Of course! I finally decided to try SCS and there's a major update just a few days later. Oh well, at least I didn't get too far. I'm going to download the patch and hope SCS doesn't need a complete overhaul or something...
Maybe now is the time that I should install it, or perhaps I should wait until the inevitable bugs surface.
@Balrog99
Any advice from veterans would be really helpful to me at this point. Specifically any potentially fatal encounters I should avoid. I haven't done the basilisk area, Durlag's Tower, Balduran's Isle, any of the Chapter fights or difficult fights (Khark, flesh golem cave, Drizzt, ankheg area, bounty Hunter ambushes, Shangalar's Island, etc.) yet. Any pitfalls I should be aware of?
I forgot to mention that there is a level 1 spell to protect from petrification. I used it in my current run (Not SCS) and it worked perfectly. Of course I needed to have it memorised several times as the duration isn't great.
We have visited the upper areas of Durlag's. Gave Kirinhale's hair to Riggilo and then killed him to save him being trapped there.
Killed the basilisks using the spell to protect rather than potions. Worked well.
Used Viconia to pick up the tome of understanding.
We picked up Viconia before entering the mines and then recruited Xan at the bottom.
Mulahey and then the Amazons were killed before we looted the three caves near the exit. In one of them we killed a Revenant.
The ghasts caused Dynaheir some problems but weren't able to kill her.
At the Carnival we bought a necklace of missiles and some ammo with the result that our gold is down to one piece. One of our wands of fire is down to one charge so we will need to do something about that.
Elminster indicated where we might find the bandit camp but we'll need that wand recharging first.
Gold needed. A good time for buying as I am still a hero.
Left Xan in Beregost and after hunting ankhegs and doing shopping, we safely arrived in the bandit camp which was straightforward.
The rest of Cloakwood wasn't too bad until we met Hareishan who saved against web and whose lightning bolt chunked Dynaheir first, badly injured the rest of us before killing me and herself.
New game with two followers of Talos, a blackguard and a priest. I haven't played a priest of Talos before so it could be interesting. No truesight available in the early game as no Inquisitor or Priest of Helm. Will have to wait for a mage to get truesight. However Talosa's Lightning Bolt could be effective if a bit unpredictable. (Danger of killing self or innocents)
Finished Candlekeep easily as expected.
Journal of Talosia
Having overheard some of the conversations we are well aware that Gorion didn't exactly enhance his popularity by bringing two self-confessed Talossians to Candlekeep. We have found that wearing an amulet of Talos saves a lot of misunderstanding as people won't expect too much of us.
New Game
My prophesy concerning Talosa's Lightning Bolt proved all too accurate so starting again but being a bit more careful and also without the Blackguard since there is a blackguard available in the game.
The portrait is derived from three sources on the web, the cleric without a background, a castle, and the amulet of Talos modified to fit the rest of the portrait.
Journal of Talosa
Having overheard some of the conversations I was well aware that Gorion didn't exactly enhance his popularity by bringing a self-confessed Talossian to Candlekeep. I have found that wearing an amulet of Talos saves a lot of misunderstanding as people don't expect too much of me.
Got up to level 4 and fought Greywolf. Failed.
End of game.
EDIT
And now for something completely different.
The Goodies ... Goody-goody-yum-yum
After Gorion was killed Imoen turned up. She kindly helped us by identifying a dagger +1 for us and by giving us a wand and some potions. We responded by giving her a dagger, a sword and some leather armour. However I didn't feel happy with her joining us permanently, particularly as I am the target of those who killed Gorion. We therefore bid her farewell.
We headed south where I was able to help Melicamp before heading to Beregost for supplies.
After calming Marl, taking a tome to Firebead and buying a sling +1 we headed north intending to hide amongst the crowds of Baldur's Gate, however we were not allowed entry.
What we were able to do was slay the evil fishermen, clear the ankheg nest and return the body of Farmer Brun's son. We gave him further aid by giving him 100gp.
Upon returning to Beregost we sold some ankheg shells, paid for a suit of ankheg armour, bought an axe +1 for myself and a large shield +1 for Helm the Honest. This has left us impoverished. Not even enough to pay for an identification spell.
We are currently on the verge of becoming heroes.
We killed Silke and Karlat and returned Perdue's sword and with the gold thus gained bought some scrolls and hence identified our equipment.
Made it out of the underdark. Skipped most of the Ust Natha fights (Qilue, Lich, House J, Slime Mage). Left the beholders, demon knights, imprisoned mage, imprisoned souls, and mind flayers for later.
Got mobbed by respawning fish people while fighting the underdark exit guards, which was bad. But made it out. The only really tough enemies in that pack are the high level casters, which mostly held back, and the demons, which were lured forward and not too difficult to kill. Korgan has excellent accuracy and pretty good damage output, and charname has dispel illusion.
Finished up some chapter 2/3 content. I ultimately decided to murder Valygar rather than break conduct by letting him in the party. Not thrilled about that, but charname isn't Lawful Good so I'm going to let it slide. The sphere itself wasn't too bad. I thought Lavok used HLAs but he does not. Tolgerias summoned a bunch of demons and other assorted trouble - we didn't manage to lock him down with bugs and he was able to use a lot of his spell book. Nevertheless, he eventually ran out of steam and went down.
The planar prison was pretty straightforward. The warden had trouble dealing with Korgan's 60% physical resistance from DoE and hardiness and went down quickly once his melee protections expired. Charname stayed some distance away, concerned about the potential for a timestop -> melee that never manifested.
Firkraag and shadow dragon also went down reasonably easily. I was very careful about maintaining fire resistance, after losing a run to Firkraag earlier. Korgan's Hardiness plus the thac0 drain from Soul Reaver got the fight under control fairly quickly.
Alhoon was very tough and nearly wiped us. He had 8 APR with a BBoD and just did too much physical damage to contain. However, charname burned a pfMW scroll and was able to get the fight under control. In hindsight, Korgan needed better AC, or something. Berserk wearing off mid-fight can be very rough. It also sucks that non-mages can't get the anti-slashing belt. Thieves guild stronghold is so worthless yikes.
Anyway, subsequently went back to the underdark to do the mindflayers, beholders and other stuff. Had a few hiccups against the beholders. Normally, I bully beholders with skeletons, but this party didn't have those available. So, we relied on korgan with negative save vs. spell and death + the rElec cloak + the inertial barrier belt for 50% magic damage resist. It takes a few rounds to lose the shield of balduran, so he can take on midsize beholder packs before taking too much damage.
Killing the early beholders and the drow was no problem. The hive mother killed herself with a reflected disintegrate, so things were going well. But, the two elder orbs outfoxed me. Korgan's berserk wore off, leaving him without stun resistance. So when his hp dropped below 90 from incoming magic damage, he got PW:Stunned, which I was not thinking about. OOPS! Then he took a little more damage and got PW:Killed.
I never like to rest or retreat with any dead party members, so I was a little flummoxed about what to do. The ultimate solution wasn't THAT interesting - groups of 5x fire elementals from the fire staff were eventually able to overwhelm the orbs, who fortunately were not in easy LoS of each other. Jaheira also got in some damage with an out of LoS firestorm. I don't recharge items, so those staff charges are gone forever, but overall that was a relatively low penalty to pay for that mishap.
We then decided to take on Bodhi.
This fight was kind of a mess. Fortunately, I had earlier broken Jaheira's Romance (apparently), so I had both her and Korgan to deal with the vampires. I'm not sure I would have succeeded without her.
Anyway, the upper floor went OK, although both Arkanis and Drizzt died against Tanova and the Guard. It's a little too difficult to protect your allies in this fight imo, but something for me to work on for next time.
On the bottom floor, I had forgotten just how many allies Bodhi has. I remembered it being the two vampire mages, plus maybe 2 grimwarders but it was like a dozen grimwarders. Maybe they were spawning from somewhere.
Anyway, Bodhi got her heal off, and I had trouble dispelling the vampire mage spell protections, so they summoned a bunch of demons and other stuff. Sunnis got stuck in the hallway and couldn't make it through the door. Korgan and and Jaheira eventually got wore down by physical and magic damage, and were ultimately killed by Bodhi's Touch of Death, a high damage AoE magic attack.
I retreated back to the hallway, behind Sunnis, and decided to start unloading scrolls. It wasn't pretty, but improved haste + timestop + firetooth dagger killed Bodhi, and then the rest was just clean up.
Planning on doing both Kangaxx and Twisted rune, then heading to Jon. Will probably skip the Compound as we don't need Celestial Fury and the stairs make the fight more dangerous as I can't lay traps or start with summons - which are a lot of my HLA power.
At this point, Korgan has Hardiness + the smite tree. Jaheira has both elemental summon HLAs and Storm of Vengeance - about to get Deva. Charname has UAI, Spike trap, Time Trap and just got Assassination.
Some pics from Bodhi fight:
Interestingly, the pixie prick knocked out the Glabrezu. That's pretty strong... I have never really used this item before, as it's a dagger.
The rest of Cloakwood wasn't too bad until we met Hareishan who saved against web and whose lightning bolt chunked Dynaheir first, badly injured the rest of us before killing me and herself.
Game over.
Yeah, Heirashan's spells are nasty down there - not the least of which she has 2 lightning bolts. So what I do is have a solo character protected by potion of absorption - if possible I position the character on the far side, so that her bolt will actually wipe our her own men. Then it's much safer. She does fire spells too, so the solo character will want some protection from fire as well. Greenstone amulet charge too, just to be safe. Once she is dead, then the rest of the party can move in to mop up.
If you have a potion of firebreath, that could be a huge help against her and her men.
The rest of Cloakwood wasn't too bad until we met Hareishan who saved against web and whose lightning bolt chunked Dynaheir first, badly injured the rest of us before killing me and herself.
Game over.
Yeah, Heirashan's spells are nasty down there - not the least of which she has 2 lightning bolts. So what I do is have a solo character protected by potion of absorption - if possible I position the character on the far side, so that her bolt will actually wipe our her own men. Then it's much safer. She does fire spells too, so the solo character will want some protection from fire as well. Greenstone amulet charge too, just to be safe. Once she is dead, then the rest of the party can move in to mop up.
If you have a potion of firebreath, that could be a huge help against her and her men.
It's only the lightning bolt that I ever have problems with. However , some good ideas there which I'd never considered before and will probably use.
Journal of the Goodies
We had to flee some bandits who ambushed us. Helm the honest was badly hurt.
Upon discovering that Sonner and the fishermen were evil, we killed them.
We then delivered the bowl to Tenya and killed the nearby ankheg.
We then killed the ankhegs in the nest and returned to Beregost to sell the shells.
There we killed Silke and Karlat.
We then went to the carnival where we killed Zordral.
We then killed Greywolf before helping Annabelle and heroically killing some ogres.
We then took Samuel to the Friendly Arms Inn.
When fighting Bassilus he cast "Rigid Thinking" on me which wasn't a problem as I just continued to attack him and the skeletons.:)
Our fighting skills are pretty good anyway, but there's always room for improvement and the first task of the day was for Bunty to relieve Meilum of his gauntlets.
She then invested in some full plate, while Dib got hold of the Dagger of Venom to turn enemies green with envy. Reelan was feeling a bit left out, so the next stop was Bassilus to get a hammer upgrade.
Melicamp was also picked up in that area, but failed to survive this time - our reputation was already 20 though, so we only missed out on a bit of XP.
The Bandit Camp was easy pickings, with Reelan getting his own suit of full plate there.
Inside Tazok's tent the enemies would have struggled to deal with an enraged berserker on his own - but an enraged berserker showing off how you could make use of a really spicy curry was really too hot to handle.
In the Cloakwood the main target was Spider's Bane for Bunty. Reelan was confident that no poison would get past his dwarven saving throws - and, slightly to the disappointment of his companions, he was right .
At the mine the 10 rounds of rage was just enough to see off Drasus & co.
After working through the mine, a pair of battle horrors proved slightly tougher and Reelan used a few potions to recover.
A potion of magic blocking then allowed him to charge Davaeorn. Bunty stayed back well out of the way - well not that well out of the way of a bouncing lightning bolt . Dib saw the lightning bouncing around Bunty and dashed in to get a critical stab on Davaeorn - but he and Davaeorn also got hit by the duracell lightning bolt to prove that nowhere was safe .
The mage was already on his last legs by now and Reelan completed the job by chopping him off at the knees.
In the City a few early quests were completed without fuss, including mauling the Maulers and pulling Degrodel's guards outside for easier disposal.
The poison quest saw an attempt to block Lothander's route down the stairs, but a detour to the stairs going up got him close enough to transition before we could stun him. Then it was on to Marek, where Reelan asked if we were going to rest or just kill him. On being told we were just going to kill him, Reelan duly attacked - before wondering whether we should talk to him first . That prompted a diversion to free a nymph from Ragefast before coming back to charm Marek into giving us an antidote. On looking at the screenshot of him being charmed I noted that he'd killed a couple of innocents with a lightning bolt just before the charm took effect. I wondered if that would have caused trouble, given that the results of actions are only decided shortly after the action takes place - and a follow-up screenshot showed that our reputation had indeed taken a dive as a result of Marek's carelessness.
As a result of killing Ragefast, Ramazith buggered off upstairs before we could kill him. While Reelan and Bunty were working their way up, Dib skipped ahead in stealth to look for the mage, but was unable to spot him - he did though bring a few friends down to liven up the trip for the others .
Once Bunty reached the top, Ramazith appeared and was duly dealt with.
The final action saw us getting some easy XP from a bunch of statues on the way to find the Cloak of Balduran. The only significant bit of work left in the City is the Iron Throne, but there are still some bits and pieces in the wilds - in particular we've not yet been to Durlag's Tower and we might do that before heading back to Candlekeep.
Daiyn and Jack use all their experience to look around and work out they had reached the SoD temple of Cyric. Daiyn dealt with a couple of traps and was attacked by an invisible stalker - so Jack stepped in to deal with the first menace of the hour.
We then cleared out a few guards but one set chased Jack away and the locked-away Keherrem forgot himself. He decided to break out of gaol and help his captors against us, and one of his team joined him. Curse that Stockholm syndrome.
After defeating these enemies Daiyn was busy filling her backpack when she felt a couple of twinges - having her bow equipped didn't help and Jack shouted that she had been backstabbed twice and he had been backstabbed once. Ouch. We once more ran backwards but this time fitted in a rest before returning to finish them off.
Jack had a master plan to deal with Ziatar the half-dragon but we (or I at least) started to realise our duo was not functioning optimally - for my part this could be a result of how many options Jack the fighter / mage / cleric has and a tendency to assume one will be used only to find a combination of others actually happen.
Jack cast a web and then freedom on Daiyn who would have been quite happy to plink with arrows but could switch to her quarterstaff. Daiyn had indeed started to plink away just as Ziatar broke free. The rest of the fight wandered around for a while until Jack successfully blinded Ziatar so we could plink away in safety.
A rare moment of solidarity followed as we used buffs and a potion (3 turns of guaranteed saves each) to force the neothelid to bite off more than it could chew.
Daiyn cleared a few more traps, we didn't bother facing the shadow aspect as there was no need for it's blade, and then a brace of pre-set snares and three bounty hunter snares were used to ease the passing of this group of enemies.
Daiyn would probably have let Akanna go, but with Jack around she felt obliged to let the priestess have a last combat. Sanctuary briefly delayed the inevitable but as soon as it went Daiyn dealt a backstab and Jack added a missile or meteor.
We moved on to Bridgefort and after laying seven snares in the Crusader palisade Daiyn surrendered the fort - meaning the snares remained unused and no more could be used on the bridge. So we did that the hard way with five skeletons, arrows of dispelling and minute meteors.
n.b. here we are with Daiyn scouting out goblins and their wargs for Jack, but for Jack to already have started his casting and miscalculate the eventual target. At least he found one evil victim to blind.
After an unscheduled rest on the bridge (interrupted by the hooded man) we proceeded to the Coalition camp and picked up some poison. Then we headed to the underground river entrance where Daiyn paid off a gang of goblins (100gp) and messed up her chance to take over the position of ogre chieftain (note to self, stroll in and don't use the shadows in future). Jack meanwhile had cleared up a few more areas while we combined forces to deal with some myconids, a group of large feral cats and the feared bowcaster orcs (which found webs and arrows of detonation not to their liking).
Our final tag team effort of the session was to clear the cyclops and guards at the entrance so we have access to the underground river caverns next time. Jack may have been happy to proceed but Daiyn felt she was struggling to stay on top of matters and felt it best to try this area at a later date.
Well, the Kenthief / fighter party took down Jon, but at a pretty heavy cost. Sadly, Jaheira got chunked in the battle for Suldanessellar. UGHHH x 20. I like to do all the Sulda content without resting, and by the end the party had run out of CC / DW. The rakshasa fight outside the temple spawned a LOT of rakshasa. Anyway, they swarmed us.
Jaheira got nicked down to 60hp or so, then got PW:Stunned. A Mordenkainen sword got the final blow for 22 damage on its 5d4 + 4, permakilling her. In hindsight, I think there was time to save her if I had thought to use the stun/hold clearing harp, but I didn't. I was also out of RR heal charges by this point.
A bitter loss, but the party - such as it is - carried on.
The staff of the magi is incredibly powerful in the hands of a F/T, as it does what the pre-nerf Carsomyr did and dispels at level 30 on hit. Since charname is a quarterstaff GM, he even has decent APR with it. Anyway, charname and Korgan eventually cleared the rakshasas with the one-two punch of dispel from charname w/ SoM and accurate damage from Korgan. The party had already cleared the rest of Sulda, so we summoned the avatar after the rakshasas were dealth with and then moved on to fight Jon.
Jon 1 wasn't too bad. At some point he seems to have gotten 100 poison immunity, so he can no longer be trivially bullied with cloudkill. He also seemed to resist dispel from the SoM - not sure what was going on there. Because I had trouble interrupting him, the fight actually went on for a fair bit of time. He managed to cast wish twice. The first wish was for rest, which meant I had to fight the planetar and everything else all over again. The second wish was for greater restore, but restored my party as well, giving a nice heal to Korgan.
Eventually he ran out of melee protections and fell.
In Hell, we did all the good tears, with Korgan handling the beholders. The elder orb didn't come with too threatening a loadout, but nevertheless Korgan was forced to pause and take a break by going invisible, then turning into a troll to regenerate.
The final fight with Jon 2 was also pretty manageable. I had put down 4 time traps and three spike traps in the bottom half of the map, which helped a lot. Jon did get off a time stop, but did not use it to melee anyone to death. I think he is capable of doing that, but he did not do so here. I could have protected myself better from that potentiality by using invis or pfmw, but did not. I think I had stoneskin up though, which may or may not have been enough.
Now in ToB at around 4.5mm exp.
I think Korgan and charname should be able to handle Illasera. Will probably give charname the mirror shield. I think time traps should be enough, even if I don't use them to attack pre-buff casters.
Jon 1 wasn't too bad. At some point he seems to have gotten 100 poison immunity, so he can no longer be trivially bullied with cloudkill. He also seemed to resist dispel from the SoM - not sure what was going on there.
For the poison immunity - minimum HP items all grant it. If the creature has something to say before they can die, they have one of those items and they're immune to poison. Irenicus on the tree is one such case.
As for resisting the dispel ... he's level 30. 50% chance.
Then again, I usually just set some traps for that encounter - he's such an obvious target. Did you use up your daily traps on earlier encounters in Suldanesselar?
Also, Carsomyr still dispels at level 30 on every hit. Did you install some mod that specifically nerfs it?
Using a green scroll meant that the basilisk area was straighforward.
We then paid Zargal et al a visit before carrying on westward to deal with the sirines.
We cleared the cave of golems and looted it.
