Athena - Half-Orc Cavalier (solo LoB SCS) first update
I'm also been playing yet another solo Cavalier char, my version of @Grond0 life-long run. My favorite class and kit, and although I did complete Blackguard as solo Paladin, I've lost track how many Cavaliers I've lost, in solo or dual runs. Cavaliers got silently nerfed last couple years, as they can't get (even with cheese) the evil outcomes from Hell anymore without falling. So no more 25 STR, AC cap nor Soul Reaver. To balance this I'm using couple things. First Revised Hell trials from Quest Pack. While this doesn't allow evil choices, we can get one neutral one without falling and that should be pretty good. I'm also using IWD version of Paladin spell progression from Tweaks Anthology which gives 555531 spell slots instead of 3333. Big one here is one Harm spell per rest, but I'm mostly spicing the run to the usual. Also using LoB, SCS and Ascension for difficulty. Autorolled Athena.
weidu.log
/ ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 4.0.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // Core Stratagems spell-system changes (installed by default by any AI component): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3015 // Re-introduce potions of extra-healing: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 35.21
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multi-Class Restrictions -> Allow humans to multi-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #32 // Kuo-toa Disciple Kit for Bards: v2.0
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #2 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #3 // Enable empty container module - Highlight empty containers in gray instead of cyan: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #4 // Enable hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #5 // Enable scale module - Customizable UI scaling factor: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #6 // Enable time step module - Advance 1 game tick on keypress: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #7 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.11.0-alpha
Intro - Chapter 3
250xp Intro
Killed Imoen for her potions and WoM, which then ranged Xzar and Montaron for their potions
Killed Neera for the Gem Bag, then Algernon for the his cloak
900xp Marl
Our 19 strength got 2x Invis potions from Beregost and Nashkel manors
400xp Noober
From the Carnival potion tent we got Fire Giant, which then got us 3rd Invis potion
900xp Hentold's dagger, 4th Invis potion, lv2
1000xp Albert
Charmed Jemby stops Drizzt attacking Gnolls, and we got his Scimitars
Potion case from Thalantyr
2035xp Tenya Bowl lv3
750gold to get rep to 11, then killed Dushai for his Free-action ring first luring him with WoM
Invis potion to Mulahey, Charmed with Algernon cloak and killed by Kobbos, escaped with Speed potion
800xp Joseph's ring
Charmed Minsc tried to kill Nimbul, but lightning stole our xp
975xp Charmed Marl ko'd Tranzig
Raiken escorted us to Bandit Camp where Charmed Taurgosz was killed by Black Bear for Full Plate
1250gold to get rep to 12
Reputation run Firebead 13 300xp, Oublek 14, Mulahey symbol 15 1000xp, Drienne Cat 16 200xp lv4, Samuel 17 500xp, Charmed Hobgoblin for Joia's ring 18 400xp, Brage 19 1000xp
Forked 14k gold for Sandthief ring, picked Brun's son with Oil of Speed, 20rep 1500xp.
Used one Absorption, Sandthief charge and Invis potion to pick up the papers from Bandit camp. Still almost died. We risked getting the Magic Blocking and Venkt cast Glitterdust before we got Invis on, which revealed us. But we managed to escape the camp with 25hp left.
Chapter 4
Used single Sandthief charge in Cloakwood 2 to right click pick up the Scimitar and Tiber's brother. Upon reaching Cloakwood 4 we returned to 2 to give up the brother for 800xp. Using one Sandthief charge 2000 gold pop is no brainer with over 6k loot. Molkar waylay happened and we used two Sandthief charges, and managed to Charm Molkar with Algernon's Cloak. Molkar killed Halacan as the other two were separated by Athena. Then he managed to kill Dakar. Morvin was too tough for Molkar and we got his Heroism potion. We still managed to kill Morvin by ourselves 650xp. There was also one Absorption and 4,5k worth of loot so even this was cost effective.
