charname to break the mirror."
She got both poisoned and stunned!! Viconia had run out of healing spells for her!
At least she wasn't being attacked. That WOULD have been the end.
Summons prevented that happening.
I think that may be the most dangerous battle before SoD.
Time to return to the Gate after using the gold from the tower to replenish resources.
EDIT 2
I tried to sell the dagger as the entire party has reached the level cap after defeating the doppelgangers in the Ducal Palace. I haven't found a buyer. We then battled our way through the undercity towards the final battle, Having done so, and having killed Tamoko, we entered the temple snf killed three battle horrors before leaving. We will now go in search of more wealth so that we can strip Baldur's gate of its useful potions and ensure that Edwin has every spell in his spellbook.
Just outside the temple a group of adventurers attacked us. We wiped them out but not before one of them fired two arrows of explosion which hurt us badly. Somehow he had managed to escape from the webs that had been holding him.
In the temple Semaj teleported to his death.
A couple of ogres distracted Sarevok whilst we dispelled his protections and after that it was just hack and slash.
After his defeat I realised that in using all my gold I had made a mistake as there were many useful potions on sale and I can't sell anything. I must remember that!
This is my first defeat of Sarevok using an evil party as I don't usually play evil. I have played him once before with an evil protagonist, but still played as if I were a good guy.
IN this game I killed Winski which dropped my reputation. Why? He was certainly not innocent and didn't seem to object to being killed. No big deal. It enables me to do quests without upsetting party members.
I decided to try a minimal / no reload run with EET and some mods :
EET/EET.TP2~ #0 #0 // EET core (resource importation): 1.0 RC12
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.15
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v8.3
~OOZE/OOZE.TP2~ #0 #0 // Ooze's Lounge: a new area under Athkatlan Slums: 2.9
~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 3.11
~TANGLEDISLE/TANGLEDISLE.TP2~ #0 #0 // The Tangled Oak Isle: the new area of Athkatla -> Yes, but don't patch existing save games: 2.20
~BST/SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.4
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #42 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #52 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #62 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #72 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #80 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #111 // BGEE Banter Timing Tweak -> Banter Timing: Fast (about 20 minutes between banter dialogs): v24.9
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.9
~PAINA/PAINA.TP2~ #0 #0 // Pai'Na NPC for BG:EE
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #0 // Sirene NPC for BG2:EE
~FOUNDLING/FOUNDLING.TP2~ #0 #0 // Foundling: Between the Shades -> Yes, but don't patch the existing save games: 5.1
~VERRBG2/VERRBG2.TP2~ #0 #0 // Verr'Sza - the rakshasa NPC for BG2EE: 1.0
~WILLOWISP/WILLOWISP.TP2~ #0 #0 // Will NPC, shaman stronghold and new shaman kit for BG2EE: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #1 // Change shaman .tlk string to remove "Ineligible for any stronghold" line: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #2 // New items for shamans and undead NPCs: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #3 // Optional: Drider and Dark Treant Enemies: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #4 // Crossmod Banters: 1.6
~SKIECOST/SKIECOST.TP2~ #0 #0 // Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE: 3.6
~SKIECOST/SKIECOST.TP2~ #0 #1 // Skie: The Cost of One Girl's Soul - Allow Skie to return as a joinable NPC: 3.6
~SKIECOST/SKIECOST.TP2~ #0 #2 // Skie: The Cost of One Girl's Soul - Add brand new SoD-oriented items to BG2: 3.6
~HEPHERNAANBG2/HEPHERNAANBG2.TP2~ #0 #0 // Hephernaan BG2 NPC: 1.1
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v19
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v19
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v19
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 33.7
~FIX_SCS_MOLD/SETUP-FIX_SCS_MOLD.TP2~ #0 #0 // Fix_SCS_Mold
~FIX_THORN_SPRAY/SETUP-FIX_THORN_SPRAY.TP2~ #0 #0 // Fix Thorn Spray
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v10
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v10
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v10
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v10
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #0 // Bardic Wonders: Abettor of Mask Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #1 // Bardic Wonders: Dancer Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #2 // Bardic Wonders: Storm Drummer Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #3 // Bardic Wonders: Troubadour Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #4 // Bardic Wonders: Deathsinger Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #5 // Bardic Wonders: Items
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #0 // Artisan's Kitpack: Arcane Archer Fighter Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #2 // Artisan's Kitpack: The Art of Slaughter (Berserker Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #3 // Artisan's Kitpack: Art of the Sword Saint (Kensai Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #4 // Artisan's Kitpack: Rashemi Berserker Ranger Kit for Minsc: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #5 // Artisan's Kitpack: Dark Hunter Ranger Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #6 // Artisan's Kitpack: Divine Champion Paladin Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #7 // Artisan's Kitpack: Mystic Fire Paladin Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #8 // Artisan's Kitpack: Way of the Anti-Paladin (Blackguard Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #9 // Artisan's Kitpack: Elementalist Druid Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #10 // Artisan's Kitpack: Hivemaster Druid Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #11 // Artisan's Kitpack: Rogue Archer Thief Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #12 // Artisan's Kitpack: Magekiller Thief Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #14 // Artisan's Kitpack: Way of the Assassin (Assassin Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #15 // Artisan's Kitpack: Pale Master Sorcerer Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #16 // Artisan's Kitpack: 3e-accurate Dragon Disciple -> Original Stat Bonuses: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #18 // Artisan's Kitpack: Warhorn Shaman Kit: 2.1
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.92
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.92
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.92
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1000 // Edwin appearance -> BG1: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1010 // Imoen appearance -> BG1: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1020 // Jaheira appearance -> BG1: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1031 // Minsc appearance -> BG2: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1041 // Viconia appearance -> BG2: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2043 // XP for Traps, Spells and Lockpicking -> Disabled: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2051 // XP for killing creatures -> Decrease to 75%: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2061 // XP for quests -> Decrease to 75%: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3010 // PnP spell scroll caster levels: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4020 // Higher framerates support: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4070 // Key Ring: 1.12
~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magic weapons with nonmagical "fine" ones -> Fine weapons are affected by the iron crisis: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 33.7
~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): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4052 // Decrease the rate at which reputation improves -> Reputation increases at about 1/3 the normal rate: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4161 // Increase the price of a license to practise magic in Athkatla -> License costs 15,000 gp: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4171 // Increase the price asked by Gaelan Bayle -> Gaelan wants 60,000 gold pieces: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: 33.7
~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): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 33.7
~EET_GUI/EET_GUI.TP2~ #0 #0 // EET alternative GUI -> Siege of Dragonspear
~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.3.1
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #262 // Altered XP rewards from locks, traps and scrolls -> No XP rewards from locks, traps and scrolls: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2431 // Change Equipment Restrictions for Druid Multi-Classes -> Tighten Equipment Restrictions for Druid Multi-Classes (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 100% (Luiz): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo into Minsc's pack: v9
I put the difficulty slider on "Tactical" and recreate my shaman, Wilkim.
The beginning was easy (beside weapons, armors,helmets and shields broken regulary) with shortbow and sunscorch (a very good spell from IWD, making druids and shamans so much more powerful).
After freeing Dynaheir, I decided to take Neera and Siren instead of Dynaheir and Minsc.
Tranzig was again a challenge, and killed Branwen and Neera.
Sirenes hunting even with Ajantis as a cavalier was not as easy as I thought, because SCS sirens can stun and confuse !
Wilkim was almost killed (2 HP left) in a bad fight on the coast.
But the worse was to come : after encountering Teven, I convinced him to bring my party (Ajantis, Neera, Sirene, Coran, Branwen) to the Bandits's camp. But It was to be questionned by Tazok !
Tazok tried to kill us and failed, but then all the entire camp went against us !
At first I tried to hold on, and asked Neera to cast a web spell. But then a wild surge happened, and she summoned a demon...
We run for our lives to the bottom of the area, and gave them all we had : webs, withering fog, fireball, potions of burning, poisoned arrows from Nashkel kobolds, and almost dead, we prevailed !
And just before I could relax, the Nabassu teleported itself near Neera...
This time we fled the area, and came back hours later.
Coran then reminded us than we had a wyvern to kill, so on our way to Cloakwood !