After Xzar and Montaron joined us I looked the other way while Montaron was picking Pockets. I left him in Zordral's tent while I picked up Neera before heading for Firewine where I killed Meilum.
We completed Neera's quest and left her at the FAI.
South of Nashkel Dorn joined us, we left Xzar with Joseph's widow and went to kill Krill.
We then headed north of the FAI where we killed bandits and ankheg.
South of Nashkel we reunited Rufie with Albert before killing Vax and Zal.
Upon heading westwards we helped a dryad before looting a cave.
We then tried to rest in order to be ready for any future conflict.
However we were attcked by a horde of gnolls and fled even further westward to the gnoll stronghold.
Upon resting we were indeed ready for further conflict.
We killed Gnarl and Hairtooth before looting a cave. A tome raised my charisma.
We then headed north where we killed a polar bear before returning to the carnival where we rested.
Haven't had much opportunity to post recently, but I just completed Icewind Dale:EE 2.6 no-reload, solo, insane difficulty, max HP rolls, with double XP and no double damage. With a Gnome Berserker. Finally.
Berserker Enrage trivializes almost all crowd control, making the early part of the game very possible, and everything after Yxunomei is pretty simple hack and slash - I found myself using auto-attack scrip quite a bit. Main dangers were spell casters endlessly spamming magical damage like MM, with no access to shield, such the drow sorcerers in Dorn's Deep and especially the Purple Kraken mages in Lower Dorns.
Main weapons: darkened glory +2, Solomn duty +3 for Bel & iron golems, Messenger of SSeth +1, Lucky Scimitar +2 offhand for much of the time. Gear: a very lucky greatshield +3 drop. Full plate, shimmering sash, RoP +2, Boots of speed, Trusted Defender helm, Holy Chaos! deck, Gauntlets of weapon skill, the amulet from Kresselacks tomb I forget the name.
For early battles: Splint Mail + great shield + helmet + enrage is enough AC to weather most hordes. I got a lucky glimglam's cloak drop as well which helped. Grind up cash for Trusted Defender and lucky scimitar and you are away. The other thing is if you go to dragons eye triggering the chapter progression, then return to kuldahar immediately this will trigger Orrick's inventory update and you can buy shimmering sash for -3AC immediately.
For Yxunomei: retreating into the northern room and using choke points to hack down the enemies while enraged. This ,was pretty dicey and I had to drink an invisibility potion. (Un)fortunatly she cannot see though invisibility so this allows complete heals, waiting out enrage-fatigue and full buffing before re-entering battle.
For Bel: Enter room, get dispelled, kite while drinking 3x mind focusing, 3x fire protection, heroism, storm giant, absorption, power and regeneration, equip random drop ring of strength for a full 25Str and 25Dex, then enrage then go to town on the cornugons then iron golems, then bel himself. Had a fully buffed AC of -20 meaning almost no danger.
After looting the cave in the gnoll stronghold, we headed north where we killed a polar bear much to the relief of a traveller who rewarded us with boots.
We then returned to the mines where we killed every kobold we could find before killin Mulahey the root cause of the problems there.
We left Jaheira behind whilst we took Xan to safety at the Carnival, killing some Amazons on the way.
We then left Dorn in a tent as I realised that he might go off in a huff when we collected our reward.
I recxruited Xan again as I realised that his particular skills would be useful in recruiting Oublek.
We protected ourselves from fear before taking on Nimbul.
Oublek sadly got killed before we killed Nimbul.
We then went to Beregost where we were sadly caught stealing.
This lowered our reputation slightly after which we could once more replace Xan with Dorn.
We helped Viconia before going to the bandit camp which we looted, a fireball spell being the most useful item which we found.
On the way to kill Tranzig, we killed Deke et al before returning to the bandit camp.
EDIT
There we wiped out the bandits before heading off to Cloakwood.
Starting Spells: Find Familiar, Chromatic Orb (very good in IWD as it is a flat save vs spell)
Proficiency: Sling
Phase 1 - the easy stuff
The Lawful Evil familiar: Imp has polymorph self as its ability. This is key to getting through the early game without utter utter tedium. First, Polar bear form is used to kill the beetles in the Tavern cellar. Due to its strange implementation it starts hasted sometimes. Who know why, familiars are super buggy in IWD:EE it seems and this has not improved in 2.6.
Deliver a bottle of wine, complete the mystery-song-nymph quest, steal from the upstairs of Pomabs and use polar bear to kill the wolf. This gets us to level 5. We take Web, Grease, Shield and Invisibility.
Weapons: sling, dual wield daggers.
Phase 2 - the hard stuff
We need to get to level 8 and Spider Spawn,unfortunately a cave of orcs sits in the way. First, the goblins south of Easthaven are taken care of, lured 1 by one, or 2 by 2. Stunned for 4 rounds by chromatic orb and killed by the bear-form, or webbed and taken down very slowly by the spider-form + sling. We took 18 strength for the +2 damage because of the amount of slinging into web we do early on. The fish quest completed and heading towards the cave.
The wolves killed easily by spider-form imp + web, along with the first orcs in the cave, up to the big horde. If you are familiar with the big horde its a bunch of orc elites, orcs, orc archers and an orc shaman, its very difficult to get past. however, it is not essential since all you need to do is examine the crates just behind them and you can return to Easthaven and end the prologue. However, Megaera wants XP.
Again the familiar is essential here, but at this point too much polymorphing the familiar seems to have caused it to lose its innate regeneration... nice, but not unexpected; as I said, familiars are super buggy. However, its not relevant for the familiars final service since Mustard Jelly form gives normal weapon immunity. Pilot it forward and gain all aggro, about 10-12 orcs. Drop webs on top of it and sling away. We are level 7 by now and have both haste and slow so the mustard-jelly form can very slowly poison orcs at 2 attempts per round, while Megaera slings and slings unhasted. This kills about 3 orcs before polymorph duration runs out on the imp. It flies/flees back and jumps in Megaera's pack and she runs back to Easthaven, dragging the orcs out of the cave.
Now the orcs will mill around the entrance to the cave, so after resting we use the same mustard jelly poison + web + haste + slinging to take down a few more outside the cave entrance before repeating once more to clear them out and gain level 8 and Spider Spawn.
Phase 3 - Spider Supremacy
3 casts of spider spawn combined with all those webs is enough to take down 1 or 2 groups of orcs per rest and Megaera clears out the rest of the cave excerpt for the ogres. The Imp has now returned to the pack, its work done.
For the 4 ogres and their orcs we use spiders and web for the orcs and try and stun the ogres (they are immune to web) with our chromatic orb (now 13 round duration stun at level 7+) This takes down an ogre plus some orcs before the duration expires on the spiders and we go invisible and retreat back to Easthaven, dragging the enemies with us outside the cave. An interesting thing about IWD is that a lot more of the enemies have a "follow-invisible characters" script than in BG which means they will mob you even when they cant see you. We return from a rest and use spiders + web + chromatic orb outside of the cave to kill the remaining ogres + orcs and then move on to kuldahar vale.
Spiders + webs allow some goblin killing, but its slow work and resting is dangerous. Megaera has to resort to chromatic orb stun + dual daggers to kill interrupting goblin marshals when she tries to sleep. Eventually, having cleared out much of the vale but not the mill or beetle zone she moves to kuldahar the vale of shadows.
Part of the issue is that level 9 should have brought spider upgrade to Phase Spiders, It doesn't. I think this is a new bug introduced in 2.6. Cool.
Here, the first few Yetis get her to level 10 and she immediately takes Summon Fire Elemental.
Phase 4 - Fire Elemental Clobbering Time
With a 1turn/level duration, extra fire damage, weapons striking as magical, and web immunity the fire elementals are GOAT summon at this level. The sit in webs punching yetis and undead all day, grinding us through the tombs and gathering the two keys and the very slow progress to level 12. Kytos is killed with Fire Elementals + web, and Myrkul's sending can apparently be held with chromatic orb so that was that.
Typical HoF gameplay:
After getting frustrated in the main tomb by the tiny passages and the Fire Elemental's big circles Megaera returns to Kuldahar Vale to mop up the remaining Orcs and Gobbos in the Mill (Merry Shorhorn drop lol). We notice that while under improved invisibility we can cast summoning spells without breaking invisibility, at least initially, allowing us to deal with ambushes quite simply. Testing this also works with regular invisibility too, and buff spells - more like BG sanctuary than invisibility. OP abilities even more OP in IWD.
The Beetle cave gets us to level 12, and confirmation that Spider Spawn seems bugged in IWD 2.6. Where are my Sword Spiders?!
We take Death Fog and prepare to return to the Vale of shadows to "Wreck Shit" using our grossly incandescent death fog.
---
Full Spell List by Megaera's level:
1:Find Familiar, Chromatic Orb
3: Grease
4: Web
5: Shield, Invisibility
6: Haste
7: Protection from Evil, Mirror Image, Slow
8: Spider Spawn
9: Blindness (maybe I should have taken Blur for -1 saves... but I'm hoping some nasties can be blinded later on), Protection from Fire, Stoneskin
10: Summon Fire Elemental
11: Protection from Fear, Protection from Cold, Improved Invisibility, Protection from Acid
12: Death Fog
Megaera the Lawful Evil Elven Sorceress - Part 2
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo No reload, Level 1 Start.
Phase 5 - The boring stuff
Grind grind and grind some more through level 2 of Kresselack's tomb. The Fire Elemental circles are too big to fit through the side doors, and with the broken spiders it means lots of resting and re-summoning. OoLoS Death Fog is good, and the damage is ridiculous: round 1 4HP, round 2 8HP, then 16HP/round for the next 13 rounds. No save, and it slows. Wow. The only problem is that while Protection from Acid's 100% acid resist protects from the damage it doesn't protect from the "take damage animation" so Megaera can't stand in the middle of acid to kill things and still cast without being interrupted. She can protect an elemental and get them to do the work though, or just drop them on elementals without PfA.
We make it to the level 3 entrance, and abusing the (new?) "can cast summon spell without becoming breaking invisibility" thing we just buff with all our protections (Armor, PfEvil, Stoneskin, MI) and summon a Fire Elemental to draw aggro, rendering this really difficult ambush trivial. 4 more fire elementals and some webs take down everything.
Thing almost go south as we go to fight the 2nd Undead Mage who lightning bolts an elemental and then Megaera, taking 70HP damage. Ouch. We runaway and level up to 13 taking Dimension Door, Protection from Electricity and Improved Haste. We then clear out the mage using standard tactics + protection from electricity obviously.
Lysan and her Yetis can't compete against 5 fire elementals, especially when her minions are trapped in webs. We move on to the Temple of the Forgotten God. I remember at this point that the Verbeegs are going to be Web-immune. oh well, they're not immune to Slow.
Phase 6 - Getting tough?
The Acolytes in the forgotten temple cast both dispel magic and static discharge (which hits for like... 96HP damage which would kill Megaera outright) We make sure to have PfE up all the time as the Fire Elementals go to work - Slow and Improved Haste carry the day in true Fire Elemental clobbering style, though I had been counting on supplementing them with Sword Spiders with their top-tier attacks per round + poison. Patch 2.6... what have you done? I'm getting a bit wary that the only way I have of killing things is Elementals and clouds upon clouds of acid. This is not going to see us through, but it is enough for now: nothing can stand against the Improved hasted Elemental Gank Squad. Sometime I mix it up with Death Fog but this doesn't play nice with the frame-rate.
Anyway, we manage to draw the Black Knight Chess piece, which will be nice for a project image. If only we could also draw the White Bishop - since that's a game winning heal-bot when combined with a PI or Simalcrum.
Returning to Kuldahar we remember to pick up mantle of the Coming Storm for its essential long duration Free Action, as well as the Bag of Holding, which with out 10 Charisma almost breaks the bank. Then we set off for Dragon's Eye. Not being of good alignment we are denied the Shimmering Sash
Phase 7 - Dragon's Eye without Spell Immunity?
There is a notable and very tough ambush as soon as you enter the eye. No spell immunity means no protection from Dispel magic which means getting debuffed then potentially catastrophic lightning damage. Lets take this slow. Buff with PfE, Stoneskin, Armor, MI, Free Action, Improved Invisibility and try the 'ol remote summon trick. Works like a charm with the following: summon FE next to shaman, and a second to protect Megaera, cast slow then summon more elementals until win. We then Grind through level 1 and I take the opportunity to brush my hair, paint my nails, and preform other tasks while a horde of chunky elementals smash lizards. We gain level 14 and our first level 7 Spell. Project Image, I think understandably. Our spellbook is now huge. The only issue is guiding the Project Image, but that's where our imp regains its crown since familiars can see into fog-of-war, unlike the Image. Invisible Pooky is a budget Wizard's Eye, so long as it doesn't get Static Discharged. Though I deliberately took 17con in case something went wrong I have to re-summon a dead familiar.
For the Lizard King: PI, 6 Elementals, Improved Haste them. The Projected image does not trigger the Lizard Kin's Dialog meaning that it is possible to summon 6x Fire Elementals in the throne room all around him no issue, which of course I did. Trigger the dialogue with a cromatic orb, retreat, project image, spam slow. It was, politely, a massacre. Spinesheath for the offhand gives a truly astounding thac0 of 16/16
For the rest of the level, the fire elemental horde struggles with small opening all the way through, but we do make it, including the bombardier beetle + spider area. We remember that the spiders circles are too big to leave the southern area. Chromatic orb and blind are handy in these spots because it increases the chances that a single IH fire elemental can hack through a choke point in a human time frame, rather than a geological one. I remembered that last time I got this far HoF I took invisible stalker... oh for a small circle, but summoner's staff with its insta-cast+improved alacrity invisible stalker spam ability is almost within reach... if 2.6 hasn't changed it that is. Anyway, because of the spiders circles death fog can just wipe everything out no problem.
Level 2 is more of the same, except trolls and beetles are vulnerable to web so its quicker. Wraith spiders on the other hand will disease fire elementals to death, so that's not nice. Big circles, death fog, project image and invisible familiar scouting put paid to the talona worshipers and the way to the pristess and the level 2 rest point is cleared. Invisible familiar blocking narrow passage with protection from acid + deathfog dropped on top... no, I would never do that, heh.
We gain up to level 16 and take a whole host of great spells. Incendiary Cloud might be overkill with Death Fog but I love it too much, despite it's tiny radius in IWD, and all the immune enemies, not to take as first level 8 spell. There's nothing quite like it, sometimes 45+ damage per round at level 16, and our fire elemental summons are naturally immune. Stacking Incendiary clouds from Project Images obliterates the rest of level 2.
---
Updated Spell list by level
13: Dimension Door, Protection From Electricity, Improved Haste
14: Project Image
15: Spell Immunity, Protection from Magical Energy, Seven Eyes
16: Incendiary Cloud
Megaera the Lawful Evil Elven Sorceress - Part 3
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo No reload, Level 1 Start.
Phase 8 - Incendiary Cloud Cataclysm
For floor 3, Cold Wights are vulnerable to web so buff, trigger ambush, summon fire elemental, invisibility, lose aggro, web + incendiary cloud = carnage
We grind through the wights, and there are so many of them that XP is flowing. We rapidly gain level 18 and our first level 9 spell pick. Meg took Time Stop, PI + time stop is the sorceresses wow moment and we take full advantage to chain incendiary clouds and time stops to turn Presio to cinders. All our many protections allow us to open up her treasure chests which we loot for less than interesting stuff and also the stuff she had on her, which is much more interesting. Megaera does not have identify so it all goes in the bag for now.
The route to level 4 is filled with increasingly dangerous traps, so for good measure we cast every protective spell we have, but mostly its about the 7 eyes, then drop down to level 4. The traps can actually almost all be avoided by staying off the tiles then crossing over along the upper edge. For the final trap you can transition downstairs before it hits you, especially if hasted. 7 eyes should protect against it anyway.
On Level 4 we rest up and buy lightning bolt, blur and polymorph self scrolls, because I felt like it. Then we relax yet again as elementals grind us to the high summoner. We use our only indentify scroll to ID his staff which works just like it did it 2.5 - instant cast, no cooldown summons of invisible stakers, perfect for the Project Image or Simulacrum in your life. When we level up to 19 we take Simulacrum and Black Blade of Disaster. We can now kill the odd enemy in melee, should we need to. Levels come thick and fast and for 20 we take Wish, that 18 wisdom is going to prove it's worth here, I think... Little do I know the bug it has in store for me. For the final Level 9 spell I really don't want to go the brain eating route so maybe will get Gate - 33 round Heart of Fury tier pit-fiend summon could be cool, lots of them one after the other might even be able to kill Bel. I'll think about it.
High Archer was simulacrum + project image Fire elemental and incendiary cloud spam. HoF's huge XP dumps do work to trivialise some things, this is a super hard fight in vanilla, not so much here.
At this point I cast Wish, and with exceptionally bad luck draw 5 bad options even with WIS 18. I chose the "bad luck on everyone" one figuring I would just run away and rest. Which was really bad luck since it seems it aggro'd every single enemy on the level including triggering Yuxonomei's dialogue. All the doors spring open and everything charges towards Meg. Wow. But really, is that anything a top-level sorceress can't handle? Project image + simulacrum hurled fire elementals, incendiary clouds and webs all day, under the watchful eyes of Pooky. Utter utter carnage. And Yxu didn't show up so we went back to clearing what remained of the level.
Phase 9 - Yxuonomei
At this point I get to the door to Yxu, realizing that Wish triggering the dialogue also triggered the auto-lock of this door, which is meant to trap you in with Yxu and her many many snake-minions. I have apparently softlocked the game as this door cannot be knocked open, in fact the only way to open it is to kill Yxuonomei, who is locked on the other side. This is going to be fun. Either reload from the auto-save at the beginning of level 5, or teleport into the room filled with >20 HoF Yuan-ti elite, archers, priests, mages and a huge demon via ctrl-J.
It's unfortunate this happened but I feel justified in using ctrl-j to get in there as I had no idea that Wish could softlock the game at this point, and if I could just get a tiny bit of vision it would have been possible to use dimension door anyway. Personally I don't think this invalidates the run.
So, Meg casts up with:
Mind Blank
Stoneskin
PfF, PfA, PfE, PfC, PfME
Armor
Spell turning
7 eyes
Resist Fear
Mirror Image
Improved Haste
Improved Invisibility
Spell immunity: Abjuration
She then teleports in with Ctrl-J, past the perma-locked door. It should unlock when Yxu is dead. Instantly she get mobbed by the snake-horde, because even though I am invisible they still track me due to IWDs love of "I know you're there" treatment of invisibility. She casts Fire Elemental to draw aggro away, the casts time stop. We cast dimension door to get out of the "hundreds" of snakes swarming Meg, teleporting towards the throne room. Cast another fire elemental, cast Simulacrum, cast project image. PI casts 4x timestops interspersed with incendiary cloud, then another fire elemental, then wish. We take the ADHW one since we have PfME up. It kills the Simulacrum but not the PI and does >90 damage to everyone else including Yxuonomei. At this point Yxu is at Injured, and about half the Yuan-ti are dead, the rest badly injured or near death. The PI summons her remaining spiders and a Death Fog.
Then spams the remaining Webs. Yxuonomei can be held via web, even in HoF, though she has high MR. We let the PI die then put up another who goes PfMW then timestop, but the remaining Yuan-ti priests have normal weapons (fists I guess) so PfMW is a wiff, but a second try of Stoneskin, Improved Invisibility then timestop allow the PI to resummon our final Fire elemental followed by some incendiary cloud stacks to take out the remaining fodder, leaving Yxuonomei on badly injured. The 4th chromatic orb manages to hold her and its all over.
PI disappears and then Megaera Prime goes in with Black Blade of Disaster + time stop and Yxuonomei bites the dust.