Used last two Sandthief charges to pick up CON-tome. Lamalha waylay happened and we had to also waste our second last Invis potion. Charm attempt for her Potion of Power didn't work. Forked 13750 gold to recharge the ring. 2 Sandthief charges to reach Davaeorn's guard, and then had to spend 3 charges more to Charm him. Another Santhief to park the Battle Horrors away, then the Guard sliced Davaeorn 6000xp lv5.
Chapter 5
After escaping the mine we used our last Sandthief charge to pass Drasus party. But before leaving we tried our Charm attempt and got Drasus. He was killed by his guards. This wasn't really necessary as you can get another set of Speed Boots soon after from Lothander. Another 13750 gold to recharge the Sandthief. With Speed boots we could pick up the CHA-tome without Invis and with 20/20 economy single Invisibility costs 1735 gold through Sandthief ring. Tremain's son 5000xp. Bought Greenstone amulet and it helped us to defeat Ragefast no problem 4000xp. Ramazith was Charmed with Nymph cloak and after he spent his spells, his summons killed him 4000xp lv6. Sandthief charge and Frost Giant potion to loot the tower. Lothander Charmed, stopped leaving and killed 5500xp. Two Charmed Gamesmen KO'd Marek which took 45 minutes 10650xp. Seven Suns 7100xp. At Iron Throne we used Sandthief to Charm Naaman for PfU, didn't bother with rest and escaped with another Charge.
Chapter 6
Ogre Waylay escaped with Invis potion. Iron Throne Charmed with Nymph cloak and killed. 2x Sandthief, Cloud Giant and DuHM to loot Catacomps. Last Sandthief charge to escape.
Chapter 7
Charmed Meilum killed Kahrk then died by Kobbos 3500xp. With SCS installed Karhk has Magi Katana +2 which improves casting time by 1, and which Paladin's can use too making some castings instant. Kirinhale 4000xp. Charmed Riggolo killed Ghost 3750xp, and was killed by Ghasts, used one Sandthief. Bought 2 OGL's, third from Nadine 1400xp lv7. With the three OGL's we bombed Denak's party out of sight for Ring of Energy. Fear and Love followed us to Fireball trap, where we kited them and Fear was soon dead by Fire. But then Avarice found us, we lured him upstairs. Then we kited Love around the table with Ring of Energy and Greenstone Amulet. Next level we got first Champion Strength and Durlag's Goblet.
With Greenstone amulet we finally beat Tarnesh and got Golden Pantaloons. Charmed Larze and Quenash, Slythe killed Quenash and Larze killed Slythe. Recharged Sandthief yet again. Charmed Lesser Basilisk with one Sandthief charge, and used two Green PfP scrolls on us. Then we cleared the level, including Kirian's party lv8.
Palace Ambush. We Charmed the Mage and Shaman and attacked the rest. Rest of the Dobbelgangers were easily wiped, us needing to refresh from the Goblet twice. Next we waited Mage to appear, and it was killed after Liia Dispelled it. Shaman didn't fare any better, as Liias Chromatic Orb killed it. Small things. Delorna was Charmed and killed by her own summons for 4th OGL, which we recharged. Level skipped Sunin's spells for second Ring of Wizardy. Then two Sandthiefs to reach Sarevok.
Athena v Sarevok
Started bombing out of sight with OGL. It took only 12 hits to kill Semaj. Once Skeleton Warrior started wandering we used PfU. Tazok took 19 Fireballs, Angelo 32 and Diarmid 41, because he heals during the attack. We then bombed Sarevok with 48 OGL's, leaving 7 for Korlasz, 7 Potions of Explosions and 5 Oil of Fiery Burnings. Then we drank Oil of Speed and started kiting Sarevok with Ring of Energy. And after 3 hits, Sarevok was dead.
Invisbility to Porios, two Invisibilities and PfU to Korlasz, and 6 Fireball + Invisibility combos made her surrender. In Baldur's Gate we sold enough of our loot to buy everything interesting in SS.
Chapter 8
Teleria nor her Golem agro if not talked to. Lv9 doing Menhir's quest which meant we could cast Sanctuary now. Listened Dwarves getting killed by undead, then used PfU to reach Coldheart and enlisted his help for the crusader attacks. Hid behind the tent for parlay.