Some phase spiders killed Neera and Branwen (we forgot to check our antidotes reserve).
When at last we entered the Wyverns cave, Neera casted a fireball at them, but instead another wild surge happened and she was changed to a male.
After killing the wyverns, we found out the secret base. Drassus's party didn't stand a chance against webs, withering fogs and fireballs.
Still, I began to have heavy doubts on our capacity to defeat Daveorn...
So we retreated and finish clearing some areas first. When doing Neera's quest, the Red Wizards were up to their reputation, and killed Neera, Branwen and Ajantis... 2400 GP were needed to raise them.
And now, the party is in Gullykin, ready (so I hope) to clear the last areas before the mines : Peldvale, Larswood, Spiders Wood, Ulcaster's ruins and Firewine Bridge.
Comments
You are right. If you are worried about cheating you can always adjust the gold that you have to pay for resurrection using EE Keeper.
It needn't be an emergency. If you use it against Bassilus or Mullahey at the BEGINNING of the battle they usually survive. You can then use other spells to finish them off.
Sorry for the off topic guys.
After returning Tenya's bowl I headed to a nearby farm to rid it of Zombies.
I then headed south to help Prism
then helped Samuel to the FAI
After that an ogre was killed.
then Tarnesh
I then TRIED to kill an ankheg...
At least my shamans are lasting a little bit longer now that I am understanding them a Teensy bit better.
Just wondering. If I had run away to another area for healing, would the ankheg also have recovered or is it possible to kill it in stages?
Just answered my own question. They recover.
Mind you, I also have currently a Blade in chapter 5 for a unmodded trilogy run. ;-)
This time she is Haller the Halberd
Seeing my eyes, everyone knows that I am an Aasimar, but which god does the divine spark come from?
Knowing myself, I am pretty sure that it comes from an evil deity, but which one?
Of course I am not letting others know. I want them to hero worship me even as I make my moves to gain power for myself.
Helping Mellicamp, Marl and Firebead are cases in point. None of them cost me anything, but as a result my reputation has increased by 2 and I have gained considerable experience.
This time killed by Zordral but not to be deterred Ruby Redeyes III sets off in the hope of getting a bit further than Ruby Redeyes I and Ruby Redeyes II.
Perhaps she will take fewer risks than I and II.
Journal of Haller the Halberd
After helping Mellicamp I was attacked by yet another skeeleton and my weapon broke, so when I arrived in Beregost I not only helped Marl and Firebead, I also stocked up on halberds.
After calming Marl and taking a tome to Firebead, I headed south where I killed ogrillons and hobgoblins, only stopping my jorney south when I killed Greywolf.
I returned to Nashkel to recieve my reward for the emeralds after which I reunited Albert and Rufie.
I then killed Vax and Zal.
Heading further West, I killed Caldo and Krumm before finding a decent halberd in a cave.
I then helped 'Drienne to get her cat restored before killing Ingot who had an even better halberd.
I then killed Gnarl and Hairtooth.
After looting a cave I headed North where killing a polar bear earned some very good boots.
I then helped Charleston Nib and Brage.
Heading back to the Carnival, I killed the Amazing Oopah and then Zordral before taking Samuel to the FAI.
I then killed Tarnesh and returned Joia's ring.
Heading North, I killed Sonner et al before returning Tenya's Bowl.
I killed a nearby Ankheg and then heading back south killed two of them!
I then linked up with Xzar and Montaron before going "Shopping" at Ulgoth's Beard and Beregost.
I left Montaron at the Beard befor helping Neera in Beregost.
We acquired a belt at Adoy's Enclave and some good bracers from Melium.
We then picked up Kagain before going to hunt ankheg.
Neera had a wild surge that killed both her and Xzar.
We continued hunting, deciding that perhaps having such an unreliable party was dangerous.
After collecting shells to revive the two of them we bade her farewell!
We then killed Firebead before saying farewell to Kagain. We then headed south and met up with Dorn.
After killing Krill we took on Teyngan and his cohorts with ease before killing the half-ogres and returning to Beregost.
We then went in search of Viconia who has joined the party.
Dragonbane (male half-elf totemic druid, Grond0); Stumpy (male dwarf priest of Talos, Gate70)
Previous updates
Checking the map at the start of the session, there seemed to be a big black hole where the Cloud Peak mountains should be - so we headed there to fill it in. Stumpy made some good use of his electric abilities - here taking down both Gnarl & Hairtooth without even suffering any rebound effects. Of course that doesn't mean there weren't still the odd teething trouble. Here, Stumpy experimented with whether Dragonbane could shuffle to the side of an opponent - allowing lightning to bypass him at close quarters. Hmm, maybe not try that one when we're low on HPs ...
With the mountains clear, we moved north a bit to find the Doomsayer. Electric damage has no effect on him, so Stumpy reverted to relying on his solid defense, while Dragonbane threw in plenty of insects to weaken it.
Providing Brage with a lift home to treatment for his madness (Stumpy offered him electric shock treatment, but he wasn't quite mad enough to fall for that one ) took our reputation to 20. We didn't bother buying too much, but Stumpy got a new cloak to blur his lines, while Dragonbane upgraded his dagger. That was soon put to good use against a nest of ankhegs - the beasts regularly turning even greener than usual. Stumpy avoided any damage going through the nest until the final beast - for which he had a cunning plan. In the enclosed space he could expect multiple lightning bounces - and his special abilities provided him with not just the ability to produce lightning, but also protect against it. Unfortunately, the best laid plans can misfire and this particular lightning bolt went straight through the wall instead of bouncing .
In the previous session, we had dismissed Neera and so foregone the gem bag. That meant a bit more inventory crowding than usual and Stumpy suggested we should go to the FAI in search of her - picking up Samuel and exterminating some spiders on the way to make best use of the trip. Dragonbane charmed her to try and get her to follow him outside to look at the sky one final time (a la Lavok), but she didn't want to play that game. However, none of the inn's customers raised an eyebrow at the faint sound of Neera expiring in a corner.
With nothing much else left worth doing, we headed to the Nashkel Mine - once again getting a bit more value from the journey by picking off Greywolf there. Stumpy used several spells there in preparation for combat with Mulahey - though those seemed like overkill when the cleric failed to save against silence. Outside the mine, Stumpy was in action once more silencing the Amazons. He also managed to shut up a pair of nymphs just before they could complete calling lightning down from the heavens, but skeleton warriors dealt with the opponents within seconds anyway.
Even with the tome from the Gnoll Stronghold, Dragonbane's charisma was only at 19. Hence, when we went in search of Tranzig, he charmed Algernon and used him to attack the mage in order to get his cloak without loss of reputation.
Then it was on the the Bandit Camp. With us both being well protected against missiles, the basic bandits stood little chance as we moved through the camp in search of Taurgosz. Stumpy showed nice timing there when he noted a bandit being fried by call lightning. He was aware that Dragonbane's level meant another lightning stroke would follow the next round, so quickly moved towards where he knew Taurgosz would be - exposing him just in time to receive the blast . He followed that up by using a rare hold person to put Taurgosz out of his misery. Inside the tent, Stumpy used sanctuary to get in and produce some skeletons before silence shut Raemon up - allowing Dragonbane to enter freely as well. Several spells aimed at Venkt failed to take effect, but after a general attack he eventually failed to resist a nymph hold.
We skipped through the Cloakwood to find the mine. While this pairing are strong in lots of ways, we're indifferent in melee and struggled to take down the pair of guards at the bridge. Stumpy commented that we'd better not have a fair fight with Drasus - and that was duly arranged . Silence allowed us first strike capability and lightning ensured that was pretty devastating by itself. Nymphs then rendered THAC0 irrelevant against Drasus himself.
At the bottom of the mine, it took a while to chew through a pair of battle horrors before Stumpy charged Davaeorn. He wasn't protected against spells generally, but his Storm Shield ability took Davaeorn's fire and lightning attacks out of the equation and the mage didn't last too long. I was convinced that I'd got a screenshot of his death in the moment before the chapter change triggered - hmm, I wonder if I can blame this on MP delays (of course I can ). We stubbornly decided to try resting after killing the mustard jelly, in order that Stumpy could use DUHM to open the treasure chest there. Dragonbane brought out a totemic spirit for the first time in the session, to help deal with the guards that appeared. He predicted that 10 attempts to rest would be needed and was pleased to find that only 7 were required.