---
Updated Spells by level taken:
17: Spell Turning, Mind Blank
18: Time Stop
19: Simulacrum, Black Blade of Disaster
20: Wish
21: Protection from Magical Weapons
22: Skull trap, Mass Invisibility
Megaera the Lawful Evil Elven Sorceress - Part 4 (Mega Update)
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Phase 10 - Severed Hand Tedium
With Yxunomei dead, we loot everything by re-rolling Wish to get the one which sets abilities all to 25 for 4 rounds, grinding out a few wands and potions in the process. This gets us a copy of Wand of Paralyzation, Cursing and Lightning, plus things to sell obviously. Wish is such a good spell.
We return to the big 'ol tree and kill some Neo-orogs who have invaded in Kuldahar, meet Bel for the first time, and go on an identifying spree. In hindsight, grease is not an essential spell, so could have taken Identify instead, saving thousands of gold, though there is nothing good to buy in this game... Presio's Necromancer's robe is a small upgrade, as is the random draw from level 4 of Dragon's Eye - 'ol Withery, a +2 dagger with a useless 3%(!) chance of finger of death on hit.... with a save vs spell on top... lmao. I also remember that because we are Lawful Megaera can't use the Holy Chaos! Deck, which is a blow for summon buffing, but it does not worry me, we're on out way to becoming a true Sorceress-Goddess, whats a little deck of magic cards?
We move on to to Severed Hand. I wanted Reliance, the only +4 dagger in the game before the expansions, for my melee focused-simulacrum idea but its far too expensive so we make do with 'ol Withery mainhand and Presio's Dagger offhand - the idea being that while using BBoD the offhand may poison too (save vs death) it does, sometimes and its nice.
There's not much more fighting we need to do before we have maxed XP and can get to skipping most fights, but for now I'm planning on grinding up the tower through hordes of shadow-orcs and shadow-goblins. Hooray.
We try out a couple of new strategies: Protection from Magical Energy then Spell trigger 3x skull trap at our feet, which can do up to 300 damage, bust usually around 150 - and Spell Trigger 3x fire elemental, even the toughest hordes can be halted in their tracks with 3 chunky elementals spawned at the same time with 0 cast time. This made me start to reconsider 9th level picks and plum for chain contingency for 4th Level 9 spell since 3x Fire Elemental on enemy sighted, combined with a 3x fire elemental spell trigger should be enough to hold Behlefiet up for a while and get an endless MI/Simacrulum time stop, wish, BBoD cycle-thingy going. Simulacrum at level 29+ will have 3x level 9 spells.
We mess around throwing skull traps and sell the contents of out various bags to Leihand on floor 4, who if iirc gives a better price than anyone else. We sell up for a cool 100,000GP. We are approaching the pinnacle of sorceress-supremacy, just need a few more items and Megaera's apotheosis will be at hand.
We Reach level 25 and, despite Chain Contingency being the more useful spell, Megaera did not get this far with half measures, we take Gate. Plus i've always wanted to do a demon summoning "thing," but the penalties never seem worth it, until now. Considering the number of enemies that only have normal weapons in IWD, this is our "trump card" a 33 round buffer of a demon with 320HP, immunity to normal weapons, fire and poison, 5 attacks per round - its not very useful for dealing damage to hordes but I am hoping for some sort of use that will not make me regret this. It also doesn't give us any XP for kills but considering the level cap of 30 soon that's not going to be an issue.
As for gameplay - its a grind, but a grind that makes you feel powerful. Actual gameplay has not changed all that much since the Vale of Shadows - its still fire elementals, but their damage output is much less important now, instead they sit in pools of fire keeping the sub-zero intelligence enemies tied into the incendiary cloud stacks. These don't seem to be capped so at this point they are doing 25d4 per round (save vs spell for half) - Incendiary Cloud over Horrid Wilting every time. Meg also rests a lot, since there's a free safe rest point on Level 4. We do this after pretty much every encounter despite not needing to so we can feel like a boss every time we encounter anything.
Our random draws in the Hand are terrible - though some of them are worth a lot (16,000 plate mail +3 for instance); for example you can draw an amulet that gives -2 to thac0, instead we draw the amulet that gives... infravision. I'm screaming. No matter, true power comes from within or something.
Not much more to say as we grind up levels, 27 gives our simulacrum access to level 8 spells finally, so more incendiary clouds. I have noticed a bug too, that if you have pause-on-spell-cast on, cast simulacrum and select the simulacrum when it pauses, the simulacrum has access to your whole spell-book for one spell only, so can for instance cast timestop, or, even better, Black Blade of Disaster, for that melee simulacrum excellence. If I had noticed this earlier things would have gone a tiny bit differently. If you could believe it I almost didn't take Simmy, but being able to summon a copy of yourself with access to most of your spell book, thats good, but to be able to do it 6 times in a row and still move around.... thats Sorceress-tier solo.
Once we reach level 28, Megaera, who now resembles her namesake more and more, proceeds to prat around with the feeblemind-gun, launching spell triggers stacked with 3x feeblemind, while the simulacrum also casts feebleminds for no particular reason except its fun. Even with the HoF save bonus being fixed in 2.6 everyone else in the tower risks being turned into an idiot. Playing Meg now kind of feels like playing an utterly mad chaotic-evil goddess with far too many toys for her own good. We dueled the wizards fair and square just to prove we could, no summons, no clones just good old fashioned pre-buffing with PfE, PfA, PfF, PfC, PfME, 7 eyes, Spell turning, Improved Invisibility, Mind Blank, Stoneskin, Mirror Image, SI:Abjuration, timestop and lots of feebleminded and skulltrapped wizards. She finally assembles the Astrolabe and gets the hell out of this tedious dungeon.
Playing "fair":
We return to Kuldahar and trade in the Mythal theory book for a ring Megaera can’t even use... thanks for nothing (I supress my utter contempt for Orrick, there's a BBoD + Timestop with his name on it). We wish our charisma up to 25 and buy Reliance +4 from the smith, which still costs 30,000GP. At this point there is not much for sale of any use. Orrick’s spell and item selection is terrible (A ring that does shocking grasp… I mean come ON).
Phase 11 - Upper Dorns Deep vs the Goddess of Jealous Fury
In the Deep there are some nasty myconids, some Ettins that hit like trucks then a whole host of Drow. I am still unhappy with Megaera's saves since we did not draw either a RoP +1 or Glimglam's cloak, and can't use Shimmering Sash.
Not a problem though. Megaera wipes out most enemies with Simulacrum whil watching through the eyes of Pooky her Imp familiar. At level 29 the Simulacrum now has 3x Level 9 spell casts too, without abusing bugs, so, apart from the lower spell level it is almost comparable to Megaera Prime. This means Clone use of Black Blade of Disaster, WIsh and Timestop – without need for Project Image.
We kill the Ettins for the Razorvine extract and the myconids for XP to get to level 30 and proceed to skip almost all other content. Fiddling around I find out that 1: Wish resting does not restore simulacrum spells, probably a good thing. And 2: the wish Genie counts as a summon for some reason so you cannot use Wish if you have 6 creatures summoned already – this feels like an oversight/bug. For our very last spell we take Tenser’s Transformation. I know there is a scroll, but I have a vision of a Melee Simulacrum and its beautiful. We test it out on an Ettin.
Stoneskin, MI, IH, II, Fireshield(blue), Black Blade of Disaster, then either 2x time stops or Tenser's transformation, or chaining PfMW. It Is Glorious.
Now I just need some stacks of useful scrolls for the Tensered-up Simulacrum. That’s 23 odd rounds of savagery after buff time, much of it with BBoD, while Megaera Prime chills, and Megaera Image spams Fire elementals, Incendiary Clouds, or Wish.
We blitz through the drow and the Orogs, mostly using fire elementals, and fire in general to get badge 1 in the caves. Nothing much to say here. I do a lot of Timestop + BBoD simalcrum stuff too to trivialise everything.
Massacre Reported in Upper Dorns Deep:
For the first instance of the Lich, Megaera Prime actually went into battle herself chaining Timestops with BBoD while hasted. It took 4 time stops to take it down, which does not look promising for Bel. We did not get the strength ring drop in Severed Hand (I'm not mad... honest) so are stuck at 18 strength, rather than 19 so damage is about 6 points lower per hit than it would be with the Ring of Strength equipped and thac0 is likewise much lower, making Timestop or Tenser's essential for hitting anything quickly, rather than counting out PfMWs. For Lich appearance 2 we just run past to grab the Phylactery and destroy it, which destroys the remaining undead. Or it should have. Maybe. Anyway, we get ourselves into a bit of a muddle with a bunch of greater mummies who didn't blow up, and no more fire elemental casts left and so Gate in a pit fiend to bail us out.
The Bronze Sentries prove something of a problem since they can see through invisibility and strike with non-magical weapons. If I was re-doing this run I would definitely try and take protection from normal weapons with its 1round/level duration that would be 18 rounds of immunity for the simulacrum. As it is, Simulacrum Meg buffs up and has them kill themselves on her fireshield (blue) while re-casting Mirror Image each round. With the extra attack everything gets in HoF this is a very effective way to do things. I have a scroll of fireshield (red) which the simulacrum can stack with blue too for fireshield (incandescent lilac). Enemies can do >60 damage per round to themselves with this method. We killed a few Drow this way with PfMW earlier.
Phase 12 - Glacier, Frost Giants and a whole lot of Crashes
We use invisibility to bypass much of the museum, doing the chat so we can repair the bridge. Or so we think, instead we aggro an Ettin and accidentally drag it into the Museum, causing the whole place to go aggressive and about 40 frost-salamanders, Ettins, wolves, ice trolls, the whole works descend on us, chasing us around invisible or not inside this stupid museum. We run outside then time stop, Spell trigger 3x Fire Elemental, then Incendiary Clouds to try and thin them out. No dice, we flee to the crossroads map to the NE and rest >24 Hours to try and reset everything before attempting round 2. Quite a few of the enemies have followed us into the tiny crossroads zone linking the Glacier with Lower Dorns. Better prepared Project Image Megaera and Simulacrum Megaera do duos Fire Elemental + Incendiary Cloud spam to clear out the horde which chased us.
In the Frost Giant Caves – Frostbite and the White Wyrms are deadly, even on vanilla - My solo no-reload berserker almost wiped here. Fortunately they start non-hostile so we can summon six Beefcake Fire Elementals and then start the fight with an incendiary cloud right on their scaly heads. Then all die quickly but not before chewing up a few Elementals. The Frost Giants on the other hand fall easily to Elementals and a series of BBoD + tensered up Simulacrums. I love this thing so much but its a pain of buffing to set up. Persio’s dagger works well once BBoD wears off because it stacks a lot of 1HP/second poisons meaning an extra >20HP poison damage per round. Or nothing, depending on the enemy - Reliance is the more...uh...reliable... weapon.
Melee-Simulacrum-Slayer-Mode:
We claim badge #2, Big Boss Frostgiant cut down by a Simulacrum.
There is this funny Yeti-ambush room which demonstrates "typical tactics" for grinding things out. I had to redo this room 3(3!) times due to bugs and crashes:
We almost die to Kontik though - twice. And gather a whole host of Bugs. First because Meg prime didn’t have PfME up and caught what I think was a skull trap - making her save but still, with double damage it almost took her out; then, to make matters worse I found out that if your Simulacrum has Fireshield up and it takes damage from a Incendiary Cloud you cast it will damage the caster of the incendiary cloud - in this case Megaera Prime… Nice bug almost killed us before I noticed she was in the red and twigged what was happening, yanking the simulacrum back. I had actually noticed something similar on a previous run to my advantage: a Sun Soul monk doing damage to ranged attackers via their pseudo-fire shield ability, but now a bit more proof. We run away to rest invisible outside.
...this corrupts the save and we can’t re-enter the caves without crashing the game every time. No problem, reload an older one. This time we will skip all the trash and just cut Kontik down with BBoD during timestop. We buff every protection we have, we go in under timestop and start cutting. Nope, that crashes the game – rips you right out of timestop then hangs forever. Jfc game – perhaps the real “Heart of Fury” mode is the fury in your heart at all the bugs you encounter along the way. Ok, third time. Nope, eat a lightning bolt for 80 damage because I cast every protection except PfE for some reason. Rest again. Ok, this time no messing: cast all 5 damage type protections + mind blank and 7 eyes. 6 Fire Elementals are a go. This time we just drop Incendiary Clouds everywhere to kill everything. No messing around. I'm fed up of crashes and soft-locks and hard-locks and almost dying because of mistakes and oversight, and will be very glad to gtfo of these ice caves.
Breathing a highly distressed sign of relief we collect our loot and I pour a very large glass of wine before triggering chapter 6 by entering Lower Dorns deep then go to Kuldahar for some shopping before the Final Act.
Been analyzing my spell picks and trying to optimize them for a future run:
This is what I took:
1:Find Familiar, Chromatic Orb
3: Grease
4: Web
5: Shield, Invisibility
6: Haste
7: Protection from Evil, Mirror Image, Slow
8: Spider Spawn
9: Blindness Protection from Fire, Stoneskin
10: Summon Fire Elemental
11: Resist Fear, Protection from Cold, Improved Invisibility, Protection from Acid
12: Death Fog
13: Dimension Door, Protection From Electricity, Improved Haste
14: Project Image
15: Spell Immunity, Protection from Magical Energy, Seven Eyes
16: Incendiary Cloud
17: Spell Turning, Mind Blank
18: Time Stop
19: Simulacrum, Black Blade of Disaster
20: Wish
21: Protection from Magical Weapons
22: Skull trap, Mass Invisibility
23: Fireshield (blue), Spell Trigger
24: n/a
25: Gate(!)
26: n/a
27: n/a
28: Feeblemind
29: n/a
30: Tenser’s Transformation.
By spell level:
1: Chromatic Orb, Find Familiar, Grease, Shield, Protection from Evil
2: Web, Invisibility, Mirror Image, Blindness, Resist Fear
3: Haste, Slow, Protection from Fire, Protection From Cold, Skulltrap
4: Spider Spawn, Stoneskin, Improved Invisibility, Dimension Door, Fireshield(Blue)
5: Summon Fire Elemental, Protection from Acid, Protection from Lightning, Spell Immunity, Feeblemind
6: Death Fog, , Improved Haste, Protection from Magical Energy, Protection from Magical Weapons, Tenser's Transformation
7: Project Image, 7 Eyes, Spell Turning, Mass Invisibility
8: Incendiary Cloud, Mind Blank, Simulacrum, Spell Trigger
9: Time Stop, Wish, Black Blade of Disaster, Gate
The ones which so far have seemed unnecessary are: Grease - unnecessary even at low levels Resist Fear - Mind Shield deals with this Blindness - A level 2 spell (not 1 like BG). Has had little use so far. Mass Invisibility - In theory a nice -4AC buff for summons, but never bother casting Feeblemind - So far... Factors in favor: potential future cheese? Factors against: Saves saves and more saves. It is at -2 though rather than Chromatic orbs flat save vs spell which swayed me to take it in the first place. That and its my favorite spell after polymorph other. Gate: Welp, if this isn't useful for Bel I will concede that either Shapechange or Chain Contingency was the better choice. Demon summoning can't never get a break.
Spells I wish I had:
Protection from Normal Weapons.
It would have been possible to swap Mass Invisibility for Mantle, Not a popular spell, but would make level 7 potentially useful for Simulacrums. The other thing I have not tested is the interaction between simulacrums and limited wish one time wishes.
Megaera the Lawful Evil Elven Sorceress - Part 5
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Phase 13 - Hell In Lower Dorn's Deep, or: the Redemption of our new Greatest of All Time spell: Gate
When we get back to Kudahar we find more bugs. Orrick’s inventory has not updated as it should. Great. I load up another character's save and check the prices and what is actually there.
Returning to Megaera we buy Mirror Image, Minor Sequencer and Lance of Disruption then EEKeeper in the additional 1x Mirror Image, 1x Stoneskin, 1x Shadow Monsters, 1x Demi-shadow Monsters, 1x Fireshield (red) and Ogi-Luc’s Robes which he should have which I wanted to buy. We subtract 27,000 Gold from our inventory via EEkeeper. Bugs have been 100% the theme of this run. I don’t know if this is Patch 2.6 related, but I don’t remember all these issues from 2.5…
Ogi-Lucs robe doesn’t list Sorcerer as “Usable by” but they can still wear it apparently. It does list it as usable by Barbarians, something I noticed in 2.5 as well. Checking with a barbarian this is not actually the case, they cannot wear it. We do now have 18/99 Strength. Which isn’t 19, or even 18/00, but it does boost thac0 by 1 and damage by 3. It will have to be enough. The down side is that Ogi-Luc's robe looks goofy as hell with big blue shoulder pads. The price of power indeed.
We drop down into Lower Dorn’s Deep and the Tarnished Sentries can see through Invisibility again. Great. Everything goes badly and in trying to find a spot to get casting Meg aggros every enemy on the floor. She barely managed to get off a Timestop then dimension door away from the box she had trapped herself in to flee as fast as she can out of the deep to rest and rethink.. We try again, nope. All this stuff is immune to Incendiary Cloud. And so we try again – a new strategy: Timestop + Gate. Yes, this is working. The Pit Fiend is the "Ultimate Tank". But its not enough damage, the 33 rounds expire and we are forced to run yet again. And the Voice of Whatsit was attacking Meg Prime all the time while Meg Simulacrum chipped away with BBoD and Tenser's. All too Slow. We need to Try Again. Fortunately nothing chases us out of the Lower Deep ever.
An unscuccesful attempt that almost ended in disaster:
Finally, we have found a strategy that works. With the work done previously the Voice is now Near Death, so enter Invisible, buffed and protected. Then Timestop, Gate, and then a new idea, a spell trigger with 3x webs. The Fire Salamanders are susceptible even if the Tarnished Sentries aren’t. This glues stuff up enough to summon the simulacrum, protect it from evil and then blanket the area in death fog and cunningly aimed Skull Traps from both Megaera Prime and Megaera Simulacrum. We breath a serious sigh of relief and go to chill out with something else to calm down.
One of the most "epic" HoF battles yet:
Returning we enter the Archer Tower of Piercing Arrow equipped Death Dealers with 3x Fire Elemental Spell Trigger, BBoD and Timestop. We take a big risk and after a few timestops go for a PfMW then Tensers to get through the remainder with about 2 rounds of worry as PfMW expires and Kelly eats through all of Meg’s Mirror Images and started working on the Stoneskins. But it was enough. We claim out safe rest-spot.
Next sneak past all enemies into the Palace to collect the food for the Deep Gnomes and go Umber Hunk Hunting, unlocking the Deep Gnome Village. I have my eyes on the Acid Storm Scroll that is for sale here. The Umber Hulks themselves are not dangerous due to Mind Blank and Fire Elementals.
We by scrolls of Acid Storm and Sphere of Chaos, and The Silver Bracers of Kedl, aka bracers of defense AC to 2… That's almost as good as Full Plate. In what feels like an unfortunate oversight the merchants here can’t buy half your inventory so if you want to sell the loot you pick up in Lower Dorns you need to track all the way back to Kuldahar… welp.
Anyways, At this point there are only 7 or so “challenge fights” left. In my preferred order:
Challenge Fight 1: Hordes of undead and The Idol
Easy Peasy. Invisibility and Improved Haste then BBoD and 4 chained Timestops. The key is that all the undead die when the Idol dies. This also means no more annoying resurrecting Voice skeleton which will make everything else easier.
Challenge Fight 2: The Black Unicorn Maiden and her Fire Giants
First we clear out the whole of the upper area, which is stuffed full of elementals, with Pit Fiends and Incendiary Clouds and Simulacrums. Its slow going but the main danger in this region is the no safe space issue when you first enter. We went Timestop from invisible -> pit fiend -> invisible then went from there.