Chapter 9
Looted Troll cave with Sanctuary. Morentherene daggered, Ziatar burned afar. Neothelid took no less than 12 Durlag's Goblets and almost 2 hours because he wasn't appearing enough. Akanna Charmed second hit and killed by her Aerial servants. Surrendered the fort, and Bridge Mage was interrupted with Ring of Energy.
Chapter 10
152k gold selling my hoard to the Genie. Quests for items, also Protector of Unworthy from Orog Chieftain who was charmed for the BBB, or Best Belt v Bel. Crusader Attacks. After Charming all the companions we found that Edwin had WoMS and because he wasn't in party it avoided the casting limit. It made the first attack a lot easier and didn't even need a refresh from the Goblet, although it still took over 40 rounds.
In the Mage wave we were confused a while, because we only drank one Invulnerability, but first time ever Stysich Dispel came clutch and helped us. The Mage wave is easy enough if you survive spells, as I think Wizards Slayers will almost always outlive them. Used Goblet once. Had to do prebuffs again and drank Heroism to 300hp for Paladin wave.
The last two waves were pretty uneventful with 300hp buffs. It's important to concentrate on Rhayla until she's dead, as she can Dispel the buffs. The two waves took only 4 Goblets.
Ashatiel couldn't land a hit on us before dropping dead, and Trix was double talked to open the door immediatelly.
Athena v Belhifet
3xPfF, 3xPfC, 3xPfE, 3xPfA, 8xMind Focus, Violet, Fortitude, Defense, Speed, Invul, Power. The lift took around 20 rounds drinking Heroism potions every round. Left Green Abishai alive to buff. 500hp, 11xChampion Strenghts, 1xSpeed, 2xInvul and Storm. We arrived Bel with -41 Thac0, escaped his Dispel and started hacking. Bel was already at near death once our Champion Strengths started faiding. And soon after he was dead, only needed 3 Goblets for the fight.
We are currently sitting at Irenicus dungeon with 691k xp and getting to lv10.
The don't-believe-in-plate-mail-gang Update 3
Corearcher XII the elven archer, protagonist (corey_russell)
Junker, dwarven bounty hunter (Gate70)
Duplo, dwarven kensai (Grond0)
While this party stinks at tanking, it nevertheless has a lot of damage potential with the Kensai damage bonuses, bounty hunter backstabs and traps and Corearcher's powerful ranged fire. We got a lot done:
1) We cleared the Bandit Camp (Surface). While successful, Diplo took a ton of damage, but he believed Corearcher would kill Khosahnn in time (Corearcher did). We do a lot of rests to heal up Diplo since he doesn't use heal potions, but he has 20 CON so he regenerates which saves us some time. For Tazok's Tent, Diplo used a potion of magic blocking and once Venkt had cast horror, the rest of the party moved in and mopped up.
2) We skipped Cloakwood area 1. We did some fighting in Area 2 but only enough to get to area 3 of the Cloakwood. We skipped this area as well and then went to Area 4 of the Cloakwood. We mostly skipped this area too, except Corearcher shot up the dryad in the area.
3) For Drassus and gang, Junker managed to lay 3 traps -- these traps killed the mages and Drassus and Genthore didn't last very long against the party's ranged fire. The haste boots not terribly useful for the party but Corearcher will use them.
4) Most of the Cloakwood mine was skipped with the party only killing people in the way of getting to the bottom level. For Davaeorn's level, Junker couldn't get all the traps but he did de-trap the battle horrors so that was good enough. Junker laid a bunch of traps at a future spawn point for Davaeorn (some serious meta-gaming with that) but that did in fact kill Daveorn. Somehow Daveorn's mirrors weren't up and he even had to suffer a backstab.
5) The city quests went well. No trouble. Almost all battles were either backstabs, traps, or ranged fire and these tactics carried the day. Corearcher didn't fancy taking on Degrodel's minions with no tanks in the party though we had a ton of traps for the Mountain Maulers. Corearcher also didn't fancy taking on the 5th floor Iron Throne baddies either so he just stealthed to get to the letters and talk to Thaldorn to update the quest.