Dragonbane was now up to level 9 and suggested that he should take advantage of his new spell ability against the ogre mage on arrival in Baldur's Gate. He quickly retreated, allowing the enemies to focus on Stumpy. His saving throw was sufficient to avoid any danger from carrion crawler paralysis and the ogre mage was beset by insects before he could use any offensive spells.
There were a few more tasks in the City before we began the poison quest. Lothander was surrounded by skeletons and bequeathed his boots to Dragonbane, so that both of us can run around together in future. We'll have to remember to deal with Marek next time though, rather than try any long-distance travelling while poisoned.
Totemic druid 9, 78 HPs, 163 kills
Priest of Talos 8, 69 HPs, 123 kills, 1 death
We went around the coast killng sirines, looting caves and picking up party members ending up with this team. The team that I intend to take to Dragonspear if we can get that far. Safana has put all her skill points in finding traps and opening chests.
We had just entered the mines when I realised that we had not stocked up with darts for her so we will have to nip over to the Carnival for stocks.
After killing Mulahey, Xan was allowed into the party long enough to arm him and after that we exited the mine where we killed the Amazons.
We then killed the Revenant.
In Nashkel Nimbul killed our allies Rasaad and Oublek before the guards killed him.
We sadly missed out on the experience, but on the plus side we found two emeralds and 2,700 gold pieces on the body of Oublek. Gaining his unwilling help to fight Nimbul was therefore highly profitable.
We then infiltrated the bandit camp before heading back to Beregost.
On the way we killed Deke and some other bandits and in Beregost we killed Tranzig.
We then returned to the bandit camp where we took Taurgosz Khosann by surprise before wiping out all the bandits as well as Ender Sai. Doing the latter cost us a lot of reputation. However it was his own fault. He should have realised that the skull trap that hurt him wasn't aimed specifically at him!
When we rested at the FAI I gained the ability to cast horror. I then paid a considerable amount of gold to regain 4 reputation points.
In the Cloakwood Forest we helped Aldeth against some druids.
When we fought Centeol, Dorn was poisoned again and again and eventually died. However before we had a chance to save the game, it crashed so I had to re-run the battle.
The second time through I exchanged the positions of Haller and Dorn which meant that it was Haller who was wounded. However, having a better constitution she resisted the poison.
On the way to the wyvern cave we were attacked by four wyverns. We defeated them by a comination of brute strength from me and the wand of frost being used by Baeloth.
We were successful in the weyvern cave.
Then we have killed Drasus et al before entering the mine where we killed Hareishan and her cohorts.
We then went outside to rest. However our slumber was interrupted and we had to flee back towards the dragon's cave before we could rest in peace.
We were quite lucky fighting an ogre/mage.
Dorn got confused in our next battle so we had to be careful when to avoid him turning on us when slaying the remaining enemies.
He was charmed when fighting Davaeorn too.
And when fighting Simmeon both he and Baeloth were killed.
Having now seen the true nature of evil, I now have to decide whether I wish to continue embarking on the evil path. Helm, the god that she serves is ambivalent concerning how righteous his followers are, not so my party members.
Baeloth and Dorn have been raised and I have learned a bit more about Dorn's motivations. I now have a bastard sword that will protect him from poison. The problem is that he has no proficiency in bastard swords or in using single handed weapons.
In this game my character will continue on the evil path. Perhaps in another she will change direction at this point. It could make for an interesting plot.
Baldur's Gate City was no problem except for the fact that Safana got killed in the Iron Throne. Neither were the catacombs under Candlekeep.
EDIT
The question is now whether to take on just some or ALL of it.
EDIT
In the end the decision was made for us as we were running out of throwing daggers for Edwin. We have defeated everything up to fighting LOVE. That was easy as traps had killed the other warders.
We didn't take on the ghost as it wasn't worth the effort. We will now go shopping after picking up as many throwing daggers as we can find at High Hedge.
Haller will not be able to level up again before SoD, though she has not quite reached the level cap.
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 did not survive Firkraag's Dungeon . It did start out good, Balin activated Rukh and used Ras to make him waste some spells. After waiting for his protection from magic weapons to wear off, Balin used whirlwind together with the flail of ages to bring him down.
The first golem kill squad (2 clay golems, 2 stone golems and 1 juggernaut golem) was handled by buffing fully and running in with deathblow and whirlwind active. Balin threw a hammer (Dwarven Thrower+3) to each of the Clay golems killing both on impact. He retreated to the previous level and after resting, he rebuffed and went back in to kill the remaining 3 Golems.
For the ancient vampires Balin used MoD + Shield of Harmony in combination with a scroll of protection from undead. He did not get all of them as some like to hide invisible, but he did get 4 of them. He gained another level and picked hardness this time.
After opening the door at the end of the werewolf tunnel. He was attacked by the Orogs, and the Golems quickly joined in from above. Balin was able to activate deathblow and kill one of the Clay Golems ranged, but the other was in the fog of war and could not be targeted. After getting slowed, Balin decided to retreat. He activated ww and started to run back to the entrance of the level. Halfway through his ww ran off and he activated Arbane's haste. While waiting for it to activate the Clay Golem catched up with him (Of all the enemies that followed him it had to be the Clay Golem that reached him first off course ). Balin got cursed on first hit, and retreated further when his haste kicked in (so he was actually just walking at normal pace). The Golems were hasted by now, and ganged up on Balin. They were getting hit after hit on him, Balin his HP was dropping fast despite having hardness active... and within yards of safety they finished him off without mercy.
In hindsight I should have equiped Defender Of Easthaven as weapon when retreating. The AC+1 and the 20% extra damage reduction might have made the difference in getting out just alive. Alternatively it might have been better to just run on first sight of the golems and lure them back to the entrance. That way if I get slowed or cursed when reentering the level I would still be able to make it out alive easily. I will have to do some testing to find the safest approach. Definitely looking forward for a rematch with these golems in the future!
Riekan - dwarven fighter/thief (Corey_Russell)
Jiddle - halfling priest of tempus (Gate70)
Grene - elven wild mage (Grond0)
This is quite the exciting update. We lost a party member to petrification, but managed to save them and get them rejoin the party. More on that in a bit. First thing first, though, the party was about levels 5/6 and we had good equipment so we went ahead and worked on the main quest.
Unsurprisingly, the kobolds in the mines were just massacred. You could say the same as their leader and Mulahey was silenced before combat. The Amazons didn't do much better, being blinded, silenced and skull traps - after that, simple ranged fire was more than enough. Tranzig didn't do much better.
Time for the bandit camp! On the surface, the key challenge is Khosahnn - even though he was blinded and commanded, when he woke up he charged Jiddle. Just in the nick of time Jiddle's hold person landed and that was that for Khosahnn. Jiddle welcomed the armor.
As for Tazok's tent, with stealth for Riekan, sanctuary for Jiddle, and invisibility for Grene, we snuck in and setup a devastating surprise attack. It was an easy mop up.
Once we looted here, we sold our equipment. We just noticed we had yet to deal with Melium, so we headed to his area.
We then get hit with the dreaded basilisk ambush - Grene was petrified! Riekan donned a potion of mirror eyes then charged the enemy. With Jiddle's help they killed the meanie who had petrified Grene. All was not lost however - if we can get a stone to flesh scroll and return, we can unpetrify Grene and bring them back in the party. So that's the plan we did. We then went back and forth from Melium's area to the road until we got the ambush with Grene and got him back. However, we encountered the dreaded could not save bug, and so had to do it again. We did though and now Grene is back in the party! Yay!
We finally went after Melium. With blinds, hold persons and a big backstab, naturally he didn't fare well. We then attempted to defeat Molkar's gang. The battle went well at first, but then Grene got stuck in his own web!
A melee enemy was charging and resisting Jiddle's hold persons. However, with acid arrows Riekan quickly killed the enemy and though hurt, Grene managed to survive once again. Perhaps Grene is wearing a rabbit's foot?