We notice that the Pit Fiend drops down to Badly Injured then back to Injured so either it has some sort of innate regeneration, or sitting in fire heals it perhaps. I make a note to test this which I promptly forget.
Next, after resting, we engage The Black Unicorn Maiden and her giants + priests with our Simulacrum. what a battle. Endless Summons and Clouds of Acid, We get off an Improved Alacrity Wish and Blow the whole battlefield up with a 5x Level 30 Skull Trap Bomb - 150d6 damage before saves... Simulacrum Meg expires and Megaera Prime eventually runs out of spells trying to get off a Wish Rest but the job is done and the Maiden is dead. We pop an invisibility and bug out with her badge, back to our Archer Tower Stronghold, leaving a remnant of Fire Giants behind.
Challenge Fight 3: Marketh
I am hoping that with an Int boosting Potion or 5 we can use the Drow Wizard’s Iron Golems against him. For that we need to get rid of this guy. And more dangerously his army of Backstabbing Thieves and Kraken Society Mages who will Kill Maegaera very quickly with all their elemental damage if we are not prepared. Yes, you can actually just talk to him and get his badge but where’s the challenge in that? Naturally we don’t clear out the ground floor either, because those bros are going to charge up here too. Good.
First we prep a 3x Fire Elemental Spell Trigger, rest and use Mind Blank + Stoneskin. We then have a PI buff us with the suite of 5 Protections and Improved Invisibility. The PI then gets off a Wish-Rest and kills itself with Skull Traps. Off we go.
Outside Marketh’s Room we buff with everything else: MI, Spell Turning, 7 Eyes, Protection from Evil, Improved Haste, Spell Immunity: Abjuration and activate the convo. Immediately going for a timestop. and Gate in a Pit Fiend, deposit an Incendiary Cloud on it and go invisible again. We count 4x Kraken Society Mages.
The Pit Fiend’s Remove magic ability rinses the Magical protections of the ones who get too close. Perfect. Time for the Pain. While the Incendiary Clou is disolving the melee contingent around the Pit Fiend we go timestop, Simulacrum, BBoD, hitting debuffed Mages, then the simulacrum does the old buff routine too. Making sure to go with PfME since these guys love force missiles. SimmyMeg goes to work but gets confused so is hacking around with BBoD erratically but still deadly...ly. Forgot 7 eyes, whoops. There’s not all that much left now but the Pit Fiend is gone and we are running a bit thin. We unleash the 3 elementals in our spell trigger and drop some Incendiary Clouds, having used most of our Big Guns, this enough to carry the day.
We claim our prize.
Remaining battles: Malavon, Poquelin, Pomab, Big B
Megaera the Lawful Evil Elven Sorceress - Part 5
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Phase: Megaera's Apotheosis
We sell all out loot in Kuldahar for just under 200,000GP and return to Nym, buying all his summoning spells just in case. Always good to have a stack of one-time HoF HP summons in an emergency.
Challenge Fight 4: Malavon
For Malavon the usual buffs +3 Potions of Genius to turn his Golems against him. While they fight the Hulks our Simulacrum summons 6 Fire Elementals and does some BBoD killing before Malovon Proper shows up. Its chaos after that, despite deliberately avoiding AoE damage something still aggros the Blind Deep Gnomes and our summons targeting is shot to pieces. Despite that, with all the friendlies milling around to clog up his invisible stalkers its basically a given at this point. The second Improved Haste + BBoD + Tensers simulacrum takes him down. The final Badge is ours.
We also finally get some decent scrolls – Absolute Immunity, Simulacrum, and, crucially, the only Chain contingency scroll in the game that I know of.
We also draw the first piece of actually good random loot and it’s an absolute stinker: Ring of Reckless Action: AC penalty of 2 and +1 attack per round. *thumbs up* That means dual wielding with Improved Haste + Tensers gives 8 attacks per round. Things are looking very up. Melee-Sorceress takes a long time to get viable in these Infinity Engine games, but when it does it really really really does. It takes less than 2 rounds to bring down one of our own fire elementals like this – a creature with 248HP. I would say that Bel’s chances just went right down
Melee-Sorc Build in action:
We test it out against one of Malavon’s friendly Iron Golems – 12 Hits for one, 13 for the other, which is only 1.5 rounds.
We test it out on a pack of Fire Salamanders I had been avoiding. Carnage. The Simulacrum carves through them in about 1 round per enemy. I double check to see if Heart of Fury is still on This is our Apotheosis moment. Megaera – personification of Jealous Rage prepares to bring destruction to a Devil from the Nine Hells themselves.
We do some final prep and buy 30 Elixirs of Health from Oswald, as well as his supply of Mind Focusing, Invisibility, and Speed potions.
Challenge Fight 5: Poquelin
Back in Lower Dorn’s we do some ,more last minute prep, including an emergency minor sequencer from scroll with Protection From Evil and Mirror Image. Other prep is the same as for previous battles.
After initiating the conversation with Poq we start with a timestop-gate combo, then get up a simulacrum and Project image. He brings in hordes of HoF summons but they do eventually stop and we work to group them around the Pit Feind while Incendiary Cloud and Death Fog do their magic. We chain a full book of PI timestops then get an improved Alacrity-Timestop Wish, unloading 5x chromatic orb, 6x skull trap and 3x blindness, and 3x feeblemind at Poq, most of which he either saves against or his magic resistance negates. Except he does take 400 magical Damage, bringing him down to badly injured. And, it seems, a Feeblemind… I know right. He just stood there for the rest of the battle.
At this point it’s just a matter of waiting for the Acid to dissolve him. Only… it turns out that satisfying as it is, you are not allowed to Feeblemind him since it breaks the game. Nice. Due to having the Intelligence of a clam he is unable to initiate the next chunk of dialogue and take you to Easthaven. Look like I have won the game, the Devil is defeated…
He has an item that prevents dropping below 1HP I guess since you can’t actually kill him, he just hangs forever. I count that as a win in this battle, but looks like we have to reload. For a “no-reload” run this sure has resulted in a lot of reloading. Feeblemind what have you done.
How to Feeblemind Essential Enemies and Break Infinity Engine Games:
We do it again and this time it starts well but ends far less elegantly as the Simulacrum aggros the Pit Fiend due to forgetting PfEvil and 8 casts of wish fail to get that Rest Wish one. A lot of faffing around and suboptimal play but a barrage of skull traps does take Poq down triggering the teleportation to Easthaven.
Challenge Fight 6: Pomab
We free the villagers and rest in the Tavern Basement. For Pomab we do all the buffing, especially Lightning. Then drop the 3x Fire Elemental Spell Trigger, time stop, simulacrum and buff it with PfL and PfE. Simulacrum them gos timestop -> IH, Stoneskin, -> timestop -> BBoD, Tensers and chases down the “real Pomab” while Megaera prome tanks. I really really wish I had Mantle or Protection from Normal Weapons here since PfMW doesn’t seem to do anything for these “Cryshal” Sentries. Nice spelling error perhaps. Its cute.
It is made particularly easy because the Simulacrum can just be told to attack the real Pomab – identified through the feedback text as “Pomab” rather than “False Pomab” then will chase it all around homing in to his new teleport location until an image disappears, then re-identify and repeat. Once he is ead the “Cryshal” Sentries Collapse.
Megaera the Lawful Evil Elven Sorceress - Part 6 - Final Update
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Final Battle: Belhifet
Going back down stairs we prep-up. Additional things are – we use that Chain Contingency Scroll to do 3x Fire Elementals on Self when Enemy Sighted. That should put up an immediate screen. We also prep the usual 3x Fire elementals Spell Trigger.
We cast the following Buffs before Wish-Resting:
Protection from Cold
Protection from Fire
Protection from Acid
Protection from Lighting
Protection from Magical Energy
Stoneskin
Mind Blank
(not all of these are necessary but its precautions)
We then wish rest and drink the following potions:
2x Mind Focusing for Dex 25
Defense to lower AC to 0 before Dex and Items
2x Absorption
Fire Resistance
Oil of Speed (This is so we will still be 2x movement speed hasted for 1 Hour (Oil of speed + boots of Speed) without needing Improved Haste up.
All told this gives us an AC of -8, which is not good. -28 vs Crushing though. Protection from Evil will drop this 2 points via the penalty to enemy rolls, while Improved Invisibility should give a -4 bonus, though perhaps not for Bel.
We cast:
Mirror Image (3rds/level)
Protection From Evil (2rds/level)
Improved Invisibility (3rds + 1/level)
Spell Immunity: Abjuration (1rd/level)
We prepare our quick-slots with Absolute immunity, Mirror Image x3 and the Black Knight. We also get out 20x Elixirs of Health. Bel poisons and diseases on hit with no save I think. We check out stats, take a memorial photo, quicksave, count to 5 and go through the Mirror.
"Now witness *true* power":
The chain contingency fires during the dialogue. Ideal. We run south then cast Time Stop. We need to remember that with 6 elementals we cannot Wish so don’t bring out the emergency Spell Trigger yet We summon the Simulacrum and protect it from fire and evil then hit Project Image. The Simulacrum goes IH, BBoD then Timestop while the PI spams fire elementals.
Simulacrum takes out 1 iron golem and 1 cornugon, we realise that the cornugons bleeding wounds are killing the Fire Elementals even during timestop. Ouch. Should have delt with them ASAP instead. The Simmy manages to take out both Cornugons with BBoD + tensers before surcumbing. We can’t summon another during the maximum duration time of the Sim for some reason so we hold off, buying time. All that is left is Bel, 1 injured Iron golem and 2 fire elementals and a couple of spider spam blockers from the PI.
We get of a nice Improved Alacrity + Times top wish and spam the remaining spiders, summon the black knight and drop a Death Fog to try and take down this last Iron Golem. Apart from that there is not that much we can do. We get of a Rest-Wish and then Meg Prime gets hit with a poison cloud from the golem.
She runs away to go for a timestop, then Simulacrum and we start the cycle again with the Simulacrum going timestop then BBoD to take down the final Golem and do some damage to Bel.
We choke the whole place in Fire elementals from another PI trying to let the Simmy get hits in without getting killed. We get him down to Injured where he glitches out surrounded by fire Elementals refusing to do anything while they punch him trying for crits. For the sake of fairness I shuffle the elementals around trying to get him to revive. He comes back and we go for another cycle. Simulacrum summons a few Fire Elementals then goes BBoD + Timestop a couple of times. Big B is almost down at this point. Victory is at hand I am thinking. And it is. The Simulacrum gets the death blow.
One IWD:EE patch 2.6 Heart of Fury, No Reload, Double Damage, Level 1 Start, Solo Sorceress Completed.
In Cloakwood we managed to avoid conflict with the druids, killed Centeol and a number of wyvern before arriving at the Cloakwood mines where we killed Drasus et al before going in search of Davaeorn.
In transit we killed more wyvern and just outside Baldur's Gate we killed Simmeon.
We have not returned Chelak's body or flooded the mines as we thought that doing that would upset Dorn since our reputation is already 18.
Whilst investigating the City Maka somehow managed to be invisible and killed Azure by backstabbing her despite True Sight being active. He paid the full price for his actions as did those with him who attacked us.
Dorn left us after our reputation got too high but rejoined us after we lowered it. In his absence we did a number of reputation increasing quests and finished some off which we had left unfinished due to his presence.
The cap of 20 for reputation came in quite handy. When he rejoined it dipped to 16, but we are now heroes once more.
Fed up of feeling like a scrub and a noob and at war with the Infinity Engine (SCS-Insane Monk... IWD Heart of Fury Mode... Black Pits 1 Legacy of Bhaal - I would be interested to know if anyone has completed this one tbh) and with the advent of patch 2.6 I thought I would go back and attempt a full trilogy on core difficulty, without all the extra malarkey, to put all that LoB SCS etc etc knowledge to good use to own the game. So I present Megaera's alternate dimensional form, Tisiphone, also a sorceress.
Tisiphone the Elven Sorceress
BG:EE 2.6
Difficulty: Unmodded Core
As usual, min-maxed stats. I've found that the secret to rolling great stats is... an auto-roller. heh.
Spells: Blindness, Armor.
Pip: Daggers
Prologue + Chapter 1:
Clean up in Candlekeep. Buy a stack of Throwing Daggers. Take Imoens stuff and send her packing back to Candlekeep. Likewise for Montaron and Xzar.
RoP+1 -> Ring of Wizardry -> Bowl Quest -> High Hedge -> Beregost (Marl; Firebeard's Book). This gives Level 2.
Blind and dagger some Ogrillons -> Blind and dagger wolf, collect Melicamp -> High Hedge to blind and dagger a skeleton. Melicamp dies. Buy PfPetrification scroll -> Beregost (Mirianne) -> Mutamins Garden. This gets us to level 5.
Next: Joia's ring -> Invisibility through the Ankheg cave to grab loot + body and WoF. Complete Farmer Brun's 2 quests -> Brage -> Noober
Invisibility gets Tisiphone to the bottom of Nashkel. Shield + PfEvil gives enough AC to just melee the kobolds then a Blindness on Mulahey and a Fireball+Scorcher combo from the Wand of Fire for all the minions, followed by Magic Missile for "big" Mul.
Phoning it in, BG style:
Chapter 2
Lamalha gets the Web + Wand of Fire treatment. Magic Missile mops up. We retrieve the WoMS and return the Heart of the Golem dagger -> Back to Nashkel for our reward and level 6. Nimbul gets the Bindness treatment, but still manages to kill Rasaad. Welp. We MM him to pieces then make a pact with an Imp familiar, who, despite his claiming to "already have a name" we call Pooky2.
RIP Rasaad:
We save a boy from some Worgs via the Web+Skulltrap treatment for reputation 16, then sneak into a pirates cave to gain a Tome of Constitution, raising Con to 18. Talos Gift and Shield just means we walk through the eastern damage traps invisible. We grab the other stuff including the "OP" Wand of paralyzation. Time to do some damage, but first, leave invisible.
Next mop up the southern quests: Samuel, Colette Amulet, Tamah, Ruffie, Tome of Charisma, Dryad Tree, and Drienne (we use a scroll of Friends to finesse the PfU scroll despite our modest charisma). All that for 20 Rep and some feeble XP.
Blindness OP, Darts of Wounding OP:
A quick trip to Ulgoth's Beard for Greenstone Amulet then Beregost for a new stack of throwing daggers, High Hedge for another Protection from petrification and Durlags for some Basilisk Hunting. A combination of daggers, MM, Skull trap and Wand of Frost takes them down with no issue, gaining Tisiphone Level 7.
---
Spell picks by Level:
1: Shield, Blindness
2: n/a
3: Magic Missile
4: Invisibility
5: Protection from Evil, Web
6: Skull Trap
7: Spook, Mirror Image, Slow
Tisiphone the Elven Sorceress - Part 2
BG:EE 2.6
Difficulty: Unmodded Core
Chapter 2 Continued
We're beginning to feel powerful now. Completely over-leveled for the content. The only meta-power-gaming thing I have not done are the Rep dropping things: Dushai's Ring of Free Action and Algernon's cloak.
We duel Tranzig noob style, both just hurling direct damage spells at each other. Shield OP. I try out Spook, takes forever to proc against a spellcasters good save vs spell. And then, hooray, 3 rounds of panic. I never know what to pick for 5th level 1 spell pick. Spook, Identify and Friends all compete.
Anyway, our fair duel ends in poisoning him with Darts of Wounding.
Playing "fair":
Using one of his own friends spells for Cha17 we buy everything good from Thalantyr: Wand of Sleep, Every green protection scroll, Claw of Kaz, misc scrolls and potions. Tisiphone then "saves" Neera and steals her Gem Bag.
Sorry Neera...
Time for Bandits. Tisiphone indulges in her love of melee combat, knifing Hobgoblins at 1attck/round with her MI and -4AC vs Evil. But in the end goes with Skulltrap, Blind and Darts of Wounding to kill Raiken's Gang.
The power of the Skull:
Usually I just sneak into the tent and steal the letter with Potion of Absorption, but since this is Vanilla core Tisiphone attacks the whole camp solo head on, no biggie.
With so many toys at her disposal, Tisiphone wades through the camp, stabbing away. Dual daggers, one of them Dagger of Venom (after a quick trip back to Beregost) make short work of all the sleeping and paralysed, while throwing daggers take care of the blind and webbed.
Once upon a time I found this game hard, before i became infected with meta-knowledge:
Inside the tent, Slow, Blindness and Skulltrap deal with everything, including Tisiphone hitting herself with the skulltrap... forget what the range of this thing is. Anyway, chapter 2 done.
I have been spoiled by SCS:
Before moving on to Cloakwood we show that Denak can't handle the Web+Skulltrap treatment, and kill a Shoal. Getting Level 8, the Victor and a nice Remove Magic scroll.
If you can believe it this requires something like 23 shots from One Gift Lost to do on Legacy of Bhaal Difficulty:
It is interesting to contrast Vanilla BG with vanilla IWD, which, due to its linearity and encounter design is much harder to metagame.
Tisiphone the Elven Sorceress - Part 3
BG:EE 2.6
Difficulty: Unmodded Core
Chapter 4
Drasus and squad can't handle a little web + skull trap. Tisiphone takes boots of speed.
Unfortunately no opportunities for melee here:
After a poorly thought out rest attempt on Level 3, Tisiphone resorts to carving her way through a mass of sleeping enemies.
What do you mean sorcerers shouldn't dual-wield due to thac0 penalties?:
Daveorn's battle Horrors die to Skulls, then we roll out the remove magic scroll and stab him. Greenstone Amulet OP.
All good magical battles are settled with a poison dagger:
Chapter done. Loot and pull the plug.
Chapter 5
Enter Baldur's Gate -> Dex tome -> Docks Basilisk -> Desreta and Vay-ya
Poor Desreta, humiliating to be bested in melee by a Sorceress:
Vay-ya is actually quite powerful - Shadow Door, Flame Arrow, Confusion and three attacks per round. A fighter/mage it turns out. Nothing that Mirror Image, Stoneskin and Greenstone amulet can't deal with. We "prove" that sorceresses are better melee people than fighter mages... just. Shame we can't wear the Gauntlets of Ogre power, 18/00 Str would make things much more fun for Tisiphone. In their defense the fight does gives an absurd wand of fire with 22 charges though. ^_^
The dopplegangers in the Sun Compound fall to the might of the poisoned dagger... and a little bit of wand of paralysis. Completing this gets us to the level cap, if not the XP cap. Time to skip almost all the rest of the content, but first, agonise over the final spell picks - Level 4 is super hard.
stabby stabby:
---
Spell picks by level for BG1:EE in full:
1: Shield, Blindness
2: n/a
3: Magic Missile
4: Invisibility
5: Protection from Evil, Web
6: Skull Trap
7: Spook, Mirror Image, Slow
8: Stoneskin
9: Blur, Remove Magic, Improved Invisibility
Coreranger X the human ranger entering the challenge...Rangers or Bust!
Traveling with:
Sarah - half-elf ranger
April - half-elf ranger
Alena - half-elf archer
Paja- half-elf archer
My all fighter game appears to be lost into the ether space when my computer got reconfigured. So rolled a new MP party of rangers - ONLY rangers or ranger multi/duals are allowed. Rangers or bust! We'll see how it goes...
Tisiphone the Elven Sorceress - Part 4
BG:EE 2.6
Difficulty: Unmodded Core
Chapter 5 continued.
Collect the Cloak of Balduran and "deal with" Ramazith for RoP +2
Buy some Potions of FR and Insulation and do some mopping up. In an effort to remind myself what vanilla difficulty is like, we bumble through the Iron Throne top floor fight, messing around and taking a lot of fire damage due to no resistance... Dragon Disciple where are you... Nothing a bombardment of WoF Fireballs can't fix though. Once they're thinned out Tisiphone goes to work with Bindness, Invisibility and her Dagger. nothing quite like a Sorceress getting +7 to her attack rolls against a platemail wearing opponent.