6) We ran out of time in the session just as we were reporting to Scar our success. Candlekeep Crypts will be next session.
We started doing all the non-stronghold quests around the city, starting with the slavers - access to invisibility 10' radius means that we get to pick our battles from advantageous positions:
As you can see, we're already using the Spear of Kuldahar - we got the money very quickly, and there's just no reason to go with inferior weapons. Our next upgrade will be The Impaler +3, much later in the game.
Meanwhile, we also finally got our first character death - in Saerk's estate, I foolishly triggered a lightning bolt trap which bounced around and killed Intercessor - luckily, there's a temple nearby:
By now, Ferrum is pretty well protected, with chaotic commands and death ward being nearly always active, and various kinds of elemental immunites possible if needed. With a +3 weapon, we can hit everything we encounter, and even higher level enemies such as the sewer party aren't safe:
To cap things off for now, we pay Gaelan and clear Watcher's Keep level 1, including the statues. Infiltrator gets access to 6th level spells, we've made sure to buy scrolls of breach and improved haste to unlock the most important spells on these levels for us right now. Ferrum is doing quite well:
Nice-looking stats. Not sure which stronghold quest we will start with now, but the druid grove seems like a decent option and would get us the possibility of some item-based immunities via spear (which I don't think we will generally need except for some very rare circumstances, but it will be nice to have).
Mostly, the druid grove was easy to clear out, except for the eastern group of druids - we got hit by an insect plague and a call lightning spell there after inititially doing quite well, but everyone survived:
However, things took a rather awkward turn near the end - the myconids confused Intercessor, and as a result, he ended up attacking Cernd, turning him hostile:
I was able to charm Cern, but was unable to start any dialogue - The only other option to finish the quest seemed to be recruiting Jaheira, which we did - however, she immediately disappeared to Harper Hold upon recruitment, forcing us into the first part of her personal quest (and her curse quest, because I forgot that entering Sea's Bounty triggers that). Eventually, we managed to get her to fight Faldorn - she was unverleveled, of course, but forest beings were able to charm Faldorn, and I used the shadow druid's own spellbook against her, getting out more summons and healing up Jaheira, who did initially get hit by insect plague:
We did get the win thanks to the additional summons, but the ending dialogue for the quest ended up not fully triggering, because Cernd is part of that as well - and he spawned in hostile:
So, it seems like we're missing out on some of the experience reward and the staff you usually get here. Luckily, I was still able to turn in the overall quest in Trademeet. After some sidequesting, we next went to De'Arnise Keep. This one was rather uneventful, we can easily stand up to some trolls and yuan-ti at this point. Ferrum is missing out on some kills as he can't finish trolls, but still doing quite well. Also, since we are a fighter kit, we completed the various keep quests with some forced resting.
There have been more long gaps in play and the overall results have been pretty poor to date. However, I have at length got the remaining 7 characters past Sarevok.
Summary points of interest for each class Cleric/mage - with so much spell power available this character has the capability to make everything easy. However, there were two close shaves in his final session. The first was at the coronation, where I nearly paid the price for not buffing fully - Liia died and Belt was taken to near death before the last of the dopplegangers fell. The other was at the final battle. I had triggered the stinking cloud and web traps in the old temple early, while invisible, and then finished off Sarevok's companions. While running him round though the web trap triggered once again. Caught by surprise, I failed to take any precautions against that, but fortunately saved and was able to finish Sarevok off without further alarm.
Stalker - the stalker was another where I was giving the game a bit of a chance. The closest escape was when stealth failed unexpectedly in sight of Bor. He immediately attacked with stunning darts and rolled a hit, but I just had time to pause the game and take a potion of magic shielding before it arrived.