We then sold our junk and worked through the Cloakwood Forest. We successfully made our way to Drassus, skipping everything on the way that we could. Did did some silences, blinds and skeletons, but Riekan's stealth dropped at a bad time and he got spotted! The mages were quickly killed, but Riekan ran around forever while Jiddle and Grene tried to disable Drassus.
It took a long time as Drassus kept resisting. However, eventually a hold person landed and that, as they say, was that.
We carefully made our way through Cloakwood Mines, as usual, only really fighting enemies in our way, and sometimes bypassing enemies if convenient, such as the mage on the 2nd level who likes to throw lightning bolts around in close quarters. Riekan carefully de-trapped the 5 traps before Daveourn. We had a surge where it looked like Grene got hit with a flamestrike, but it was a "fake explosion". Riekan donned a potion of magic blocking and the rest of the party assisting with range - success! Davaeorn goes down.
We had just enough time to get to Baldur's Gate and get a DEX tome for Riekan. We also took down a necromancer, although only after giving him the body he wanted so we could get his reward first. We were out of time and saved here.
Dragonbane (male half-elf totemic druid, Grond0); Stumpy (male dwarf priest of Talos, Gate70)
Previous updates
https://forums.beamdog.com/discussion/comment/1165414/#Comment_1165414
At the start of the session Stumpy remembered we were in the middle of the poison quest, so we carried straight on with that. Larze was stunned by a dart before Marek was prevented from casting by a bunch of creepy-crawlies.
The previous session had seen Balduran's Helm evaporate, but we did manage to acquire his Cloak without trouble. Then it was on to the Iron Throne. Dragonbane used Pixie Dust to get behind the enemies there. Stumpy silenced most of them before sending skeletons into attack - insects and nymphs providing more than enough support there.
At Candlekeep, there was a surprisingly difficult fight with the greater doppleganger in the library. It wasn't that difficult to hit, but we made a meal of it and it was only when Dragonbane started to retreat that we both found scoring shots to finish the contest.
Dragonbane had realised too late that we hadn't gone to get the violet potion and thus were unable to access the strength and wisdom tomes in the catacombs. That was a bit annoying, but Prat soon provided a suitable target to take that out on. Dragonbane attempted to send some insects in as the fight commenced, but was a fraction too early and they dispersed harmlessly just as the gang turned hostile. However, nymph hold and confusion provided a good alternative.
Back in Baldur's Gate, we went immediately after Slythe - another stunning dart cutting short his defense. Before going on to the Palace though, Dragonbane noted that we had a shortage of +2 rings in our inventories. Climbing a wizard's tower soon helped address that.
At the palace we once more went with the 3 skellies / 2 nymphs combination. We didn't bother with potion buffs and the relative lack of APR gave the dopplegangers an opportunity to get stuck in to the dukes. However, the last of those died with Belt still at just badly wounded. Dragonbane didn't manage to drag Belt quite far enough away from Sarevok to keep him safe, but he wasn't actually attacked before Sarevok ran away.
In the Undercity, Rahvin's party was demolished to provide a last bit of practice before the final confrontation with Sarevok. That is usually pretty straight-forward, but this time we were lucky to survive the following sequence of events:
- Stumpy attacked Sarevok, aiming to drag him forward so that only Semaj would activate. However, he didn't come forward quite far enough and Tazok and Angelo also got involved.
- As Stumpy ran back, Angelo sent a remove magic in pursuit. That affected both of us, removing potion defenses. Stumpy had already got far enough away though that Angelo didn't follow (good job too ).
- Semaj didn't last long under attack from skeleton warriors waiting for him to teleport out, but did send out a chaos before he died. That spread just far enough to tag both of us - not a comfortable situation with Sarevok bearing down and Tazok (though invisible) likely to be with him.
- Stumpy and Dragonbane both fortunately ran in terror rather than trying to fight. That allowed Stumpy the chance to drag Sarevok away while he finished off the skeletons. - Dragonbane had a nymph of his own, but didn't keep that far enough out of sight of the skeletons and Sarevok tracked it down. Fortunately though, we were both still just out of sight of it. - Once we were back in control, Stumpy ran Sarevok round a bit while Dragonbane summoned another nymph and used doom on Sarevok. That allowed Stumpy the chance to subject him to the indignity of slumping to the floor thanks to a command. - Dragonbane was in the middle of summoning another nymph at that moment, so didn't take advantage of the opportunity to get free hits. However, shortly afterwards he got a hit with a stunning dart and Sarevok, still hampered by the doom, froze in position. - Tazok finally showed himself and was able to drive Stumpy into retreating, but had no chance of saving his leader.
Totemic druid 10, 80 HPs, 197 kills
Priest of Talos 8, 69 HPs, 155 kills, 1 death
No foe can hold her now
Anastasia morphed back to human form, marveling at the power of the best she had become. Nothing can stop her now. She collected the gem from the deep-gnome, contemplating killing him, but it would be too easy. Instead she went west, hunting shark-people - turning room after room of enemies into chunks. Then she went east, encountering a drow war-party, all dead. Then with the help of the dragon she gain entry to Ust Natha - but not before she almost tried to kill the dragon too, the temptation was high.
Instead she entered the city, and immediately entered the fighting pits, seeking more blood. Again, all dead by her fists and nothing else to fight. She bought the Firetooth +3 dagger and +10%MR amulet and headed out to rescue the drow princess or whatever meaningless task these elves needed her to do, killing an adventurer's party on the way.
Anastasia slumped back through the Underdark, wiping bits of ogre off her gauntlets. These dark elves were irritatingly suspicious and relentlessly malevolent. Even as a female drow her status as "an outsider" made her trash until proven otherwise. Case and point: Solaufein. One blow would be all it would take to kill him, but this irritating silver dragon was forcing her to do this pointless work.
Enough, she though, lets get this over with. She killed the Mindflayers, or "Devourers" as the Drow called them, freeing Phaere, though she did manage to get herself re-trapped inside a psyonic prison, worrying Anastasia for a moment. This jsut got more an more irritating. Every time she tried to do something in the city, someone waylayed her, trying to get her do do this or that. Case and point a giant fish in a tank tried to blackmail her to kill someone - usually she would relish the opportunity but instead she called the fish's bluff, there were enough pointless errands to complete in the city.
Beholder: dead; Deep gnomes: took helmet; Solaufein: spared, if only to irritate Phaere; Matron Mother: met.
Anastasia, though she didn't have to, decided that Illithid hunting was a "worthwhile diversion" and set of to the eastern tunnels (Plus she wanted the ring of fire control). Of course she was ordered to kill some "slime-drow" on the way, sigh.
Anyway, in the illithid city she "let" herself be captured to get past the un-openable doors, then killed lots and lots, freeing the slaves and the githyanki. Then onwards into the city proper, target: the big brain; mission: killing it. She used control circlets for the doors since she had no particular big plans for them in any future encounters. Anyway, lets make this "for real" by doing it no rest she thought, foolishly.
Mind Flayer Dungeon Details
Room 1 - The one before the slaves
Enemies: 2 x mind flayers
Equipped girdle of bluntness, used (read: wasted) her only greater deathbow.
Room 2 - the first one on the way to the elder brain
Enemies: 4 x Mind Flayers 2 x Ulitharid 1 x Umber Hulk
Drank Potion of Defense, Mind focusing x 7, Heroism, absorption; Blur + mirror image + prot from evil (book of infinite spells) then went to town with greater whirlwind. -21AC vs Evil with -14 vs crushing modifier. Used hardiness for the ballistic attacks which hurt.
Room 3 - Brine room
Enemies: 2 x Mind flayers, 1 x Ulitharid
Nothing special, waited for intelligence to restore then used a critical strike and normal punching.
Room 4 - One before the Big Brain Room
Enemies: 5 x Mind Flayers, 2 x Ulitharid, 1 x Umber Hulk
Wow - walked into this one forgetting quite how many flayers there were. Hit 'em with the horn of blasting just because and Greater whirlwinded, this this happened:
Oh. My. God. Panicked. Ran like hell. Hit Rod of resurrection. Hit hardiness. Hit potion of regeneration. Lured them back taking them out one at a time. Kited around and chipped away in 1v1 melee then returned to the scene of the crime to finish them.