Melee sorceress gimmick in action:
For our prizes, A Ring of Free Action. And, for me more excitingly, the only Minor Sequencer Scroll in the game afaik. That will be handy for Sarevok perhaps.
Chapter 6
We skip through candlekeep, hoovering up scrolls. Knock scrolls and DuHM open up the tombs. In a fit of excitement Tisiphone id's the str tome and boosts herself - Thac0 of 12 before invisibility and +7 damage *heart eyes*. Invisibility out. All done.
Chapter 7
Time for the hardest fight in the game. We head to the Friendly Arm Inn. Unfortunately for Tarnesh, our buffed save vs spell is now -2. But that's not the big issue. He can't actually deal with Improved Invisibility... After casting Mirror Image he stands there doing nothing while we stab him to pieces with the poisoned dagger. A single hit is all it takes. Shameful.
Comments
Maybe now is the time that I should install it, or perhaps I should wait until the inevitable bugs surface.
Any advice from veterans would be really helpful to me at this point. Specifically any potentially fatal encounters I should avoid. I haven't done the basilisk area, Durlag's Tower, Balduran's Isle, any of the Chapter fights or difficult fights (Khark, flesh golem cave, Drizzt, ankheg area, bounty Hunter ambushes, Shangalar's Island, etc.) yet. Any pitfalls I should be aware of?
I forgot to mention that there is a level 1 spell to protect from petrification. I used it in my current run (Not SCS) and it worked perfectly. Of course I needed to have it memorised several times as the duration isn't great.
We have visited the upper areas of Durlag's. Gave Kirinhale's hair to Riggilo and then killed him to save him being trapped there.
Killed the basilisks using the spell to protect rather than potions. Worked well.
Used Viconia to pick up the tome of understanding.
We picked up Viconia before entering the mines and then recruited Xan at the bottom.
Mulahey and then the Amazons were killed before we looted the three caves near the exit. In one of them we killed a Revenant.
The ghasts caused Dynaheir some problems but weren't able to kill her.
At the Carnival we bought a necklace of missiles and some ammo with the result that our gold is down to one piece. One of our wands of fire is down to one charge so we will need to do something about that.
Elminster indicated where we might find the bandit camp but we'll need that wand recharging first.
Gold needed. A good time for buying as I am still a hero.
Left Xan in Beregost and after hunting ankhegs and doing shopping, we safely arrived in the bandit camp which was straightforward.
The rest of Cloakwood wasn't too bad until we met Hareishan who saved against web and whose lightning bolt chunked Dynaheir first, badly injured the rest of us before killing me and herself.
Game over.
Finished Candlekeep easily as expected.
Journal of Talosia
Having overheard some of the conversations we are well aware that Gorion didn't exactly enhance his popularity by bringing two self-confessed Talossians to Candlekeep. We have found that wearing an amulet of Talos saves a lot of misunderstanding as people won't expect too much of us.
New Game
My prophesy concerning Talosa's Lightning Bolt proved all too accurate so starting again but being a bit more careful and also without the Blackguard since there is a blackguard available in the game.
The portrait is derived from three sources on the web, the cleric without a background, a castle, and the amulet of Talos modified to fit the rest of the portrait.
Journal of Talosa
Having overheard some of the conversations I was well aware that Gorion didn't exactly enhance his popularity by bringing a self-confessed Talossian to Candlekeep. I have found that wearing an amulet of Talos saves a lot of misunderstanding as people don't expect too much of me.
Got up to level 4 and fought Greywolf. Failed.
End of game.
EDIT
And now for something completely different.
The Goodies ... Goody-goody-yum-yum
After Gorion was killed Imoen turned up. She kindly helped us by identifying a dagger +1 for us and by giving us a wand and some potions. We responded by giving her a dagger, a sword and some leather armour. However I didn't feel happy with her joining us permanently, particularly as I am the target of those who killed Gorion. We therefore bid her farewell.
We headed south where I was able to help Melicamp before heading to Beregost for supplies.
After calming Marl, taking a tome to Firebead and buying a sling +1 we headed north intending to hide amongst the crowds of Baldur's Gate, however we were not allowed entry.
What we were able to do was slay the evil fishermen, clear the ankheg nest and return the body of Farmer Brun's son. We gave him further aid by giving him 100gp.
Upon returning to Beregost we sold some ankheg shells, paid for a suit of ankheg armour, bought an axe +1 for myself and a large shield +1 for Helm the Honest. This has left us impoverished. Not even enough to pay for an identification spell.
We are currently on the verge of becoming heroes.
We killed Silke and Karlat and returned Perdue's sword and with the gold thus gained bought some scrolls and hence identified our equipment.
Current party: Kenthief, Jahiera, Korgan
Perma Dead: Mazzy (Sahuagin King); Anomen (Underdark Balor)
Made it out of the underdark. Skipped most of the Ust Natha fights (Qilue, Lich, House J, Slime Mage). Left the beholders, demon knights, imprisoned mage, imprisoned souls, and mind flayers for later.
Got mobbed by respawning fish people while fighting the underdark exit guards, which was bad. But made it out. The only really tough enemies in that pack are the high level casters, which mostly held back, and the demons, which were lured forward and not too difficult to kill. Korgan has excellent accuracy and pretty good damage output, and charname has dispel illusion.
Finished up some chapter 2/3 content. I ultimately decided to murder Valygar rather than break conduct by letting him in the party. Not thrilled about that, but charname isn't Lawful Good so I'm going to let it slide. The sphere itself wasn't too bad. I thought Lavok used HLAs but he does not. Tolgerias summoned a bunch of demons and other assorted trouble - we didn't manage to lock him down with bugs and he was able to use a lot of his spell book. Nevertheless, he eventually ran out of steam and went down.
The planar prison was pretty straightforward. The warden had trouble dealing with Korgan's 60% physical resistance from DoE and hardiness and went down quickly once his melee protections expired. Charname stayed some distance away, concerned about the potential for a timestop -> melee that never manifested.
Firkraag and shadow dragon also went down reasonably easily. I was very careful about maintaining fire resistance, after losing a run to Firkraag earlier. Korgan's Hardiness plus the thac0 drain from Soul Reaver got the fight under control fairly quickly.
Alhoon was very tough and nearly wiped us. He had 8 APR with a BBoD and just did too much physical damage to contain. However, charname burned a pfMW scroll and was able to get the fight under control. In hindsight, Korgan needed better AC, or something. Berserk wearing off mid-fight can be very rough. It also sucks that non-mages can't get the anti-slashing belt. Thieves guild stronghold is so worthless yikes.
Anyway, subsequently went back to the underdark to do the mindflayers, beholders and other stuff. Had a few hiccups against the beholders. Normally, I bully beholders with skeletons, but this party didn't have those available. So, we relied on korgan with negative save vs. spell and death + the rElec cloak + the inertial barrier belt for 50% magic damage resist. It takes a few rounds to lose the shield of balduran, so he can take on midsize beholder packs before taking too much damage.
Killing the early beholders and the drow was no problem. The hive mother killed herself with a reflected disintegrate, so things were going well. But, the two elder orbs outfoxed me. Korgan's berserk wore off, leaving him without stun resistance. So when his hp dropped below 90 from incoming magic damage, he got PW:Stunned, which I was not thinking about. OOPS! Then he took a little more damage and got PW:Killed.
I never like to rest or retreat with any dead party members, so I was a little flummoxed about what to do. The ultimate solution wasn't THAT interesting - groups of 5x fire elementals from the fire staff were eventually able to overwhelm the orbs, who fortunately were not in easy LoS of each other. Jaheira also got in some damage with an out of LoS firestorm. I don't recharge items, so those staff charges are gone forever, but overall that was a relatively low penalty to pay for that mishap.
We then decided to take on Bodhi.
This fight was kind of a mess. Fortunately, I had earlier broken Jaheira's Romance (apparently), so I had both her and Korgan to deal with the vampires. I'm not sure I would have succeeded without her.
Anyway, the upper floor went OK, although both Arkanis and Drizzt died against Tanova and the Guard. It's a little too difficult to protect your allies in this fight imo, but something for me to work on for next time.
On the bottom floor, I had forgotten just how many allies Bodhi has. I remembered it being the two vampire mages, plus maybe 2 grimwarders but it was like a dozen grimwarders. Maybe they were spawning from somewhere.
Anyway, Bodhi got her heal off, and I had trouble dispelling the vampire mage spell protections, so they summoned a bunch of demons and other stuff. Sunnis got stuck in the hallway and couldn't make it through the door. Korgan and and Jaheira eventually got wore down by physical and magic damage, and were ultimately killed by Bodhi's Touch of Death, a high damage AoE magic attack.
I retreated back to the hallway, behind Sunnis, and decided to start unloading scrolls. It wasn't pretty, but improved haste + timestop + firetooth dagger killed Bodhi, and then the rest was just clean up.
Planning on doing both Kangaxx and Twisted rune, then heading to Jon. Will probably skip the Compound as we don't need Celestial Fury and the stairs make the fight more dangerous as I can't lay traps or start with summons - which are a lot of my HLA power.
At this point, Korgan has Hardiness + the smite tree. Jaheira has both elemental summon HLAs and Storm of Vengeance - about to get Deva. Charname has UAI, Spike trap, Time Trap and just got Assassination.
Some pics from Bodhi fight:
Interestingly, the pixie prick knocked out the Glabrezu. That's pretty strong... I have never really used this item before, as it's a dagger.
Yeah, Heirashan's spells are nasty down there - not the least of which she has 2 lightning bolts. So what I do is have a solo character protected by potion of absorption - if possible I position the character on the far side, so that her bolt will actually wipe our her own men. Then it's much safer. She does fire spells too, so the solo character will want some protection from fire as well. Greenstone amulet charge too, just to be safe. Once she is dead, then the rest of the party can move in to mop up.
If you have a potion of firebreath, that could be a huge help against her and her men.
It's only the lightning bolt that I ever have problems with. However , some good ideas there which I'd never considered before and will probably use.
Journal of the Goodies
We had to flee some bandits who ambushed us. Helm the honest was badly hurt.
Upon discovering that Sonner and the fishermen were evil, we killed them.
We then delivered the bowl to Tenya and killed the nearby ankheg.
We then killed the ankhegs in the nest and returned to Beregost to sell the shells.
There we killed Silke and Karlat.
We then went to the carnival where we killed Zordral.
We then killed Greywolf before helping Annabelle and heroically killing some ogres.
We then took Samuel to the Friendly Arms Inn.
When fighting Bassilus he cast "Rigid Thinking" on me which wasn't a problem as I just continued to attack him and the skeletons.:)
Bunty - female, human undead hunter (Grond0)
Reelan - male, dwarf berserker (Corey_Russell)
Dib - male, human dark moon monk (Gate70)
Previous updates
Our fighting skills are pretty good anyway, but there's always room for improvement and the first task of the day was for Bunty to relieve Meilum of his gauntlets. She then invested in some full plate, while Dib got hold of the Dagger of Venom to turn enemies green with envy. Reelan was feeling a bit left out, so the next stop was Bassilus to get a hammer upgrade. Melicamp was also picked up in that area, but failed to survive this time - our reputation was already 20 though, so we only missed out on a bit of XP.
The Bandit Camp was easy pickings, with Reelan getting his own suit of full plate there. Inside Tazok's tent the enemies would have struggled to deal with an enraged berserker on his own - but an enraged berserker showing off how you could make use of a really spicy curry was really too hot to handle.
In the Cloakwood the main target was Spider's Bane for Bunty. Reelan was confident that no poison would get past his dwarven saving throws - and, slightly to the disappointment of his companions, he was right . At the mine the 10 rounds of rage was just enough to see off Drasus & co.
After working through the mine, a pair of battle horrors proved slightly tougher and Reelan used a few potions to recover. A potion of magic blocking then allowed him to charge Davaeorn. Bunty stayed back well out of the way - well not that well out of the way of a bouncing lightning bolt . Dib saw the lightning bouncing around Bunty and dashed in to get a critical stab on Davaeorn - but he and Davaeorn also got hit by the duracell lightning bolt to prove that nowhere was safe . The mage was already on his last legs by now and Reelan completed the job by chopping him off at the knees.
In the City a few early quests were completed without fuss, including mauling the Maulers and pulling Degrodel's guards outside for easier disposal. The poison quest saw an attempt to block Lothander's route down the stairs, but a detour to the stairs going up got him close enough to transition before we could stun him. Then it was on to Marek, where Reelan asked if we were going to rest or just kill him. On being told we were just going to kill him, Reelan duly attacked - before wondering whether we should talk to him first . That prompted a diversion to free a nymph from Ragefast before coming back to charm Marek into giving us an antidote. On looking at the screenshot of him being charmed I noted that he'd killed a couple of innocents with a lightning bolt just before the charm took effect. I wondered if that would have caused trouble, given that the results of actions are only decided shortly after the action takes place - and a follow-up screenshot showed that our reputation had indeed taken a dive as a result of Marek's carelessness.
As a result of killing Ragefast, Ramazith buggered off upstairs before we could kill him. While Reelan and Bunty were working their way up, Dib skipped ahead in stealth to look for the mage, but was unable to spot him - he did though bring a few friends down to liven up the trip for the others . Once Bunty reached the top, Ramazith appeared and was duly dealt with.
The final action saw us getting some easy XP from a bunch of statues on the way to find the Cloak of Balduran. The only significant bit of work left in the City is the Iron Throne, but there are still some bits and pieces in the wilds - in particular we've not yet been to Durlag's Tower and we might do that before heading back to Candlekeep.
Undead Hunter - L7, 81 HPs, 164 kills
Berserker - L7, 89 HPs (incl. 5 from helm), 144 kills, 0 deaths
Dark Moon Monk - L7, 56 HPs, 75 kills, 0 deaths
Daiyn (female dwarf bounty hunter, Gate70); Jack (male half elf fighter / mage / cleric, Grond0)
Daiyn and Jack use all their experience to look around and work out they had reached the SoD temple of Cyric. Daiyn dealt with a couple of traps and was attacked by an invisible stalker - so Jack stepped in to deal with the first menace of the hour.
We then cleared out a few guards but one set chased Jack away and the locked-away Keherrem forgot himself. He decided to break out of gaol and help his captors against us, and one of his team joined him. Curse that Stockholm syndrome. After defeating these enemies Daiyn was busy filling her backpack when she felt a couple of twinges - having her bow equipped didn't help and Jack shouted that she had been backstabbed twice and he had been backstabbed once. Ouch. We once more ran backwards but this time fitted in a rest before returning to finish them off. Jack had a master plan to deal with Ziatar the half-dragon but we (or I at least) started to realise our duo was not functioning optimally - for my part this could be a result of how many options Jack the fighter / mage / cleric has and a tendency to assume one will be used only to find a combination of others actually happen.
Jack cast a web and then freedom on Daiyn who would have been quite happy to plink with arrows but could switch to her quarterstaff. Daiyn had indeed started to plink away just as Ziatar broke free. The rest of the fight wandered around for a while until Jack successfully blinded Ziatar so we could plink away in safety. A rare moment of solidarity followed as we used buffs and a potion (3 turns of guaranteed saves each) to force the neothelid to bite off more than it could chew. Daiyn cleared a few more traps, we didn't bother facing the shadow aspect as there was no need for it's blade, and then a brace of pre-set snares and three bounty hunter snares were used to ease the passing of this group of enemies. Daiyn would probably have let Akanna go, but with Jack around she felt obliged to let the priestess have a last combat. Sanctuary briefly delayed the inevitable but as soon as it went Daiyn dealt a backstab and Jack added a missile or meteor.
We moved on to Bridgefort and after laying seven snares in the Crusader palisade Daiyn surrendered the fort - meaning the snares remained unused and no more could be used on the bridge. So we did that the hard way with five skeletons, arrows of dispelling and minute meteors.
n.b. here we are with Daiyn scouting out goblins and their wargs for Jack, but for Jack to already have started his casting and miscalculate the eventual target. At least he found one evil victim to blind.
After an unscheduled rest on the bridge (interrupted by the hooded man) we proceeded to the Coalition camp and picked up some poison. Then we headed to the underground river entrance where Daiyn paid off a gang of goblins (100gp) and messed up her chance to take over the position of ogre chieftain (note to self, stroll in and don't use the shadows in future). Jack meanwhile had cleared up a few more areas while we combined forces to deal with some myconids, a group of large feral cats and the feared bowcaster orcs (which found webs and arrows of detonation not to their liking).
Our final tag team effort of the session was to clear the cyclops and guards at the entrance so we have access to the underground river caverns next time. Jack may have been happy to proceed but Daiyn felt she was struggling to stay on top of matters and felt it best to try this area at a later date.
Party gear:
Well, the Kenthief / fighter party took down Jon, but at a pretty heavy cost. Sadly, Jaheira got chunked in the battle for Suldanessellar. UGHHH x 20. I like to do all the Sulda content without resting, and by the end the party had run out of CC / DW. The rakshasa fight outside the temple spawned a LOT of rakshasa. Anyway, they swarmed us.
Jaheira got nicked down to 60hp or so, then got PW:Stunned. A Mordenkainen sword got the final blow for 22 damage on its 5d4 + 4, permakilling her. In hindsight, I think there was time to save her if I had thought to use the stun/hold clearing harp, but I didn't. I was also out of RR heal charges by this point.
A bitter loss, but the party - such as it is - carried on.
The staff of the magi is incredibly powerful in the hands of a F/T, as it does what the pre-nerf Carsomyr did and dispels at level 30 on hit. Since charname is a quarterstaff GM, he even has decent APR with it. Anyway, charname and Korgan eventually cleared the rakshasas with the one-two punch of dispel from charname w/ SoM and accurate damage from Korgan. The party had already cleared the rest of Sulda, so we summoned the avatar after the rakshasas were dealth with and then moved on to fight Jon.
Jon 1 wasn't too bad. At some point he seems to have gotten 100 poison immunity, so he can no longer be trivially bullied with cloudkill. He also seemed to resist dispel from the SoM - not sure what was going on there. Because I had trouble interrupting him, the fight actually went on for a fair bit of time. He managed to cast wish twice. The first wish was for rest, which meant I had to fight the planetar and everything else all over again. The second wish was for greater restore, but restored my party as well, giving a nice heal to Korgan.
Eventually he ran out of melee protections and fell.
In Hell, we did all the good tears, with Korgan handling the beholders. The elder orb didn't come with too threatening a loadout, but nevertheless Korgan was forced to pause and take a break by going invisible, then turning into a troll to regenerate.
The final fight with Jon 2 was also pretty manageable. I had put down 4 time traps and three spike traps in the bottom half of the map, which helped a lot. Jon did get off a time stop, but did not use it to melee anyone to death. I think he is capable of doing that, but he did not do so here. I could have protected myself better from that potentiality by using invis or pfmw, but did not. I think I had stoneskin up though, which may or may not have been enough.
Now in ToB at around 4.5mm exp.
I think Korgan and charname should be able to handle Illasera. Will probably give charname the mirror shield. I think time traps should be enough, even if I don't use them to attack pre-buff casters.
For the poison immunity - minimum HP items all grant it. If the creature has something to say before they can die, they have one of those items and they're immune to poison. Irenicus on the tree is one such case.
As for resisting the dispel ... he's level 30. 50% chance.
Then again, I usually just set some traps for that encounter - he's such an obvious target. Did you use up your daily traps on earlier encounters in Suldanesselar?
Also, Carsomyr still dispels at level 30 on every hit. Did you install some mod that specifically nerfs it?
Using a green scroll meant that the basilisk area was straighforward.
We then paid Zargal et al a visit before carrying on westward to deal with the sirines.