Dragon Disciple - I didn't bother trying to avoid damage with this character this session. However, apart from traps he only took damage once. That was in the final battle and was also the only worrying moment. I'd used invisibility to try and draw out the web and stinking cloud traps in the temple and activated Sarevok in the process. Despite the many hundreds of times I've done that sort of thing though I overlooked that would result in Semaj teleporting out and he hit me with his tattoo of power, disrupting an intended spell. With my aura clouded that could have been nasty, but fortunately I was able to break contact behind a pillar to avoid any follow-up spells and the rest of the battle was easy enough. I wore Sarevoks HPs down in order to have the satisfaction of killing him with my breath weapon - despite his 90% resistance .
Cleric dualling to thief - once more this character had a pretty easy passage. That's probably at least partly because he is human and thus has much poorer saving throws - and I compensate for that by taking fewer risks ...
Diviner - the diviner had a pretty easy road for almost all the remainder of BGEE. Unfortunately though he fell in the final battle. Semaj was dead and Sarevok drawn away from the dais before I moved into extreme range of that and used malison and chaos. The latter affected Angelo, but not Tazok. Although both were invisible I thought that Angelo might use exploding arrows to kill bats and annoy Tazok, so was concentrating on seeing if that happened. A number of rounds later several bats were dead, but not apparently from exploding arrows and I was just considering what to do next when the death screen popped up. Even though I would have been out of sight range of him, I guess Tazok had got a trace on me from the malison. That was some time earlier, but I'd also used web in there and that might have delayed him coming after me. In any case it was definitely his attacks that killed me - and though that required more than one hit I hadn't noticed his earlier attacks ...
Kensai - I moved on to the kensai immediately after the diviner snuffed it against Sarevok. The period immediately after a death tends to be dangerous and I did take a pretty aggressive approach to game play with the kensai. I didn't actually have any particularly close shaves, but was probably lucky in avoiding those.
Blade - the blade was the only character yet to take damage up to this point. I started playing it carefully, but a moment's loss of concentration proved costly when I ran out of MMM's against Larze and the auto-attack that followed took me too close to the ogre before starting my retreat. I took plenty of damage after that without ever really feeling threatened.
Cleric - the cleric was the last to try his luck. Skeletons generally made fights easy, though the cleric was taken down to single figure HPs by the big-hitting Larze. The only other time I was significantly hurt was in the final battle with Sarevok. After running the big man round until he was nearly dead, I tried to finish him off in melee. However, despite significant clerical buffing Sarevok hit and I missed and I had to retreat and settle for finishing him off with a LMD.
Collage of Sarevok's woes (and ignoring his triumphs ):
After his last recorded failure, Biff decided to chance his arm by relying on level 1 protection to melee the gnolls at High Hedge without nipping in and out. That didn't go well as the first time Biff was hit was for exactly his 6 HPs - resulting in death.
Next time around things were going well until the game hung for a few seconds just as Biff made an invisible attack on the belt ogre. When the game restarted the ogre retaliated before I could give any new commands and a critical hit was too much for poor Biff.
Once more into the fray and this time Biff decided to risk himself against Shoal for the sake of an early boost. Her kiss proved to be the non-killing variety introduced by the EE and Biff survived with 1 HP. He avoided Ogre Droth's attempts to talk (which would have turned him hostile) and duly finished Shoal off to get a quick couple of levels. Taking friends as a new spell allowed him to gain a touch more XP from helping out Mad Arcand. He gained another level before taking liberties with an Ettercap and dying (not for the first time) to poison.
_____________________________________________
With the long-life recurrent runs all in the SoD dungeon I thought perhaps it might be an appropriate time to try again and see if I could maintain the necessary patience to make decent progress …
After leaving Candlekeep, Biff went to High Hedge - dodging some ambushing wild dogs on the way. Some gnolls were given no chance to attack and Biff grabbed Perdue's sword and duly ran past Karlat to return that. Marl, Firebead and Zhurlong offered more risk-free XP and provided Biff a first level up with an additional 5 HPs.
A spot of day-time travel to Nashkel (to avoid the bandits) allowed Biff to collect Mr Colquetle's amulet and get some more free XP from Noober. To the north of Beregost Biff picked up a couple of useful free rings before returning another variety to Joia. As Biff knew shield he was able to take on Tarnesh without any real risk - just dodging into the temple to avoid horror before taking down the mage.