In hindsight, they are doing some serious magic damage on top of the ballistic attack so 2 x potions of crushing and belt of internal barrier and hardiness and perhaps a potion of magic shielding would be much better (no need for belt of crushing with the potions of absorption) But really it was bad luck that pretty much all of them fired off at the same time, went from 180HP to <30HP in a second. But this does show my lack of familiarity with these SCS enemies. I have played 10x as much BG1 as BG2.
Claimed the ring of fire control from the prisons to the south and cleared out the staff of command room (2 flayers, 1 ulitharid, 1 umber hulk) even though Anastasia cant use quarterstaffs
Room 5 - Elder brain room
Enemies: 1 x Ulitharid, 1 x Mind Flayer, 1x Umber Hulk, 2 x brain golem + periodic re-spawns, Elder Brain, a door that locks behind you.
The Big Boss. Drank another potion of absorption + storm giant strength (not sure why I did not drink this earlier). Put on belt of internal barrier. No more hardiness so we're winging this one. Lured out the flayers. With -36AC vs crushing I think they're only hitting for int drain on 20s, so its the detonate (magic damage) and ballistic attack (crushing damage) that are the killers, as I almost found out.
Drank another heroism and regeneration then charged in and critical striked for all Anastasia was worth. 2 dead golems and 1 dead brain.
*wipes away sweat*
Plan as follows:
1. Leave underdark
2. Watchers keep for Machine of Lum the Mad and Hindo's Doom + Angurvadal
3. Bhodi
4. Irenicus
I don't really see any need for Firkraag or Tor'gal, just risking death on unnecessary fights. Throne of Bhaal on the horizon for our intrepid Dark Moon Monk, just got to keep it together.
Not much to report other than that after killing Love we went downstairs and fought a few of Durlag's relatives one of whom killed Dorn. Fortunately the way out was open so we went to get him raised and while near the FAI we killed a few more ankhegs using the gold to buy bits of a dragon at High Hedge. Back to just 61 gold after stocking up on +1 bolts. Dorn and I have reached the level cap.
The party had just beaten the doom guards after a touch and go fight and was changing spells prior to sleeping when the game crashed. I have no idea why, but most frustrating. I think that my tactics might be better next time round as I plan to be better protected beforehand. Also party members will be using shields as much as possible. Even mages will melee as their spells weren't very effective and missiles not effective at all. With stoneskin they are not bad melee fighters. Of course plenty of fire protection too.
So, basically ... one potion of absorption, and you're immune to non-critical melee attacks. No temporary buffs at all, and you're probably already immune to non-critical attacks from enemies you can see.
Those melee attacks are still dangerous, of course. 4 APR for a mind flayer, 5 for an ulitharid. They get a lot of chances to roll those crits.
A potion of defense? If your monk is using HLAs, they're at least level 22. Anastasia's base AC is already negative. The potion doesn't help you at all, and never will.
Invulnerability, on the other hand - that's your ticket to unbeatable saves. Which you need, since their other psionic attacks (dominate, maze, stun) are a save vs spell or game over in a solo run. At varying penalties, up to -4 for the maze and ulitharid stun.
Invisibility won't help you at all. SCS mind flayers at Tactical+ can target you with their abilities through stealth. Even improved invisibility does nothing against them.
Traveling with: Imoen
Well, we just made it to the Underdark. Some of you might wonder why I call this a solo run if Imoen is with me. On RP grounds, I can't bear to leave her behind if I have room, so she's just with me until I can get her out of the Underdark. In any case, we recently arrived in the Underdark and slew a large amount of elementals. Then we freed a trapped mage with a freedom scroll. Then we had an intense battle with a drow party. We eventually won. Then we nearly cleared out the Myconids.
But that last Myconid pulled out quite the coup - it confused BOTH me and Imoen!!! With my haste boots I wondered into more trouble - another drow! And the Myconid was attacking me! And I had a ranged weapon equipped! I thought I was finished as the drow starting casting direct damage spells at me. But then I remembered - I was wearing the cloak of mirroring! Whew! Close, as I would have died without that. However, once the confusion wore off, a GWW finally finished off the pesky Myconid and the drow.
However, our heal potions are badly depleted. Down to ONE! Yikes...The demon at the gnome village will be our next challenge...hmmm...
Last run (back in November ish) ended at Firkraag in Chapter 6. The party defeated the dragon, but did not realize that his fire breath does ~200 damage, and therefore that 50% fire resistance is an absolutely insufficient margin of safety to prevent permadeath.
Firkraag's first breath hit a post-dispel Cernd, and the werewolf was crisped forever. Without a divine caster for the rest of the saga, the party decided to retire.
Some notes on the current run:
- BG1 took 3 tries. The first attempt made it to Sarevok, but charname perished in the final battle. I wasn't paying attention, and forgot to debuff Sarevok with a dispel arrow. He caught charname out of position and rapidly auto-attacked him to death. Embarrassing! Was running only 4 characters in the final fight, as Kivan had gotten permakilled by a friendly fire aganazzar wand ray in Ramazith's tower when the tight space caused the beam to glitch and jump some distance to the side. 6D6 + 6 rolled 38 (!) on a failed save and that was the end of him. Second run ended early in Mutamin's garden when the mage landed a spook on charname and charname wandered over to the basilisks before Korgax could immobilize/kill them. Third try made it through.
- I don't really like the no FTMC party in BG1. It's Ajantis, who is boring in combat and not a very interesting personality imo; Kivan, who is "eh" personality albeit has good ranged DPS; Gerrick, who is strong as a wand-slinger / scroll-reader but a weak book-caster limited to level 3 spells; and Faldorn, who is near-useless for 90% of the game until she turns level 9 and gets insect plague, at which point she becomes a god (unless she gets interrupted casting). Charname spends most of the game throwing daggers and trying to avoid eating crits.
- Vs. the prior run that reached BG2, this monk had 70 hp at level 8, vs. 56, so that at least is rather better! Generally got quite lucky with hp rolls in BG1. With unlucky rolls, it is really tough to stand toe to toe in melee until some distance into BG2.
- In BG2, had an early brush with death vs. the temple sewer party. Had recruited minsc, cernd, valygar and keldorn, but not yet met haerdalis. Party at ~500k experience, but with very limited equipment. I thought I could get away with two nymphs casting confusion and cernd casting insect plague. If all landed, the fight should rapidly be under control with almost all enemies confused or panicked. Unfortunately, the enemy cleric hit a fast unholy blight - despite being quite far away from my casters - which killed one nymph and interrupted both the second nymph and cernd. Fortunately, the dead nymph finished casting right before death, which confused 4/6 enemies. Unfortunately, the enemy mage summoned an efreeti and the confusion did not last as long as one might want. The fight ended with all my party members dead except charname, who only survived by running to Roger to buy more potions (shielding, extra healing) and letting the efreeti unsummon. Somehow this whole saga turned Roger hostile, who followed me back to temple proper and turned one of the town people hostile. I was able able to kill both of them out of LoS of further citizens, which ended the issue.
- Had a second brush with death vs. Captain Dennis. Haerdalis failed his pickpocket (~90%) and the party went hostile (still very early game). The mage got off a finger of death vs. charname, who did not have death ward. Drank a potion of invulnerability while the finger was in flight, which alongside the claw of Kazgaroth and whatever else charname was wearing, brought spell save to -1. Combat log: Save vs. Spell -1. Yikes! I guess it's a good thing I brought the claw instead of the helm..!
- Cernd got petrified by a chromatic orb from the avenger druid in the grove (but fortunately was not shattered). Chromatic orb petrify from level 10/11 casters is imo the sneakiest way the game tries to permakill your characters.
- Got a silly easy kill against tanova when Minsc snuck in a disruption blow right after her first PfMW expired. First hit killed her.
- Third brush with death vs. Bodhi. I normally just have charname run around and wait for her to leave. Except, I forgot to open the northern secret passage to the table room, which meant that the "mace pool" room was a dead end. I also lazily did not kill Lassal's rats before summoning Bodhi. And the rats eventually walked across the map to clog the tunnel and trap me 1 on 1 vs. Bodhi. I managed to weave past 10 or so rats and get to the table room, where I was safer and eventually Bodhi had enough and left.