We cleared the cave of golems and looted it.
After Xzar and Montaron joined us I looked the other way while Montaron was picking Pockets. I left him in Zordral's tent while I picked up Neera before heading for Firewine where I killed Meilum.
We completed Neera's quest and left her at the FAI.
South of Nashkel Dorn joined us, we left Xzar with Joseph's widow and went to kill Krill.
We then headed north of the FAI where we killed bandits and ankheg.
South of Nashkel we reunited Rufie with Albert before killing Vax and Zal.
Upon heading westwards we helped a dryad before looting a cave.
We then tried to rest in order to be ready for any future conflict.
However we were attcked by a horde of gnolls and fled even further westward to the gnoll stronghold.
Upon resting we were indeed ready for further conflict.
We killed Gnarl and Hairtooth before looting a cave. A tome raised my charisma.
We then headed north where we killed a polar bear before returning to the carnival where we rested.
Berserker Enrage trivializes almost all crowd control, making the early part of the game very possible, and everything after Yxunomei is pretty simple hack and slash - I found myself using auto-attack scrip quite a bit. Main dangers were spell casters endlessly spamming magical damage like MM, with no access to shield, such the drow sorcerers in Dorn's Deep and especially the Purple Kraken mages in Lower Dorns.
Pips: +++++katanas, +++++scimitars, ++hammers, ++dual-wield
Main weapons: darkened glory +2, Solomn duty +3 for Bel & iron golems, Messenger of SSeth +1, Lucky Scimitar +2 offhand for much of the time. Gear: a very lucky greatshield +3 drop. Full plate, shimmering sash, RoP +2, Boots of speed, Trusted Defender helm, Holy Chaos! deck, Gauntlets of weapon skill, the amulet from Kresselacks tomb I forget the name.
For early battles: Splint Mail + great shield + helmet + enrage is enough AC to weather most hordes. I got a lucky glimglam's cloak drop as well which helped. Grind up cash for Trusted Defender and lucky scimitar and you are away. The other thing is if you go to dragons eye triggering the chapter progression, then return to kuldahar immediately this will trigger Orrick's inventory update and you can buy shimmering sash for -3AC immediately.
For Yxunomei: retreating into the northern room and using choke points to hack down the enemies while enraged. This ,was pretty dicey and I had to drink an invisibility potion. (Un)fortunatly she cannot see though invisibility so this allows complete heals, waiting out enrage-fatigue and full buffing before re-entering battle.
For Bel: Enter room, get dispelled, kite while drinking 3x mind focusing, 3x fire protection, heroism, storm giant, absorption, power and regeneration, equip random drop ring of strength for a full 25Str and 25Dex, then enrage then go to town on the cornugons then iron golems, then bel himself. Had a fully buffed AC of -20 meaning almost no danger.
In game time >1700days... heh.
After looting the cave in the gnoll stronghold, we headed north where we killed a polar bear much to the relief of a traveller who rewarded us with boots.
We then returned to the mines where we killed every kobold we could find before killin Mulahey the root cause of the problems there.
We left Jaheira behind whilst we took Xan to safety at the Carnival, killing some Amazons on the way.
We then left Dorn in a tent as I realised that he might go off in a huff when we collected our reward.
I recxruited Xan again as I realised that his particular skills would be useful in recruiting Oublek.
We protected ourselves from fear before taking on Nimbul.
Oublek sadly got killed before we killed Nimbul.
We then went to Beregost where we were sadly caught stealing.
This lowered our reputation slightly after which we could once more replace Xan with Dorn.
We helped Viconia before going to the bandit camp which we looted, a fireball spell being the most useful item which we found.
On the way to kill Tranzig, we killed Deke et al before returning to the bandit camp.
EDIT
There we wiped out the bandits before heading off to Cloakwood.
Megaera the Lawful Evil Elven Sorceress
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo No reload, Level 1 Start.
Stats:
Str: 18
Dex: 19
Con: 17
Int: 9
Wis: 18
Cha: 10
Starting Spells: Find Familiar, Chromatic Orb (very good in IWD as it is a flat save vs spell)
Proficiency: Sling
Phase 1 - the easy stuff
The Lawful Evil familiar: Imp has polymorph self as its ability. This is key to getting through the early game without utter utter tedium. First, Polar bear form is used to kill the beetles in the Tavern cellar. Due to its strange implementation it starts hasted sometimes. Who know why, familiars are super buggy in IWD:EE it seems and this has not improved in 2.6.
Deliver a bottle of wine, complete the mystery-song-nymph quest, steal from the upstairs of Pomabs and use polar bear to kill the wolf. This gets us to level 5. We take Web, Grease, Shield and Invisibility.
Weapons: sling, dual wield daggers.
Phase 2 - the hard stuff
We need to get to level 8 and Spider Spawn,unfortunately a cave of orcs sits in the way. First, the goblins south of Easthaven are taken care of, lured 1 by one, or 2 by 2. Stunned for 4 rounds by chromatic orb and killed by the bear-form, or webbed and taken down very slowly by the spider-form + sling. We took 18 strength for the +2 damage because of the amount of slinging into web we do early on. The fish quest completed and heading towards the cave.
The wolves killed easily by spider-form imp + web, along with the first orcs in the cave, up to the big horde. If you are familiar with the big horde its a bunch of orc elites, orcs, orc archers and an orc shaman, its very difficult to get past. however, it is not essential since all you need to do is examine the crates just behind them and you can return to Easthaven and end the prologue. However, Megaera wants XP.
Again the familiar is essential here, but at this point too much polymorphing the familiar seems to have caused it to lose its innate regeneration... nice, but not unexpected; as I said, familiars are super buggy. However, its not relevant for the familiars final service since Mustard Jelly form gives normal weapon immunity. Pilot it forward and gain all aggro, about 10-12 orcs. Drop webs on top of it and sling away. We are level 7 by now and have both haste and slow so the mustard-jelly form can very slowly poison orcs at 2 attempts per round, while Megaera slings and slings unhasted. This kills about 3 orcs before polymorph duration runs out on the imp. It flies/flees back and jumps in Megaera's pack and she runs back to Easthaven, dragging the orcs out of the cave.
Now the orcs will mill around the entrance to the cave, so after resting we use the same mustard jelly poison + web + haste + slinging to take down a few more outside the cave entrance before repeating once more to clear them out and gain level 8 and Spider Spawn.
Phase 3 - Spider Supremacy
3 casts of spider spawn combined with all those webs is enough to take down 1 or 2 groups of orcs per rest and Megaera clears out the rest of the cave excerpt for the ogres. The Imp has now returned to the pack, its work done.
For the 4 ogres and their orcs we use spiders and web for the orcs and try and stun the ogres (they are immune to web) with our chromatic orb (now 13 round duration stun at level 7+) This takes down an ogre plus some orcs before the duration expires on the spiders and we go invisible and retreat back to Easthaven, dragging the enemies with us outside the cave. An interesting thing about IWD is that a lot more of the enemies have a "follow-invisible characters" script than in BG which means they will mob you even when they cant see you. We return from a rest and use spiders + web + chromatic orb outside of the cave to kill the remaining ogres + orcs and then move on to kuldahar vale.
Spiders + webs allow some goblin killing, but its slow work and resting is dangerous. Megaera has to resort to chromatic orb stun + dual daggers to kill interrupting goblin marshals when she tries to sleep. Eventually, having cleared out much of the vale but not the mill or beetle zone she moves to kuldahar the vale of shadows.
Part of the issue is that level 9 should have brought spider upgrade to Phase Spiders, It doesn't. I think this is a new bug introduced in 2.6. Cool.
Here, the first few Yetis get her to level 10 and she immediately takes Summon Fire Elemental.
Phase 4 - Fire Elemental Clobbering Time
With a 1turn/level duration, extra fire damage, weapons striking as magical, and web immunity the fire elementals are GOAT summon at this level. The sit in webs punching yetis and undead all day, grinding us through the tombs and gathering the two keys and the very slow progress to level 12. Kytos is killed with Fire Elementals + web, and Myrkul's sending can apparently be held with chromatic orb so that was that.
Typical HoF gameplay:
After getting frustrated in the main tomb by the tiny passages and the Fire Elemental's big circles Megaera returns to Kuldahar Vale to mop up the remaining Orcs and Gobbos in the Mill (Merry Shorhorn drop lol). We notice that while under improved invisibility we can cast summoning spells without breaking invisibility, at least initially, allowing us to deal with ambushes quite simply. Testing this also works with regular invisibility too, and buff spells - more like BG sanctuary than invisibility. OP abilities even more OP in IWD.
The Beetle cave gets us to level 12, and confirmation that Spider Spawn seems bugged in IWD 2.6. Where are my Sword Spiders?!
We take Death Fog and prepare to return to the Vale of shadows to "Wreck Shit" using our grossly incandescent death fog.
---
Full Spell List by Megaera's level:
1:Find Familiar, Chromatic Orb
3: Grease
4: Web
5: Shield, Invisibility
6: Haste
7: Protection from Evil, Mirror Image, Slow
8: Spider Spawn
9: Blindness (maybe I should have taken Blur for -1 saves... but I'm hoping some nasties can be blinded later on), Protection from Fire, Stoneskin
10: Summon Fire Elemental
11: Protection from Fear, Protection from Cold, Improved Invisibility, Protection from Acid
12: Death Fog
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo No reload, Level 1 Start.
Phase 5 - The boring stuff
Grind grind and grind some more through level 2 of Kresselack's tomb. The Fire Elemental circles are too big to fit through the side doors, and with the broken spiders it means lots of resting and re-summoning. OoLoS Death Fog is good, and the damage is ridiculous: round 1 4HP, round 2 8HP, then 16HP/round for the next 13 rounds. No save, and it slows. Wow. The only problem is that while Protection from Acid's 100% acid resist protects from the damage it doesn't protect from the "take damage animation" so Megaera can't stand in the middle of acid to kill things and still cast without being interrupted. She can protect an elemental and get them to do the work though, or just drop them on elementals without PfA.
We make it to the level 3 entrance, and abusing the (new?) "can cast summon spell without becoming breaking invisibility" thing we just buff with all our protections (Armor, PfEvil, Stoneskin, MI) and summon a Fire Elemental to draw aggro, rendering this really difficult ambush trivial. 4 more fire elementals and some webs take down everything.
Thing almost go south as we go to fight the 2nd Undead Mage who lightning bolts an elemental and then Megaera, taking 70HP damage. Ouch. We runaway and level up to 13 taking Dimension Door, Protection from Electricity and Improved Haste. We then clear out the mage using standard tactics + protection from electricity obviously.
Lysan and her Yetis can't compete against 5 fire elementals, especially when her minions are trapped in webs. We move on to the Temple of the Forgotten God. I remember at this point that the Verbeegs are going to be Web-immune. oh well, they're not immune to Slow.
Phase 6 - Getting tough?
The Acolytes in the forgotten temple cast both dispel magic and static discharge (which hits for like... 96HP damage which would kill Megaera outright) We make sure to have PfE up all the time as the Fire Elementals go to work - Slow and Improved Haste carry the day in true Fire Elemental clobbering style, though I had been counting on supplementing them with Sword Spiders with their top-tier attacks per round + poison. Patch 2.6... what have you done? I'm getting a bit wary that the only way I have of killing things is Elementals and clouds upon clouds of acid. This is not going to see us through, but it is enough for now: nothing can stand against the Improved hasted Elemental Gank Squad. Sometime I mix it up with Death Fog but this doesn't play nice with the frame-rate.
Anyway, we manage to draw the Black Knight Chess piece, which will be nice for a project image. If only we could also draw the White Bishop - since that's a game winning heal-bot when combined with a PI or Simalcrum.
Returning to Kuldahar we remember to pick up mantle of the Coming Storm for its essential long duration Free Action, as well as the Bag of Holding, which with out 10 Charisma almost breaks the bank. Then we set off for Dragon's Eye. Not being of good alignment we are denied the Shimmering Sash
Phase 7 - Dragon's Eye without Spell Immunity?
There is a notable and very tough ambush as soon as you enter the eye. No spell immunity means no protection from Dispel magic which means getting debuffed then potentially catastrophic lightning damage. Lets take this slow. Buff with PfE, Stoneskin, Armor, MI, Free Action, Improved Invisibility and try the 'ol remote summon trick. Works like a charm with the following: summon FE next to shaman, and a second to protect Megaera, cast slow then summon more elementals until win. We then Grind through level 1 and I take the opportunity to brush my hair, paint my nails, and preform other tasks while a horde of chunky elementals smash lizards. We gain level 14 and our first level 7 Spell. Project Image, I think understandably. Our spellbook is now huge. The only issue is guiding the Project Image, but that's where our imp regains its crown since familiars can see into fog-of-war, unlike the Image. Invisible Pooky is a budget Wizard's Eye, so long as it doesn't get Static Discharged. Though I deliberately took 17con in case something went wrong I have to re-summon a dead familiar.
For the Lizard King: PI, 6 Elementals, Improved Haste them. The Projected image does not trigger the Lizard Kin's Dialog meaning that it is possible to summon 6x Fire Elementals in the throne room all around him no issue, which of course I did. Trigger the dialogue with a cromatic orb, retreat, project image, spam slow. It was, politely, a massacre. Spinesheath for the offhand gives a truly astounding thac0 of 16/16
For the rest of the level, the fire elemental horde struggles with small opening all the way through, but we do make it, including the bombardier beetle + spider area. We remember that the spiders circles are too big to leave the southern area. Chromatic orb and blind are handy in these spots because it increases the chances that a single IH fire elemental can hack through a choke point in a human time frame, rather than a geological one. I remembered that last time I got this far HoF I took invisible stalker... oh for a small circle, but summoner's staff with its insta-cast+improved alacrity invisible stalker spam ability is almost within reach... if 2.6 hasn't changed it that is. Anyway, because of the spiders circles death fog can just wipe everything out no problem.
Level 2 is more of the same, except trolls and beetles are vulnerable to web so its quicker. Wraith spiders on the other hand will disease fire elementals to death, so that's not nice. Big circles, death fog, project image and invisible familiar scouting put paid to the talona worshipers and the way to the pristess and the level 2 rest point is cleared. Invisible familiar blocking narrow passage with protection from acid + deathfog dropped on top... no, I would never do that, heh.
We gain up to level 16 and take a whole host of great spells. Incendiary Cloud might be overkill with Death Fog but I love it too much, despite it's tiny radius in IWD, and all the immune enemies, not to take as first level 8 spell. There's nothing quite like it, sometimes 45+ damage per round at level 16, and our fire elemental summons are naturally immune. Stacking Incendiary clouds from Project Images obliterates the rest of level 2.
---
Updated Spell list by level
13: Dimension Door, Protection From Electricity, Improved Haste
14: Project Image
15: Spell Immunity, Protection from Magical Energy, Seven Eyes
16: Incendiary Cloud
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo No reload, Level 1 Start.
Phase 8 - Incendiary Cloud Cataclysm
For floor 3, Cold Wights are vulnerable to web so buff, trigger ambush, summon fire elemental, invisibility, lose aggro, web + incendiary cloud = carnage
We grind through the wights, and there are so many of them that XP is flowing. We rapidly gain level 18 and our first level 9 spell pick. Meg took Time Stop, PI + time stop is the sorceresses wow moment and we take full advantage to chain incendiary clouds and time stops to turn Presio to cinders. All our many protections allow us to open up her treasure chests which we loot for less than interesting stuff and also the stuff she had on her, which is much more interesting. Megaera does not have identify so it all goes in the bag for now.
The route to level 4 is filled with increasingly dangerous traps, so for good measure we cast every protective spell we have, but mostly its about the 7 eyes, then drop down to level 4. The traps can actually almost all be avoided by staying off the tiles then crossing over along the upper edge. For the final trap you can transition downstairs before it hits you, especially if hasted. 7 eyes should protect against it anyway.
On Level 4 we rest up and buy lightning bolt, blur and polymorph self scrolls, because I felt like it. Then we relax yet again as elementals grind us to the high summoner. We use our only indentify scroll to ID his staff which works just like it did it 2.5 - instant cast, no cooldown summons of invisible stakers, perfect for the Project Image or Simulacrum in your life. When we level up to 19 we take Simulacrum and Black Blade of Disaster. We can now kill the odd enemy in melee, should we need to. Levels come thick and fast and for 20 we take Wish, that 18 wisdom is going to prove it's worth here, I think... Little do I know the bug it has in store for me. For the final Level 9 spell I really don't want to go the brain eating route so maybe will get Gate - 33 round Heart of Fury tier pit-fiend summon could be cool, lots of them one after the other might even be able to kill Bel. I'll think about it.
High Archer was simulacrum + project image Fire elemental and incendiary cloud spam. HoF's huge XP dumps do work to trivialise some things, this is a super hard fight in vanilla, not so much here.
At this point I cast Wish, and with exceptionally bad luck draw 5 bad options even with WIS 18. I chose the "bad luck on everyone" one figuring I would just run away and rest. Which was really bad luck since it seems it aggro'd every single enemy on the level including triggering Yuxonomei's dialogue. All the doors spring open and everything charges towards Meg. Wow. But really, is that anything a top-level sorceress can't handle? Project image + simulacrum hurled fire elementals, incendiary clouds and webs all day, under the watchful eyes of Pooky. Utter utter carnage. And Yxu didn't show up so we went back to clearing what remained of the level.
Phase 9 - Yxuonomei
At this point I get to the door to Yxu, realizing that Wish triggering the dialogue also triggered the auto-lock of this door, which is meant to trap you in with Yxu and her many many snake-minions. I have apparently softlocked the game as this door cannot be knocked open, in fact the only way to open it is to kill Yxuonomei, who is locked on the other side. This is going to be fun. Either reload from the auto-save at the beginning of level 5, or teleport into the room filled with >20 HoF Yuan-ti elite, archers, priests, mages and a huge demon via ctrl-J.
It's unfortunate this happened but I feel justified in using ctrl-j to get in there as I had no idea that Wish could softlock the game at this point, and if I could just get a tiny bit of vision it would have been possible to use dimension door anyway. Personally I don't think this invalidates the run.
So, Meg casts up with:
Mind Blank
Stoneskin
PfF, PfA, PfE, PfC, PfME
Armor
Spell turning
7 eyes
Resist Fear
Mirror Image
Improved Haste
Improved Invisibility
Spell immunity: Abjuration
She then teleports in with Ctrl-J, past the perma-locked door. It should unlock when Yxu is dead. Instantly she get mobbed by the snake-horde, because even though I am invisible they still track me due to IWDs love of "I know you're there" treatment of invisibility. She casts Fire Elemental to draw aggro away, the casts time stop. We cast dimension door to get out of the "hundreds" of snakes swarming Meg, teleporting towards the throne room. Cast another fire elemental, cast Simulacrum, cast project image. PI casts 4x timestops interspersed with incendiary cloud, then another fire elemental, then wish. We take the ADHW one since we have PfME up. It kills the Simulacrum but not the PI and does >90 damage to everyone else including Yxuonomei. At this point Yxu is at Injured, and about half the Yuan-ti are dead, the rest badly injured or near death. The PI summons her remaining spiders and a Death Fog.
Then spams the remaining Webs. Yxuonomei can be held via web, even in HoF, though she has high MR. We let the PI die then put up another who goes PfMW then timestop, but the remaining Yuan-ti priests have normal weapons (fists I guess) so PfMW is a wiff, but a second try of Stoneskin, Improved Invisibility then timestop allow the PI to resummon our final Fire elemental followed by some incendiary cloud stacks to take out the remaining fodder, leaving Yxuonomei on badly injured. The 4th chromatic orb manages to hold her and its all over.
PI disappears and then Megaera Prime goes in with Black Blade of Disaster + time stop and Yxuonomei bites the dust.