Biff also knew a safe travel route to get to Brage and the XP for escorting him back to Nashkel provided Biff with level 3 and a welcome 6 additional HPs. That gave him enough to be able to take on the spiders in Beregost - ensuring only 1 could attack him at once and that he could always travel away to cure any poison. In the event though Biff was never hit anyway and went to return Landrin's goods and pick up the pantaloons.
Up to this point I'd avoided any chance of an archer ambush, but with options for XP becoming more limited I decided to take a slight risk. First was heading to the Valley of the Tombs to get the free +2 dagger from Hentold, then on to the Cloud Peak Mountains. There were no ambushes on those transitions and Biff was able to pick up some easy XP for finding Rufie. In the neighbouring area friends allowed him the best reward for getting a cat resurrected. On the way back to Nashkel, Biff was ambushed by a winter wolf. I'd been rather hoping that would happen as Biff had carefully hung on to Gorion's belt - meaning the wolf had no way to hurt him .
With just a few hundred more XP needed for a level, Biff went in search of some gnolls and hobgoblins. South of Beregost he headed for the remainder of the group he'd got Zhurlong's boots from. However, I'd forgotten I'd killed one of the others as well as the one with the boots. As a result, Biff came into sight of the one with a bow - a critical hit immediately followed, causing Biff his first damage so far. Quickly retreating he found some less dangerous hobgoblins and duly picked up level 4, with just the 4 extra HPs but the ability to cast invisibility.
The golems at High Hedge were swiftly disposed of and Biff got a nice bonus for successfully reviving Melicamp. After buying the potion case he completed his container collection by an invisible attack on Neera. Meilum was rather more difficult to hit, but a few rests later and he was persuaded to hand over his bracers. Greywolf met his end in the same fashion, taking Biff close to another level. Rescuing Samuel was then enough to get to level 5. Again just the 4 extra HPs, but Biff will now be able to use ghoul touch.
We start with Mae'Var's guild next, which is uneventful and easy enough to clear out. A visit to the Umar Hills brings with it what I think is a new crit record:
Improved haste is now being added to Ferrums regular buffs from time to time, greatly increasing his damage output - none of the enemies in the Temple Ruins stand a chance:
Next, we go for the planar prison, where the group opens up under invisibility 10' radius for a quick double kill on the spellcasters and a 66 damage critical hit:
Ferrum is basically at the peak of his powers, I don't think he will become much stronger in relation to our enemies - he has all the buffs he would need, and he's destroying whatver he comes across:
The boots of speed help even more with that. However, the Unseeing Eye does bring beholders with it, and he has no reliable tools against those - Intercessor gets to work with the Shield of Balduran:
The eye tyrant dies quickly:
We have enough cash to buy everything else we could need for the party right now. Still, Windspear Hills and the Planar Sphere remain, so we're sticking around in Athkatla for a little while longer.
On to the Windspear Hills. We've just gotten access to 7th level spells on Infiltrator, and we have found a random Mordenkainen's Sword scroll, which makes fighting golems a whole lot easier:
For the vampires, Ferrum simply used a PfU scroll (though we have a ton of different ways to deal with those at this point), and there was no notable trouble as we took down Conster and returned to the city. Next up was the Planar Sphere. Skeleton warriors help out with drawing out a few spells and tanking, but with breach and true sight as support, Ferrum can also take down enemy spellcasters rather quickly by himself when going on the offensive:
We did take some significant damage from the demons outside, but we have enough healing potions to last for a very long time. With our return secured, we just had to take down Bodhi, using some Negative Plane Protection spells for Ferrum as he is lacking in item-based NPP due to his restrictions. Here are his stats upon arrival in Brynnlaw:
Our 50% kill threshold is easily cleared. Time to make our way to Spellhold, as we get closer to finally getting a new spear.