- Fourth brush with death vs. the Ruhk transmuter, who rolled 67 cold damage on a cone of cold vs. charname. I did not realize that CoC does up to 20d4 + 20, and can pretty easily hit for 70+ damage. Fortunately charname started at full health (90 hp) and lived. I'm pretty good about staying at full hp, and I suppose that outcome is a reason why, but it was still much too close for comfort.
- During the Mithril inn fight, Haerdalis died to a friendly but confused Efreeti when I wasn't paying attention. The efreeti rolled a crit for 48 damage, but fortunately H was at a reasonable amount of starting hp and was not chunked.
- Finally had a clean fight against the underdark balor. Last run in November he really gave the party trouble. Killed keldorn with an implosion, and was just too hard to hit through his endless stoneskins + very low AC (-12 I think) + immunity to +2 or less + ability to remove magic at will (i.e. remove death ward and then try to vorpal). That run, I Slayer-changed and nearly died to auto-attacking while out of control vs. his fire aura + being hit by his auto-attacks. Was only saved by haerdalis landing a few LRs via scroll and then a power word stun via scroll. This time, I memorized 2x LR to begin with (which Haerdalis is quite proficient at casting, due to his high spell level from being a bard). Took the balor out in round ~4 with LR + LR + malison, then quivering palm from behind a screen of two fire elementals. Much better.
Anastasia betrayed both sets of drow, ignored the demon and returned the eggs. Time to leave this underground swamp, via a temple, some more drow and some irritating elves. Finally, she was out.
Next stop - Watcher keep.
Level 1 - Statues
Finished off the level, killing the statues. Mostly by running round in a loop and taking them out individually then dealing with the mages.
Level 2 - Chromatic Demon
Greater whirlwind + firetooth for the fire giants. Deathblow + firetooth for the clay golems then GWW. And that got 8MilXP and level 40. Anastasia has capped out and took another Hardiness.
Potion of absorption and hardiness for the lightning room. Monk's poison immunity for the poison labs. The usual for the ice room and fire room. Then the chromatic demon and the monks secret weapon, slow immunity. Lure the chromatic demon into the ice room and it's game over since the demon is slowed by the cold regardless of form. Firetooth in ice form and frozen fist in fire form was enough to chip it down until dead.
Level 3 - The Maze... not my favorite
Went through the maze (non-randomised). Avoided the room 1 balor + cornugons fight, agreed to help the tanar'ri. Killed the Pit fiend + friends in the dead magic room (3rd one). Room 4: greater deathblow for the succubus and alu-fiends. Refreshed hardiness then on to room 5 - the big devil battle. Concentrate everything on the main pit-fiend then clean up.
Return the heart to the demon then run through to the Cambion, no way Anastasia was fighting that wraith room. Gambled and and got the strength curse and the slow curse (plus a useless spectral brand), handed over the scepter, drank a potion of strength and then down to level 4.
level 4 - Machine of Lum the Mad
Killed the shadow fiends etc. in the main room then went to get curse + level drain removed then back to kill things. Cleared out trolls and other low level monsters, and the magic golems with normal katana.
Flayer Dungeon: same as all the others, took it very careful, lots of hardiness, potions and luring back, including to the machine room. I think SCS has made it so they all teleport onto you when you open the main room which is fun.
Githyanki Dungeon: punch and punch. The only dangerous one here is the captain with Angurvadal - throwing dagger + greater deathblow + GWW is enough to slice through everything, and Angurvadal is now Anastasia's. Except for the Fallen Deva - I have no idea where this came from but Ana did the firetooth + GWW dance. Saladex and Demilich skipped.
Rock and Garock: stay the hell away from their HLAs and use firetooth + GWW.
Maxed out on the Machine then down to level 5.
Level 5
Only interested in one thing down here, Hindo's Doom, so straight to the Green Dragon.
Buffed with Mind focusing, Cloud Giant, Heroism x 2, Invulnerability, Blur, MI, Hardiness then attacked with critical strike until it's Contingency: heal went off then refreshed Mirror Image and carried on hacking with GWW and crit strike until cast its heal... just kept on hacking more. Lost second set of MIs at this point and started taking damage. Refreshed from ring of duplication and yet more punching. Got hit with a crit or two through MI, ouch and had to refresh it again from ring, which means more rounds without crit strike or GWW. In the end with it adding in Defensive harmony Anastasia started missing with GWW without unequipping offhand micromanaging, so switched back to crit strike and got the kill on the final one without having to use rod or resurrection once - Monk poison immunity earns it's keep.
The Lady of Murder herself, near her final form.
So Coremage V thought the staff of the magi might be pretty useful. The twisted rune, on the other hand, thought killing a fighter/mage would be fun. Unfortunately, the twisted rune's idea prevailed. Coremage V had managed to kill the thief, vampire, beholder, and lich - but Layene managed a stun and summoned a pit fiend - unsurprisingly, Coremage V did not survive. RIP Coremage V. He did well to make it that far.
Back to the drawing board! Thinking I'm in the mood for a party of druids - we'll see how it goes.
Sorry I didnt take any screenshots until the very end here
Anastasia, trying to remember if there was anything else to do remembered about a certain pair of speed enhancing boots. She quickly freed Haar'dalis via a dead mage, snagging a second rod of resurrection in the process then went off to the planar prison. There was nothing here that could hurt her, at all, she punched her way east, then north, the back west, with a minor speedbump in the form of the SCS warden - mostly just waiting for PfMW casts to expire. The Yuan-ti mages were also super annoying due to their protections and summons - nothing that can even touch Anastasia but it was tedious. But the boots of speed are hers - combined with the monk's super-speed Anastasia now moves like lightning.
From planar prison to graveyard. Lots of vampire punching, had to go save Drizzt from being killed by SCS vampires, Anastasia carrying the team again. Bhodi was really annoying because she kept transforming into a bat and healing. Including the "well done you killed Bhodi now time to stake her" journal message popping up as she did a full heal... cue having to kill her more. Ana used lots of firetooth to avoid melee (fireshield effect) as much as possible (though she did get the 5 (5!) levels drained in one hit from Bhodi)- if I had realised I was going to be doing this I might have taken one less critical strike and one more GWW... but that's in the past.
Anyway, I consider the "improved vampires" to be the worst component of SCS - there's nothing hard here (At lvl 40 that is), just endless irritation from rats, dire wolves, vamps flipping from vampire to bat to rat to wolf and back, and what just seems like poor AI for their range of abilities. I do like the blood drain (con drain) ability though.
Suldanessalar was a breeze - Lots of golems fought on various spiral stairs. The Maharaja rakshasa are funny as a 100%MR monk because getting hit with 3x ADHW, ice storms, acid storms the whole works and it just does nothing - and they have non-enchanted swords so they cant hit Ana either. Auto-attack and browse internet.
The two difficult fights were:
The Sussar battle in the temple where Ana did a bit of in and out of the door, and had to hit the rod of resurrection twice then and take a mid fight nap to reset because he managed to summon a Balor which was wrecking her and she had no HLAs left.
Nizidramanii'yt - usual buffing with strength potion, mind focusing, Heroism x 2, invulnerability, innate illusions and hardiness. Frozen fists and GWW for stoneskins then critical strike. Had to refresh Mirror image once only. Easier than the green dragon because it did not have two full heals to let off.
Then on to Jon. The funny thing is that for all his power at this stage he is still just a Mage. So after running around waiting for his fallen Planetar to expire (I hate these - damn thing crit-ed Ana for 70 when I lost focus, cue Rod of Resurection) it was just the usual frozen fist + GWW to kill him as his spells do nothing. High level DMM is the real Wizard Slayer ^_^
Unfortunately, Anastasia found herself dragged down to hell when she killed him - pulled by her stolen soul. The next update will hopefully be our final one for SoA, luck willing.
Anastasia shook her head and looked around. Great. Hell. And if she knew anything about hell, there would be a series of tests, followed by a final "boss fight". Double great. She looked around and picked a tunnel at random.
A demon confronted her, tried to goad her into kill a dragon. These test must think she was an idiot. Why waste her strength fighting a dragon when the other option was just not doing that. She was in control of Bhaal's essence, not the other way round. Nobody tells her who, or what to kill. Instead the dragon gave her a "Tear of Bhaal," part of her essence.