---
Updated Spells by level taken:
17: Spell Turning, Mind Blank
18: Time Stop
19: Simulacrum, Black Blade of Disaster
20: Wish
21: Protection from Magical Weapons
22: Skull trap, Mass Invisibility
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Phase 10 - Severed Hand Tedium
With Yxunomei dead, we loot everything by re-rolling Wish to get the one which sets abilities all to 25 for 4 rounds, grinding out a few wands and potions in the process. This gets us a copy of Wand of Paralyzation, Cursing and Lightning, plus things to sell obviously. Wish is such a good spell.
We return to the big 'ol tree and kill some Neo-orogs who have invaded in Kuldahar, meet Bel for the first time, and go on an identifying spree. In hindsight, grease is not an essential spell, so could have taken Identify instead, saving thousands of gold, though there is nothing good to buy in this game... Presio's Necromancer's robe is a small upgrade, as is the random draw from level 4 of Dragon's Eye - 'ol Withery, a +2 dagger with a useless 3%(!) chance of finger of death on hit.... with a save vs spell on top... lmao. I also remember that because we are Lawful Megaera can't use the Holy Chaos! Deck, which is a blow for summon buffing, but it does not worry me, we're on out way to becoming a true Sorceress-Goddess, whats a little deck of magic cards?
We move on to to Severed Hand. I wanted Reliance, the only +4 dagger in the game before the expansions, for my melee focused-simulacrum idea but its far too expensive so we make do with 'ol Withery mainhand and Presio's Dagger offhand - the idea being that while using BBoD the offhand may poison too (save vs death) it does, sometimes and its nice.
There's not much more fighting we need to do before we have maxed XP and can get to skipping most fights, but for now I'm planning on grinding up the tower through hordes of shadow-orcs and shadow-goblins. Hooray.
We try out a couple of new strategies: Protection from Magical Energy then Spell trigger 3x skull trap at our feet, which can do up to 300 damage, bust usually around 150 - and Spell Trigger 3x fire elemental, even the toughest hordes can be halted in their tracks with 3 chunky elementals spawned at the same time with 0 cast time. This made me start to reconsider 9th level picks and plum for chain contingency for 4th Level 9 spell since 3x Fire Elemental on enemy sighted, combined with a 3x fire elemental spell trigger should be enough to hold Behlefiet up for a while and get an endless MI/Simacrulum time stop, wish, BBoD cycle-thingy going. Simulacrum at level 29+ will have 3x level 9 spells.
We mess around throwing skull traps and sell the contents of out various bags to Leihand on floor 4, who if iirc gives a better price than anyone else. We sell up for a cool 100,000GP. We are approaching the pinnacle of sorceress-supremacy, just need a few more items and Megaera's apotheosis will be at hand.
We Reach level 25 and, despite Chain Contingency being the more useful spell, Megaera did not get this far with half measures, we take Gate. Plus i've always wanted to do a demon summoning "thing," but the penalties never seem worth it, until now. Considering the number of enemies that only have normal weapons in IWD, this is our "trump card" a 33 round buffer of a demon with 320HP, immunity to normal weapons, fire and poison, 5 attacks per round - its not very useful for dealing damage to hordes but I am hoping for some sort of use that will not make me regret this. It also doesn't give us any XP for kills but considering the level cap of 30 soon that's not going to be an issue.
As for gameplay - its a grind, but a grind that makes you feel powerful. Actual gameplay has not changed all that much since the Vale of Shadows - its still fire elementals, but their damage output is much less important now, instead they sit in pools of fire keeping the sub-zero intelligence enemies tied into the incendiary cloud stacks. These don't seem to be capped so at this point they are doing 25d4 per round (save vs spell for half) - Incendiary Cloud over Horrid Wilting every time. Meg also rests a lot, since there's a free safe rest point on Level 4. We do this after pretty much every encounter despite not needing to so we can feel like a boss every time we encounter anything.
Our random draws in the Hand are terrible - though some of them are worth a lot (16,000 plate mail +3 for instance); for example you can draw an amulet that gives -2 to thac0, instead we draw the amulet that gives... infravision. I'm screaming. No matter, true power comes from within or something.
Not much more to say as we grind up levels, 27 gives our simulacrum access to level 8 spells finally, so more incendiary clouds. I have noticed a bug too, that if you have pause-on-spell-cast on, cast simulacrum and select the simulacrum when it pauses, the simulacrum has access to your whole spell-book for one spell only, so can for instance cast timestop, or, even better, Black Blade of Disaster, for that melee simulacrum excellence. If I had noticed this earlier things would have gone a tiny bit differently. If you could believe it I almost didn't take Simmy, but being able to summon a copy of yourself with access to most of your spell book, thats good, but to be able to do it 6 times in a row and still move around.... thats Sorceress-tier solo.
Once we reach level 28, Megaera, who now resembles her namesake more and more, proceeds to prat around with the feeblemind-gun, launching spell triggers stacked with 3x feeblemind, while the simulacrum also casts feebleminds for no particular reason except its fun. Even with the HoF save bonus being fixed in 2.6 everyone else in the tower risks being turned into an idiot. Playing Meg now kind of feels like playing an utterly mad chaotic-evil goddess with far too many toys for her own good. We dueled the wizards fair and square just to prove we could, no summons, no clones just good old fashioned pre-buffing with PfE, PfA, PfF, PfC, PfME, 7 eyes, Spell turning, Improved Invisibility, Mind Blank, Stoneskin, Mirror Image, SI:Abjuration, timestop and lots of feebleminded and skulltrapped wizards. She finally assembles the Astrolabe and gets the hell out of this tedious dungeon.
Playing "fair":
We return to Kuldahar and trade in the Mythal theory book for a ring Megaera can’t even use... thanks for nothing (I supress my utter contempt for Orrick, there's a BBoD + Timestop with his name on it). We wish our charisma up to 25 and buy Reliance +4 from the smith, which still costs 30,000GP. At this point there is not much for sale of any use. Orrick’s spell and item selection is terrible (A ring that does shocking grasp… I mean come ON).
Phase 11 - Upper Dorns Deep vs the Goddess of Jealous Fury
In the Deep there are some nasty myconids, some Ettins that hit like trucks then a whole host of Drow. I am still unhappy with Megaera's saves since we did not draw either a RoP +1 or Glimglam's cloak, and can't use Shimmering Sash.
Not a problem though. Megaera wipes out most enemies with Simulacrum whil watching through the eyes of Pooky her Imp familiar. At level 29 the Simulacrum now has 3x Level 9 spell casts too, without abusing bugs, so, apart from the lower spell level it is almost comparable to Megaera Prime. This means Clone use of Black Blade of Disaster, WIsh and Timestop – without need for Project Image.
We kill the Ettins for the Razorvine extract and the myconids for XP to get to level 30 and proceed to skip almost all other content. Fiddling around I find out that 1: Wish resting does not restore simulacrum spells, probably a good thing. And 2: the wish Genie counts as a summon for some reason so you cannot use Wish if you have 6 creatures summoned already – this feels like an oversight/bug. For our very last spell we take Tenser’s Transformation. I know there is a scroll, but I have a vision of a Melee Simulacrum and its beautiful. We test it out on an Ettin.
Stoneskin, MI, IH, II, Fireshield(blue), Black Blade of Disaster, then either 2x time stops or Tenser's transformation, or chaining PfMW. It Is Glorious.
Now I just need some stacks of useful scrolls for the Tensered-up Simulacrum. That’s 23 odd rounds of savagery after buff time, much of it with BBoD, while Megaera Prime chills, and Megaera Image spams Fire elementals, Incendiary Clouds, or Wish.
We blitz through the drow and the Orogs, mostly using fire elementals, and fire in general to get badge 1 in the caves. Nothing much to say here. I do a lot of Timestop + BBoD simalcrum stuff too to trivialise everything.
Massacre Reported in Upper Dorns Deep:
For the first instance of the Lich, Megaera Prime actually went into battle herself chaining Timestops with BBoD while hasted. It took 4 time stops to take it down, which does not look promising for Bel. We did not get the strength ring drop in Severed Hand (I'm not mad... honest) so are stuck at 18 strength, rather than 19 so damage is about 6 points lower per hit than it would be with the Ring of Strength equipped and thac0 is likewise much lower, making Timestop or Tenser's essential for hitting anything quickly, rather than counting out PfMWs. For Lich appearance 2 we just run past to grab the Phylactery and destroy it, which destroys the remaining undead. Or it should have. Maybe. Anyway, we get ourselves into a bit of a muddle with a bunch of greater mummies who didn't blow up, and no more fire elemental casts left and so Gate in a pit fiend to bail us out.
The Bronze Sentries prove something of a problem since they can see through invisibility and strike with non-magical weapons. If I was re-doing this run I would definitely try and take protection from normal weapons with its 1round/level duration that would be 18 rounds of immunity for the simulacrum. As it is, Simulacrum Meg buffs up and has them kill themselves on her fireshield (blue) while re-casting Mirror Image each round. With the extra attack everything gets in HoF this is a very effective way to do things. I have a scroll of fireshield (red) which the simulacrum can stack with blue too for fireshield (incandescent lilac). Enemies can do >60 damage per round to themselves with this method. We killed a few Drow this way with PfMW earlier.
Phase 12 - Glacier, Frost Giants and a whole lot of Crashes
We use invisibility to bypass much of the museum, doing the chat so we can repair the bridge. Or so we think, instead we aggro an Ettin and accidentally drag it into the Museum, causing the whole place to go aggressive and about 40 frost-salamanders, Ettins, wolves, ice trolls, the whole works descend on us, chasing us around invisible or not inside this stupid museum. We run outside then time stop, Spell trigger 3x Fire Elemental, then Incendiary Clouds to try and thin them out. No dice, we flee to the crossroads map to the NE and rest >24 Hours to try and reset everything before attempting round 2. Quite a few of the enemies have followed us into the tiny crossroads zone linking the Glacier with Lower Dorns. Better prepared Project Image Megaera and Simulacrum Megaera do duos Fire Elemental + Incendiary Cloud spam to clear out the horde which chased us.
In the Frost Giant Caves – Frostbite and the White Wyrms are deadly, even on vanilla - My solo no-reload berserker almost wiped here. Fortunately they start non-hostile so we can summon six Beefcake Fire Elementals and then start the fight with an incendiary cloud right on their scaly heads. Then all die quickly but not before chewing up a few Elementals. The Frost Giants on the other hand fall easily to Elementals and a series of BBoD + tensered up Simulacrums. I love this thing so much but its a pain of buffing to set up. Persio’s dagger works well once BBoD wears off because it stacks a lot of 1HP/second poisons meaning an extra >20HP poison damage per round. Or nothing, depending on the enemy - Reliance is the more...uh...reliable... weapon.
Melee-Simulacrum-Slayer-Mode:
We claim badge #2, Big Boss Frostgiant cut down by a Simulacrum.
There is this funny Yeti-ambush room which demonstrates "typical tactics" for grinding things out. I had to redo this room 3(3!) times due to bugs and crashes:
We almost die to Kontik though - twice. And gather a whole host of Bugs. First because Meg prime didn’t have PfME up and caught what I think was a skull trap - making her save but still, with double damage it almost took her out; then, to make matters worse I found out that if your Simulacrum has Fireshield up and it takes damage from a Incendiary Cloud you cast it will damage the caster of the incendiary cloud - in this case Megaera Prime… Nice bug almost killed us before I noticed she was in the red and twigged what was happening, yanking the simulacrum back. I had actually noticed something similar on a previous run to my advantage: a Sun Soul monk doing damage to ranged attackers via their pseudo-fire shield ability, but now a bit more proof. We run away to rest invisible outside.
...this corrupts the save and we can’t re-enter the caves without crashing the game every time. No problem, reload an older one. This time we will skip all the trash and just cut Kontik down with BBoD during timestop. We buff every protection we have, we go in under timestop and start cutting. Nope, that crashes the game – rips you right out of timestop then hangs forever. Jfc game – perhaps the real “Heart of Fury” mode is the fury in your heart at all the bugs you encounter along the way. Ok, third time. Nope, eat a lightning bolt for 80 damage because I cast every protection except PfE for some reason. Rest again. Ok, this time no messing: cast all 5 damage type protections + mind blank and 7 eyes. 6 Fire Elementals are a go. This time we just drop Incendiary Clouds everywhere to kill everything. No messing around. I'm fed up of crashes and soft-locks and hard-locks and almost dying because of mistakes and oversight, and will be very glad to gtfo of these ice caves.
Breathing a highly distressed sign of relief we collect our loot and I pour a very large glass of wine before triggering chapter 6 by entering Lower Dorns deep then go to Kuldahar for some shopping before the Final Act.
Final Spell Picks by level:
23: Fireshield (blue), Spell Trigger
24: n/a
25: Gate(!)
26: n/a
27: n/a
28: Feeblemind
29: n/a
30: Tenser’s Transformation.
This is what I took:
1:Find Familiar, Chromatic Orb
3: Grease
4: Web
5: Shield, Invisibility
6: Haste
7: Protection from Evil, Mirror Image, Slow
8: Spider Spawn
9: Blindness Protection from Fire, Stoneskin
10: Summon Fire Elemental
11: Resist Fear, Protection from Cold, Improved Invisibility, Protection from Acid
12: Death Fog
13: Dimension Door, Protection From Electricity, Improved Haste
14: Project Image
15: Spell Immunity, Protection from Magical Energy, Seven Eyes
16: Incendiary Cloud
17: Spell Turning, Mind Blank
18: Time Stop
19: Simulacrum, Black Blade of Disaster
20: Wish
21: Protection from Magical Weapons
22: Skull trap, Mass Invisibility
23: Fireshield (blue), Spell Trigger
24: n/a
25: Gate(!)
26: n/a
27: n/a
28: Feeblemind
29: n/a
30: Tenser’s Transformation.
By spell level:
1: Chromatic Orb, Find Familiar, Grease, Shield, Protection from Evil
2: Web, Invisibility, Mirror Image, Blindness, Resist Fear
3: Haste, Slow, Protection from Fire, Protection From Cold, Skulltrap
4: Spider Spawn, Stoneskin, Improved Invisibility, Dimension Door, Fireshield(Blue)
5: Summon Fire Elemental, Protection from Acid, Protection from Lightning, Spell Immunity, Feeblemind
6: Death Fog, , Improved Haste, Protection from Magical Energy, Protection from Magical Weapons, Tenser's Transformation
7: Project Image, 7 Eyes, Spell Turning, Mass Invisibility
8: Incendiary Cloud, Mind Blank, Simulacrum, Spell Trigger
9: Time Stop, Wish, Black Blade of Disaster, Gate
The ones which so far have seemed unnecessary are:
Grease - unnecessary even at low levels
Resist Fear - Mind Shield deals with this
Blindness - A level 2 spell (not 1 like BG). Has had little use so far.
Mass Invisibility - In theory a nice -4AC buff for summons, but never bother casting
Feeblemind - So far... Factors in favor: potential future cheese? Factors against: Saves saves and more saves. It is at -2 though rather than Chromatic orbs flat save vs spell which swayed me to take it in the first place. That and its my favorite spell after polymorph other.
Gate: Welp, if this isn't useful for Bel I will concede that either Shapechange or Chain Contingency was the better choice. Demon summoning can't never get a break.
Spells I wish I had:
Protection from Normal Weapons.
It would have been possible to swap Mass Invisibility for Mantle, Not a popular spell, but would make level 7 potentially useful for Simulacrums. The other thing I have not tested is the interaction between simulacrums and limited wish one time wishes.
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Phase 13 - Hell In Lower Dorn's Deep, or: the Redemption of our new Greatest of All Time spell: Gate
When we get back to Kudahar we find more bugs. Orrick’s inventory has not updated as it should. Great. I load up another character's save and check the prices and what is actually there.
Returning to Megaera we buy Mirror Image, Minor Sequencer and Lance of Disruption then EEKeeper in the additional 1x Mirror Image, 1x Stoneskin, 1x Shadow Monsters, 1x Demi-shadow Monsters, 1x Fireshield (red) and Ogi-Luc’s Robes which he should have which I wanted to buy. We subtract 27,000 Gold from our inventory via EEkeeper. Bugs have been 100% the theme of this run. I don’t know if this is Patch 2.6 related, but I don’t remember all these issues from 2.5…
Ogi-Lucs robe doesn’t list Sorcerer as “Usable by” but they can still wear it apparently. It does list it as usable by Barbarians, something I noticed in 2.5 as well. Checking with a barbarian this is not actually the case, they cannot wear it. We do now have 18/99 Strength. Which isn’t 19, or even 18/00, but it does boost thac0 by 1 and damage by 3. It will have to be enough. The down side is that Ogi-Luc's robe looks goofy as hell with big blue shoulder pads. The price of power indeed.
We drop down into Lower Dorn’s Deep and the Tarnished Sentries can see through Invisibility again. Great. Everything goes badly and in trying to find a spot to get casting Meg aggros every enemy on the floor. She barely managed to get off a Timestop then dimension door away from the box she had trapped herself in to flee as fast as she can out of the deep to rest and rethink.. We try again, nope. All this stuff is immune to Incendiary Cloud. And so we try again – a new strategy: Timestop + Gate. Yes, this is working. The Pit Fiend is the "Ultimate Tank". But its not enough damage, the 33 rounds expire and we are forced to run yet again. And the Voice of Whatsit was attacking Meg Prime all the time while Meg Simulacrum chipped away with BBoD and Tenser's. All too Slow. We need to Try Again. Fortunately nothing chases us out of the Lower Deep ever.
An unscuccesful attempt that almost ended in disaster:
Finally, we have found a strategy that works. With the work done previously the Voice is now Near Death, so enter Invisible, buffed and protected. Then Timestop, Gate, and then a new idea, a spell trigger with 3x webs. The Fire Salamanders are susceptible even if the Tarnished Sentries aren’t. This glues stuff up enough to summon the simulacrum, protect it from evil and then blanket the area in death fog and cunningly aimed Skull Traps from both Megaera Prime and Megaera Simulacrum. We breath a serious sigh of relief and go to chill out with something else to calm down.
One of the most "epic" HoF battles yet:
Returning we enter the Archer Tower of Piercing Arrow equipped Death Dealers with 3x Fire Elemental Spell Trigger, BBoD and Timestop. We take a big risk and after a few timestops go for a PfMW then Tensers to get through the remainder with about 2 rounds of worry as PfMW expires and Kelly eats through all of Meg’s Mirror Images and started working on the Stoneskins. But it was enough. We claim out safe rest-spot.
Next sneak past all enemies into the Palace to collect the food for the Deep Gnomes and go Umber Hunk Hunting, unlocking the Deep Gnome Village. I have my eyes on the Acid Storm Scroll that is for sale here. The Umber Hulks themselves are not dangerous due to Mind Blank and Fire Elementals.
We by scrolls of Acid Storm and Sphere of Chaos, and The Silver Bracers of Kedl, aka bracers of defense AC to 2… That's almost as good as Full Plate. In what feels like an unfortunate oversight the merchants here can’t buy half your inventory so if you want to sell the loot you pick up in Lower Dorns you need to track all the way back to Kuldahar… welp.
Anyways, At this point there are only 7 or so “challenge fights” left. In my preferred order:
Challenge Fight 1: Hordes of undead and The Idol
Easy Peasy. Invisibility and Improved Haste then BBoD and 4 chained Timestops. The key is that all the undead die when the Idol dies. This also means no more annoying resurrecting Voice skeleton which will make everything else easier.
Challenge Fight 2: The Black Unicorn Maiden and her Fire Giants
First we clear out the whole of the upper area, which is stuffed full of elementals, with Pit Fiends and Incendiary Clouds and Simulacrums. Its slow going but the main danger in this region is the no safe space issue when you first enter. We went Timestop from invisible -> pit fiend -> invisible then went from there.