Curious, she approached the door out, which absorbed the tear. She felt her essence enhanced, gaining elemental resistances.
The second challenge - Sarevok, or at least a facsimile of Sarevok. Every hesitancy Anastasia had about killing the dragon evaporated, here was someone who she would relish destroying again. This time the tear she gained increased her already titanic strength even further.
The third challenge - an irritating riddle with a sword and a djinn. All that mattered was that th sword was one of great power, and if this djinn had to die for her to keep it, that's what would happen. And that is what did happen. When she gained the tear this time she felt her vitality surge, additional and much welcome health.
The fourth challenge - A demon confronted her with a choice, become weaker to save a single life, or let them die. Anastasia did not hesitate, she would become weaker for no one. Instead she claimed her prise, a lower chance hat her enemies would hit her.
That left the final challenge - rely on her own abilities or hide behind a magic cloak. Again no question, she was afraid of nothing, and these pitiful beholders could not harm her. The final challenge complete, the final tear obtained. She felt her flesh harden, becoming immune to +1 weapons.
And now, the final Battle
Step 1: Prepare items
Offhand: Either Blackrazor or Sword of Balduran, depending on rings
Rings: Ring of Gaxx or Ring of fire control, depending on enemies
Potions: Invulnerability, Heroism - realize like a noob that you have no potions of fire resistance and no scrolls of fire protection.
Step 2: separate a Glabrezu, use detect illusion and commence beatdown.
Step 3: Seperate a Balor - get hit with an implosion, weather it. Drink invulnerability, equip ring of fire control and sword of balduran. Frozen fist x 3 and go to town. Chicken out. Dance around and GWW + firetooth. Heal up.
Step 4: Heal up, swap back items and take down the second Glabrezu
Step 5: Balor two, in the manner of the first. But this time mess up. Get implosion stunned then clawed 3x without hardiness - down to 18HP. Rod of resurrection. Try for the GWW + firetooth kill, no dice, try for a quivering palm kill. On the money. A second dead balor. Swap back gear.
Step 6: Now for the easy bit: Kite slayer-irenicus around until out of PfMW then kill with throwing daggers. Because of its lack of haste this is simple and a bit disappointing. Disrupt his spells and chew through stoneskins with firetooth. Deathblow his magical sword summons. Dispel his mirror image with detect illusion. Hit him with critical strike firetooth for super damage while kiting. The end.
It's like coming round full circle to the beginning of BG1, back to kiting with throwing daggers. Now, time to go Bhaalspawn hunting.
How lucky can you get. I survived!
Dispell magic allowed us to get out of the room and sleep...
For a long time!!!
Note to self: "Don't send charname to break the mirror."
She got both poisoned and stunned!! Viconia had run out of healing spells for her!
At least she wasn't being attacked. That WOULD have been the end.
Summons prevented that happening.
I think that may be the most dangerous battle before SoD.
Time to return to the Gate after using the gold from the tower to replenish resources.
EDIT 2
I tried to sell the dagger as the entire party has reached the level cap after defeating the doppelgangers in the Ducal Palace. I haven't found a buyer. We then battled our way through the undercity towards the final battle, Having done so, and having killed Tamoko, we entered the temple snf killed three battle horrors before leaving. We will now go in search of more wealth so that we can strip Baldur's gate of its useful potions and ensure that Edwin has every spell in his spellbook.
Just outside the temple a group of adventurers attacked us. We wiped them out but not before one of them fired two arrows of explosion which hurt us badly. Somehow he had managed to escape from the webs that had been holding him.
In the temple Semaj teleported to his death.
A couple of ogres distracted Sarevok whilst we dispelled his protections and after that it was just hack and slash.
After his defeat I realised that in using all my gold I had made a mistake as there were many useful potions on sale and I can't sell anything. I must remember that!
This is my first defeat of Sarevok using an evil party as I don't usually play evil. I have played him once before with an evil protagonist, but still played as if I were a good guy.
IN this game I killed Winski which dropped my reputation. Why? He was certainly not innocent and didn't seem to object to being killed. No big deal. It enables me to do quests without upsetting party members.
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #60 // Expanded Epilogues for Bioware NPCs -> David Gaider's expanded epilogues for Bioware NPCs: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #2200 // Extended Epilogues for additional Beamdog NPCs, by shawne: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #2300 // Sharper portraits of Abazigal and Gromnir for the Enhanced Edition, by DavidW: 2.0.15
~ASCENSION/ASCENSION.TP2~ #0 #2400 // Slightly improved cutscenes, by DavidW: 2.0.15
~WHEELS/SETUP-WHEELS.TP2~ #0 #0 // The Wheels of Prophecy: v8.3
~OOZE/OOZE.TP2~ #0 #0 // Ooze's Lounge: a new area under Athkatlan Slums: 2.9
~SOUTHERNEDGE/SOUTHERNEDGE.TP2~ #0 #0 // Southern Edge: the new district of Athkatla -> Yes, but don't patch the existing save games: 3.11
~TANGLEDISLE/TANGLEDISLE.TP2~ #0 #0 // The Tangled Oak Isle: the new area of Athkatla -> Yes, but don't patch existing save games: 2.20
~BST/SETUP-BST.TP2~ #0 #0 // The BS Company presents Balduran's Seatower: vEAOB.4
~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Banters, Quests, and Interjections: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Ajantis Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Branwen's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #42 // The BG1 NPC Project: Coran's Romance Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #52 // The BG1 NPC Project: Dynaheir's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #62 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #72 // The BG1 NPC Project: Xan's Romance Core (teen content) -> Speed: 30 minutes real time minimum between LoveTalks: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #80 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v24.9
~BG1NPC/BG1NPC.TP2~ #0 #111 // BGEE Banter Timing Tweak -> Banter Timing: Fast (about 20 minutes between banter dialogs): v24.9
~BG1NPC/BG1NPC.TP2~ #0 #130 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v24.9
~PAINA/PAINA.TP2~ #0 #0 // Pai'Na NPC for BG:EE
~SIRENE_BG2/SIRENE_BG2.TP2~ #0 #0 // Sirene NPC for BG2:EE
~FOUNDLING/FOUNDLING.TP2~ #0 #0 // Foundling: Between the Shades -> Yes, but don't patch the existing save games: 5.1
~VERRBG2/VERRBG2.TP2~ #0 #0 // Verr'Sza - the rakshasa NPC for BG2EE: 1.0
~WILLOWISP/WILLOWISP.TP2~ #0 #0 // Will NPC, shaman stronghold and new shaman kit for BG2EE: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #1 // Change shaman .tlk string to remove "Ineligible for any stronghold" line: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #2 // New items for shamans and undead NPCs: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #3 // Optional: Drider and Dark Treant Enemies: 1.6
~WILLOWISP/WILLOWISP.TP2~ #0 #4 // Crossmod Banters: 1.6
~SKIECOST/SKIECOST.TP2~ #0 #0 // Skie: The Cost of One Girl's Soul - New quest for Baldur's Gate 2 EE: 3.6
~SKIECOST/SKIECOST.TP2~ #0 #1 // Skie: The Cost of One Girl's Soul - Allow Skie to return as a joinable NPC: 3.6
~SKIECOST/SKIECOST.TP2~ #0 #2 // Skie: The Cost of One Girl's Soul - Add brand new SoD-oriented items to BG2: 3.6
~HEPHERNAANBG2/HEPHERNAANBG2.TP2~ #0 #0 // Hephernaan BG2 NPC: 1.1
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #0 // Crossmod Banter Pack for Shadows of Amn: v19
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #1 // Crossmod Banter Pack for Throne of Bhaal: v19
~CROSSMODBG2/SETUP-CROSSMODBG2.TP2~ #0 #2 // Crossmod Romance Conflicts: v19
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 33.7
~FIX_SCS_MOLD/SETUP-FIX_SCS_MOLD.TP2~ #0 #0 // Fix_SCS_Mold
~FIX_THORN_SPRAY/SETUP-FIX_THORN_SPRAY.TP2~ #0 #0 // Fix Thorn Spray
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v10
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v10
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v10
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v10
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #0 // Bardic Wonders: Abettor of Mask Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #1 // Bardic Wonders: Dancer Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #2 // Bardic Wonders: Storm Drummer Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #3 // Bardic Wonders: Troubadour Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #4 // Bardic Wonders: Deathsinger Kit
~BARDICWONDERS/SETUP-BARDICWONDERS.TP2~ #0 #5 // Bardic Wonders: Items
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #0 // Artisan's Kitpack: Arcane Archer Fighter Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #2 // Artisan's Kitpack: The Art of Slaughter (Berserker Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #3 // Artisan's Kitpack: Art of the Sword Saint (Kensai Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #4 // Artisan's Kitpack: Rashemi Berserker Ranger Kit for Minsc: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #5 // Artisan's Kitpack: Dark Hunter Ranger Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #6 // Artisan's Kitpack: Divine Champion Paladin Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #7 // Artisan's Kitpack: Mystic Fire Paladin Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #8 // Artisan's Kitpack: Way of the Anti-Paladin (Blackguard Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #9 // Artisan's Kitpack: Elementalist Druid Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #10 // Artisan's Kitpack: Hivemaster Druid Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #11 // Artisan's Kitpack: Rogue Archer Thief Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #12 // Artisan's Kitpack: Magekiller Thief Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #14 // Artisan's Kitpack: Way of the Assassin (Assassin Rework): 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #15 // Artisan's Kitpack: Pale Master Sorcerer Kit: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #16 // Artisan's Kitpack: 3e-accurate Dragon Disciple -> Original Stat Bonuses: 2.1
~ARTISANSKITPACK/ARTISANSKITPACK.TP2~ #0 #18 // Artisan's Kitpack: Warhorn Shaman Kit: 2.1
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.92
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.92
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.92
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.92
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.92
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.92
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1000 // Edwin appearance -> BG1: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1010 // Imoen appearance -> BG1: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1020 // Jaheira appearance -> BG1: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1031 // Minsc appearance -> BG2: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1041 // Viconia appearance -> BG2: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2043 // XP for Traps, Spells and Lockpicking -> Disabled: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2051 // XP for killing creatures -> Decrease to 75%: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #2061 // XP for quests -> Decrease to 75%: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3000 // Disable hostile reaction after charm: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #3010 // PnP spell scroll caster levels: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4020 // Higher framerates support: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4050 // Books/Scrolls categorization: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4060 // Wand Case: 1.12
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #4070 // Key Ring: 1.12
~EET_END/EET_END.TP2~ #0 #0 // EET end (last mod in install order) -> Standard installation
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2900 // Move or modify some overpowered magic items: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows and other projectiles with nonmagical "fine" ones: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3022 // Replace many +1 magic weapons with nonmagical "fine" ones -> Fine weapons are affected by the iron crisis: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3040 // Reduce the number of Arrows of Dispelling in stores -> Remove Arrows of Dispelling from stores: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 33.7
~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): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4052 // Decrease the rate at which reputation improves -> Reputation increases at about 1/3 the normal rate: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Improved NPC customisation and management: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4115 // Thieves assign skill points in multiples of five: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4145 // Skip the Candlekeep tutorial sections -> Remove the tutorial NPCs from Candlekeep: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4161 // Increase the price of a license to practise magic in Athkatla -> License costs 15,000 gp: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4171 // Increase the price asked by Gaelan Bayle -> Gaelan wants 60,000 gold pieces: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4218 // Remove unrealistically convenient ammunition from the game -> Remove all ammo from random containers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: 33.7
~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): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5080 // Improved textscreens in Tales of the Sword Coast: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8090 // Party's items are taken from them in Spellhold: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 33.7
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 33.7
~EET_GUI/EET_GUI.TP2~ #0 #0 // EET alternative GUI -> Siege of Dragonspear
~LEUI/LEUI.TP2~ #0 #0 // lefreut's Enhanced UI - Core component: 4.3.1
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #110 // Magical arrows and bolts deal bonus damage equal to their enchantment level: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #218 // Regain Bhaalpowers in ToB: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #262 // Altered XP rewards from locks, traps and scrolls -> No XP rewards from locks, traps and scrolls: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #270 // Unbiased quest rewards: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #301 // Change the appearance of Valygar's armor: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #302 // Change the appearance of the Robe of Vecna: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.53
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.53
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #160 // Make Magic Shields Glow (plainab/grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #170 // Unique Icons: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #191 // Use Character Colors Instead of Item Colors -> For non-magical shields and helmets: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #200 // Remove Blur Effect from Items, e.g. Cloack of Displacement: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2010 // Separate Resist Fire/Cold Icon into Separate Icons (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1030 // Reveal Wilderness Areas Before Chapter Six: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1036 // Make Cloakwood Areas Available Before Completing the Bandit Camp -> All of Cloakwood Except the Mines: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1180 // Female Edwina: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1252 // Move NPCs to Convenient Locations: Move Eldoth to the Coast Way: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1253 // Move NPCs to Convenient Locations: Move Quayle to the Nashkel Carnival: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1254 // Move NPCs to Convenient Locations: Move Shar-Teel to North Nashkel Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1255 // Move NPCs to Convenient Locations: Move Tiax to Beregost: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1256 // Move NPCs to Convenient Locations: Move Viconia to South Beregost Road: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Paladins Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Rangers Use Icewind Dale-Heart of Winter Spell Tables (grogerson): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2410 // Druids Use 3E Alignment Restrictions: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2431 // Change Equipment Restrictions for Druid Multi-Classes -> Tighten Equipment Restrictions for Druid Multi-Classes (Angel): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2440 // Everyone Gets Bonus APR from Specialization: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2450 // Enforce PnP Proficiency Rules on Dual-Classed Characters: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2500 // Exceptional Strength Weight Limit Changes: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2540 // Speed Up de'Arnise Keep Stronghold Quests: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3071 // Change Effect of Reputation on Store Prices -> Reputation Has No Effect, Stores Price Fixed at 100% (Luiz): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3083 // Increase Ammo Stack Size -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3093 // Increase Gem and Jewelry Stacking -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3103 // Increase Potion Stacking -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3113 // Increase Scroll Stacking -> Stacks of 120: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3150 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v9
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4150 // Move Boo into Minsc's pack: v9
The beginning was easy (beside weapons, armors,helmets and shields broken regulary) with shortbow and sunscorch (a very good spell from IWD, making druids and shamans so much more powerful).
After freeing Dynaheir, I decided to take Neera and Siren instead of Dynaheir and Minsc.
Tranzig was again a challenge, and killed Branwen and Neera.
Sirenes hunting even with Ajantis as a cavalier was not as easy as I thought, because SCS sirens can stun and confuse !
Wilkim was almost killed (2 HP left) in a bad fight on the coast.
But the worse was to come : after encountering Teven, I convinced him to bring my party (Ajantis, Neera, Sirene, Coran, Branwen) to the Bandits's camp. But It was to be questionned by Tazok !
Tazok tried to kill us and failed, but then all the entire camp went against us !
At first I tried to hold on, and asked Neera to cast a web spell. But then a wild surge happened, and she summoned a demon...
We run for our lives to the bottom of the area, and gave them all we had : webs, withering fog, fireball, potions of burning, poisoned arrows from Nashkel kobolds, and almost dead, we prevailed !
And just before I could relax, the Nabassu teleported itself near Neera...
This time we fled the area, and came back hours later.
Coran then reminded us than we had a wyvern to kill, so on our way to Cloakwood !
Some phase spiders killed Neera and Branwen (we forgot to check our antidotes reserve).
When at last we entered the Wyverns cave, Neera casted a fireball at them, but instead another wild surge happened and she was changed to a male.
After killing the wyverns, we found out the secret base. Drassus's party didn't stand a chance against webs, withering fogs and fireballs.
Still, I began to have heavy doubts on our capacity to defeat Daveorn...
So we retreated and finish clearing some areas first. When doing Neera's quest, the Red Wizards were up to their reputation, and killed Neera, Branwen and Ajantis... 2400 GP were needed to raise them.
And now, the party is in Gullykin, ready (so I hope) to clear the last areas before the mines : Peldvale, Larswood, Spiders Wood, Ulcaster's ruins and Firewine Bridge.
The party :