We notice that the Pit Fiend drops down to Badly Injured then back to Injured so either it has some sort of innate regeneration, or sitting in fire heals it perhaps. I make a note to test this which I promptly forget.
Next, after resting, we engage The Black Unicorn Maiden and her giants + priests with our Simulacrum. what a battle. Endless Summons and Clouds of Acid, We get off an Improved Alacrity Wish and Blow the whole battlefield up with a 5x Level 30 Skull Trap Bomb - 150d6 damage before saves... Simulacrum Meg expires and Megaera Prime eventually runs out of spells trying to get off a Wish Rest but the job is done and the Maiden is dead. We pop an invisibility and bug out with her badge, back to our Archer Tower Stronghold, leaving a remnant of Fire Giants behind.
Challenge Fight 3: Marketh
I am hoping that with an Int boosting Potion or 5 we can use the Drow Wizard’s Iron Golems against him. For that we need to get rid of this guy. And more dangerously his army of Backstabbing Thieves and Kraken Society Mages who will Kill Maegaera very quickly with all their elemental damage if we are not prepared. Yes, you can actually just talk to him and get his badge but where’s the challenge in that? Naturally we don’t clear out the ground floor either, because those bros are going to charge up here too. Good.
First we prep a 3x Fire Elemental Spell Trigger, rest and use Mind Blank + Stoneskin. We then have a PI buff us with the suite of 5 Protections and Improved Invisibility. The PI then gets off a Wish-Rest and kills itself with Skull Traps. Off we go.
Outside Marketh’s Room we buff with everything else: MI, Spell Turning, 7 Eyes, Protection from Evil, Improved Haste, Spell Immunity: Abjuration and activate the convo. Immediately going for a timestop. and Gate in a Pit Fiend, deposit an Incendiary Cloud on it and go invisible again. We count 4x Kraken Society Mages.
The Pit Fiend’s Remove magic ability rinses the Magical protections of the ones who get too close. Perfect. Time for the Pain. While the Incendiary Clou is disolving the melee contingent around the Pit Fiend we go timestop, Simulacrum, BBoD, hitting debuffed Mages, then the simulacrum does the old buff routine too. Making sure to go with PfME since these guys love force missiles. SimmyMeg goes to work but gets confused so is hacking around with BBoD erratically but still deadly...ly. Forgot 7 eyes, whoops. There’s not all that much left now but the Pit Fiend is gone and we are running a bit thin. We unleash the 3 elementals in our spell trigger and drop some Incendiary Clouds, having used most of our Big Guns, this enough to carry the day.
We claim our prize.
Remaining battles: Malavon, Poquelin, Pomab, Big B
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Phase: Megaera's Apotheosis
We sell all out loot in Kuldahar for just under 200,000GP and return to Nym, buying all his summoning spells just in case. Always good to have a stack of one-time HoF HP summons in an emergency.
Challenge Fight 4: Malavon
For Malavon the usual buffs +3 Potions of Genius to turn his Golems against him. While they fight the Hulks our Simulacrum summons 6 Fire Elementals and does some BBoD killing before Malovon Proper shows up. Its chaos after that, despite deliberately avoiding AoE damage something still aggros the Blind Deep Gnomes and our summons targeting is shot to pieces. Despite that, with all the friendlies milling around to clog up his invisible stalkers its basically a given at this point. The second Improved Haste + BBoD + Tensers simulacrum takes him down. The final Badge is ours.
We also finally get some decent scrolls – Absolute Immunity, Simulacrum, and, crucially, the only Chain contingency scroll in the game that I know of.
We also draw the first piece of actually good random loot and it’s an absolute stinker: Ring of Reckless Action: AC penalty of 2 and +1 attack per round. *thumbs up* That means dual wielding with Improved Haste + Tensers gives 8 attacks per round. Things are looking very up. Melee-Sorceress takes a long time to get viable in these Infinity Engine games, but when it does it really really really does. It takes less than 2 rounds to bring down one of our own fire elementals like this – a creature with 248HP. I would say that Bel’s chances just went right down
Melee-Sorc Build in action:
We test it out against one of Malavon’s friendly Iron Golems – 12 Hits for one, 13 for the other, which is only 1.5 rounds.
We test it out on a pack of Fire Salamanders I had been avoiding. Carnage. The Simulacrum carves through them in about 1 round per enemy. I double check to see if Heart of Fury is still on This is our Apotheosis moment. Megaera – personification of Jealous Rage prepares to bring destruction to a Devil from the Nine Hells themselves.
We do some final prep and buy 30 Elixirs of Health from Oswald, as well as his supply of Mind Focusing, Invisibility, and Speed potions.
Challenge Fight 5: Poquelin
Back in Lower Dorn’s we do some ,more last minute prep, including an emergency minor sequencer from scroll with Protection From Evil and Mirror Image. Other prep is the same as for previous battles.
After initiating the conversation with Poq we start with a timestop-gate combo, then get up a simulacrum and Project image. He brings in hordes of HoF summons but they do eventually stop and we work to group them around the Pit Feind while Incendiary Cloud and Death Fog do their magic. We chain a full book of PI timestops then get an improved Alacrity-Timestop Wish, unloading 5x chromatic orb, 6x skull trap and 3x blindness, and 3x feeblemind at Poq, most of which he either saves against or his magic resistance negates. Except he does take 400 magical Damage, bringing him down to badly injured. And, it seems, a Feeblemind… I know right. He just stood there for the rest of the battle.
At this point it’s just a matter of waiting for the Acid to dissolve him. Only… it turns out that satisfying as it is, you are not allowed to Feeblemind him since it breaks the game. Nice. Due to having the Intelligence of a clam he is unable to initiate the next chunk of dialogue and take you to Easthaven. Look like I have won the game, the Devil is defeated…
He has an item that prevents dropping below 1HP I guess since you can’t actually kill him, he just hangs forever. I count that as a win in this battle, but looks like we have to reload. For a “no-reload” run this sure has resulted in a lot of reloading. Feeblemind what have you done.
How to Feeblemind Essential Enemies and Break Infinity Engine Games:
We do it again and this time it starts well but ends far less elegantly as the Simulacrum aggros the Pit Fiend due to forgetting PfEvil and 8 casts of wish fail to get that Rest Wish one. A lot of faffing around and suboptimal play but a barrage of skull traps does take Poq down triggering the teleportation to Easthaven.
Challenge Fight 6: Pomab
We free the villagers and rest in the Tavern Basement. For Pomab we do all the buffing, especially Lightning. Then drop the 3x Fire Elemental Spell Trigger, time stop, simulacrum and buff it with PfL and PfE. Simulacrum them gos timestop -> IH, Stoneskin, -> timestop -> BBoD, Tensers and chases down the “real Pomab” while Megaera prome tanks. I really really wish I had Mantle or Protection from Normal Weapons here since PfMW doesn’t seem to do anything for these “Cryshal” Sentries. Nice spelling error perhaps. Its cute.
It is made particularly easy because the Simulacrum can just be told to attack the real Pomab – identified through the feedback text as “Pomab” rather than “False Pomab” then will chase it all around homing in to his new teleport location until an image disappears, then re-identify and repeat. Once he is ead the “Cryshal” Sentries Collapse.
That leaves only the Big Guy himself.
Icewind Dale: EE 2.6
Difficulty: Heart of Fury Solo, No reload, Level 1 Start, Difficulty base damage enabled.
Final Battle: Belhifet
Going back down stairs we prep-up. Additional things are – we use that Chain Contingency Scroll to do 3x Fire Elementals on Self when Enemy Sighted. That should put up an immediate screen. We also prep the usual 3x Fire elementals Spell Trigger.
We cast the following Buffs before Wish-Resting:
- Protection from Cold
- Protection from Fire
- Protection from Acid
- Protection from Lighting
- Protection from Magical Energy
- Stoneskin
- Mind Blank
(not all of these are necessary but its precautions)We then wish rest and drink the following potions:
All told this gives us an AC of -8, which is not good. -28 vs Crushing though. Protection from Evil will drop this 2 points via the penalty to enemy rolls, while Improved Invisibility should give a -4 bonus, though perhaps not for Bel.
We cast:
We prepare our quick-slots with Absolute immunity, Mirror Image x3 and the Black Knight. We also get out 20x Elixirs of Health. Bel poisons and diseases on hit with no save I think. We check out stats, take a memorial photo, quicksave, count to 5 and go through the Mirror.
"Now witness *true* power":
The chain contingency fires during the dialogue. Ideal. We run south then cast Time Stop. We need to remember that with 6 elementals we cannot Wish so don’t bring out the emergency Spell Trigger yet We summon the Simulacrum and protect it from fire and evil then hit Project Image. The Simulacrum goes IH, BBoD then Timestop while the PI spams fire elementals.
Simulacrum takes out 1 iron golem and 1 cornugon, we realise that the cornugons bleeding wounds are killing the Fire Elementals even during timestop. Ouch. Should have delt with them ASAP instead. The Simmy manages to take out both Cornugons with BBoD + tensers before surcumbing. We can’t summon another during the maximum duration time of the Sim for some reason so we hold off, buying time. All that is left is Bel, 1 injured Iron golem and 2 fire elementals and a couple of spider spam blockers from the PI.
We get of a nice Improved Alacrity + Times top wish and spam the remaining spiders, summon the black knight and drop a Death Fog to try and take down this last Iron Golem. Apart from that there is not that much we can do. We get of a Rest-Wish and then Meg Prime gets hit with a poison cloud from the golem.
She runs away to go for a timestop, then Simulacrum and we start the cycle again with the Simulacrum going timestop then BBoD to take down the final Golem and do some damage to Bel.
We choke the whole place in Fire elementals from another PI trying to let the Simmy get hits in without getting killed. We get him down to Injured where he glitches out surrounded by fire Elementals refusing to do anything while they punch him trying for crits. For the sake of fairness I shuffle the elementals around trying to get him to revive. He comes back and we go for another cycle. Simulacrum summons a few Fire Elementals then goes BBoD + Timestop a couple of times. Big B is almost down at this point. Victory is at hand I am thinking. And it is. The Simulacrum gets the death blow.
One IWD:EE patch 2.6 Heart of Fury, No Reload, Double Damage, Level 1 Start, Solo Sorceress Completed.
Wrap it up
Added! Congratulations!
In Cloakwood we managed to avoid conflict with the druids, killed Centeol and a number of wyvern before arriving at the Cloakwood mines where we killed Drasus et al before going in search of Davaeorn.
In transit we killed more wyvern and just outside Baldur's Gate we killed Simmeon.
We have not returned Chelak's body or flooded the mines as we thought that doing that would upset Dorn since our reputation is already 18.
Whilst investigating the City Maka somehow managed to be invisible and killed Azure by backstabbing her despite True Sight being active. He paid the full price for his actions as did those with him who attacked us.
Dorn left us after our reputation got too high but rejoined us after we lowered it. In his absence we did a number of reputation increasing quests and finished some off which we had left unfinished due to his presence.
The cap of 20 for reputation came in quite handy. When he rejoined it dipped to 16, but we are now heroes once more.
Tisiphone the Elven Sorceress
BG:EE 2.6
Difficulty: Unmodded Core
As usual, min-maxed stats. I've found that the secret to rolling great stats is... an auto-roller. heh.
Spells: Blindness, Armor.
Pip: Daggers
Prologue + Chapter 1:
Clean up in Candlekeep. Buy a stack of Throwing Daggers. Take Imoens stuff and send her packing back to Candlekeep. Likewise for Montaron and Xzar.
RoP+1 -> Ring of Wizardry -> Bowl Quest -> High Hedge -> Beregost (Marl; Firebeard's Book). This gives Level 2.
Blind and dagger some Ogrillons -> Blind and dagger wolf, collect Melicamp -> High Hedge to blind and dagger a skeleton. Melicamp dies. Buy PfPetrification scroll -> Beregost (Mirianne) -> Mutamins Garden. This gets us to level 5.
Next: Joia's ring -> Invisibility through the Ankheg cave to grab loot + body and WoF. Complete Farmer Brun's 2 quests -> Brage -> Noober
Invisibility gets Tisiphone to the bottom of Nashkel. Shield + PfEvil gives enough AC to just melee the kobolds then a Blindness on Mulahey and a Fireball+Scorcher combo from the Wand of Fire for all the minions, followed by Magic Missile for "big" Mul.
Phoning it in, BG style:
Chapter 2
Lamalha gets the Web + Wand of Fire treatment. Magic Missile mops up. We retrieve the WoMS and return the Heart of the Golem dagger -> Back to Nashkel for our reward and level 6. Nimbul gets the Bindness treatment, but still manages to kill Rasaad. Welp. We MM him to pieces then make a pact with an Imp familiar, who, despite his claiming to "already have a name" we call Pooky2.
RIP Rasaad:
We save a boy from some Worgs via the Web+Skulltrap treatment for reputation 16, then sneak into a pirates cave to gain a Tome of Constitution, raising Con to 18. Talos Gift and Shield just means we walk through the eastern damage traps invisible. We grab the other stuff including the "OP" Wand of paralyzation. Time to do some damage, but first, leave invisible.
Next mop up the southern quests: Samuel, Colette Amulet, Tamah, Ruffie, Tome of Charisma, Dryad Tree, and Drienne (we use a scroll of Friends to finesse the PfU scroll despite our modest charisma). All that for 20 Rep and some feeble XP.
Blindness OP, Darts of Wounding OP:
A quick trip to Ulgoth's Beard for Greenstone Amulet then Beregost for a new stack of throwing daggers, High Hedge for another Protection from petrification and Durlags for some Basilisk Hunting. A combination of daggers, MM, Skull trap and Wand of Frost takes them down with no issue, gaining Tisiphone Level 7.
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Spell picks by Level:
1: Shield, Blindness
2: n/a
3: Magic Missile
4: Invisibility
5: Protection from Evil, Web
6: Skull Trap
7: Spook, Mirror Image, Slow
BG:EE 2.6
Difficulty: Unmodded Core
Chapter 2 Continued
We're beginning to feel powerful now. Completely over-leveled for the content. The only meta-power-gaming thing I have not done are the Rep dropping things: Dushai's Ring of Free Action and Algernon's cloak.
We duel Tranzig noob style, both just hurling direct damage spells at each other. Shield OP. I try out Spook, takes forever to proc against a spellcasters good save vs spell. And then, hooray, 3 rounds of panic. I never know what to pick for 5th level 1 spell pick. Spook, Identify and Friends all compete.
Anyway, our fair duel ends in poisoning him with Darts of Wounding.
Playing "fair":
Using one of his own friends spells for Cha17 we buy everything good from Thalantyr: Wand of Sleep, Every green protection scroll, Claw of Kaz, misc scrolls and potions. Tisiphone then "saves" Neera and steals her Gem Bag.
Sorry Neera...
Time for Bandits. Tisiphone indulges in her love of melee combat, knifing Hobgoblins at 1attck/round with her MI and -4AC vs Evil. But in the end goes with Skulltrap, Blind and Darts of Wounding to kill Raiken's Gang.
The power of the Skull:
Usually I just sneak into the tent and steal the letter with Potion of Absorption, but since this is Vanilla core Tisiphone attacks the whole camp solo head on, no biggie.
With so many toys at her disposal, Tisiphone wades through the camp, stabbing away. Dual daggers, one of them Dagger of Venom (after a quick trip back to Beregost) make short work of all the sleeping and paralysed, while throwing daggers take care of the blind and webbed.
Once upon a time I found this game hard, before i became infected with meta-knowledge:
Inside the tent, Slow, Blindness and Skulltrap deal with everything, including Tisiphone hitting herself with the skulltrap... forget what the range of this thing is. Anyway, chapter 2 done.
I have been spoiled by SCS:
Before moving on to Cloakwood we show that Denak can't handle the Web+Skulltrap treatment, and kill a Shoal. Getting Level 8, the Victor and a nice Remove Magic scroll.
If you can believe it this requires something like 23 shots from One Gift Lost to do on Legacy of Bhaal Difficulty:
It is interesting to contrast Vanilla BG with vanilla IWD, which, due to its linearity and encounter design is much harder to metagame.
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Spell picks by Level:
8: Stoneskin
BG:EE 2.6
Difficulty: Unmodded Core
Chapter 4
Drasus and squad can't handle a little web + skull trap. Tisiphone takes boots of speed.
Unfortunately no opportunities for melee here:
After a poorly thought out rest attempt on Level 3, Tisiphone resorts to carving her way through a mass of sleeping enemies.
What do you mean sorcerers shouldn't dual-wield due to thac0 penalties?:
Daveorn's battle Horrors die to Skulls, then we roll out the remove magic scroll and stab him. Greenstone Amulet OP.
All good magical battles are settled with a poison dagger:
Chapter done. Loot and pull the plug.
Chapter 5
Enter Baldur's Gate -> Dex tome -> Docks Basilisk -> Desreta and Vay-ya
Poor Desreta, humiliating to be bested in melee by a Sorceress:
Vay-ya is actually quite powerful - Shadow Door, Flame Arrow, Confusion and three attacks per round. A fighter/mage it turns out. Nothing that Mirror Image, Stoneskin and Greenstone amulet can't deal with. We "prove" that sorceresses are better melee people than fighter mages... just. Shame we can't wear the Gauntlets of Ogre power, 18/00 Str would make things much more fun for Tisiphone. In their defense the fight does gives an absurd wand of fire with 22 charges though. ^_^
The dopplegangers in the Sun Compound fall to the might of the poisoned dagger... and a little bit of wand of paralysis. Completing this gets us to the level cap, if not the XP cap. Time to skip almost all the rest of the content, but first, agonise over the final spell picks - Level 4 is super hard.
stabby stabby:
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Spell picks by level for BG1:EE in full:
1: Shield, Blindness
2: n/a
3: Magic Missile
4: Invisibility
5: Protection from Evil, Web
6: Skull Trap
7: Spook, Mirror Image, Slow
8: Stoneskin
9: Blur, Remove Magic, Improved Invisibility
Traveling with:
Sarah - half-elf ranger
April - half-elf ranger
Alena - half-elf archer
Paja- half-elf archer
My all fighter game appears to be lost into the ether space when my computer got reconfigured. So rolled a new MP party of rangers - ONLY rangers or ranger multi/duals are allowed. Rangers or bust! We'll see how it goes...
BG:EE 2.6
Difficulty: Unmodded Core
Chapter 5 continued.
Collect the Cloak of Balduran and "deal with" Ramazith for RoP +2
Buy some Potions of FR and Insulation and do some mopping up. In an effort to remind myself what vanilla difficulty is like, we bumble through the Iron Throne top floor fight, messing around and taking a lot of fire damage due to no resistance... Dragon Disciple where are you... Nothing a bombardment of WoF Fireballs can't fix though. Once they're thinned out Tisiphone goes to work with Bindness, Invisibility and her Dagger. nothing quite like a Sorceress getting +7 to her attack rolls against a platemail wearing opponent.
Melee sorceress gimmick in action:
For our prizes, A Ring of Free Action. And, for me more excitingly, the only Minor Sequencer Scroll in the game afaik. That will be handy for Sarevok perhaps.
Chapter 6
We skip through candlekeep, hoovering up scrolls. Knock scrolls and DuHM open up the tombs. In a fit of excitement Tisiphone id's the str tome and boosts herself - Thac0 of 12 before invisibility and +7 damage *heart eyes*. Invisibility out. All done.
Chapter 7
Time for the hardest fight in the game. We head to the Friendly Arm Inn. Unfortunately for Tarnesh, our buffed save vs spell is now -2. But that's not the big issue. He can't actually deal with Improved Invisibility... After casting Mirror Image he stands there doing nothing while we stab him to pieces with the poisoned dagger. A single hit is all it takes. Shameful.