The don't-believe-in-plate-mail-gang Update 4
Corearcher XII the elven archer, protagonist (corey_russell)
Junker, dwarven bounty hunter (Gate70)
Duplo, dwarven kensai (Grond0)
So Duke Eltan patiently waited a week for us to report that we need to go to Candlekeep. Once there, a party member tried a bit of larceny, got caught and tried to tell off the guard, will Corearcher XII become fallen? But no we get arrested for the murders of Rieltar and gang and then are released into the Crypts. We usually loot the tombs for the tomes then make a bee-line to the exit, just fighting enemies along the way.
The first challenge was the 3 dopplegangers, one of who is "Elminister". Corearcher tried to dispel the haste/mirrors of the main doppleganger but missed, despite using the bow of markmanship (probably because Corearcher has no skill with bows only crossbows). Chaos ensued as skeletons were pinging corearcher too with their bows and then Junker triggered an additional doppleganger. So Corearcher and Junker did a lot of running but Corearcher wasn't too worried as he was sure Duplo's daggers would eventually see the enemies dead (which they did).
Next major encounter was Prat. Junker laid all his bounty hunter traps and tried to lay a normal snare in the middle of them but mis-clicked and triggered the fight early. Prat quickly died, but the guy with acid arrows got Corearcher down to low health before victory was achieved. Fortunately Corearcher has a ton of heal potions and duly starting gulping. With the help of a potion of shielding, Duplo took down all the spiders in the area then potion of mirror eyes for the basilisks. We are out of here, whew!
Traps did quite a number on Slythe and a backstab finished him off, though not before hitting Duplo hard. But nothing staying in an inn couldn't fix. We used haste potions and auto-pause on enemy dead for Duchal Palace and traps and this gave us a clean victory here. Time for the maze! Almost immediately Duplo tried to sound a warning to Corearcher as Corearcher was using melee against the green slimes. But Corearcher thought it was a reasonable risk as he has STR 18/00 and also haste potion was active and a magical two-hand short - should make short work of them and it did. We got to the end of the maze without further incident.
As for the undercity party, we used bounty hunter traps and then Junker stealthed and laid a normal snare in the enemies then his partners attacked. Corearcher and Duplo got hit hard by the arrows of detonation. However, the enemies were also hit hard by the traps and Corearcher's crossbow of speed. Three enemies lay dead. Then Corarcher did stealth/shoot/run and repeat and this worked well since Corearcher has the party's haste boots. And undead scroll enabled Duplo to take down the skeletal warriors nearby.
Time for the main event! Or at least that's what we thought but Junker accidentally left Bhaal's Temple and couldn't enter. We hadn't quite triggered the fight so went outside then all of us could re-enter but that did mean Junker's traps went away. Well the quest must continue! We managed to kill Semaj quickly though he wasn't much of a threat as whole party was protected with Protection from Magic scrolls. However, Corearcher had to pull Sarevok and missed. Angelo and Tazok activated. Angelo managed to piss off Sarevok and died. but Tazok came from the shadows and hit Corearcher hard. Junker suggested a potion of invisibility but Corearcher wasn't sure his aura was clear and he did have the haste boots so he tried to run away to hide behind a pillar. As he was running, Tazok got one more hit and dropped Corearcher to TWO life!
Luckily ranged fire worked on getting Tazok and Sarevok dead, with Duplo moving in for melee with Sarevok for the kill shot. Close one!
Most of Irenicus's dungeon was by the numbers though there were a few notable points. For one, Corearcher was put to sleep by the mephits and apparently Duplo didn't have any weapons that could hit the portals (he only had daggers). But Corearcher survived all the same. At first Corearcher wasn't sure what to do with the mephits guarding the genie but of course bounty hunter traps were effective and the sole survivor cut down by Corearcher's crossbow. The sword of chaos is a good weapon for Coreacher as he has two-hand sword skill. A lot of traps were used to safely exit the dungeon.
The circus was easily solved and then we saved our session here. As usual, Duplo is leading the kill column., Currently Junker has a slightly higher kill count than Corearcher but that's only because the bounty hunter traps got a number of instant kills of weak enemies. Most enemies in BG 2 will have a lot more HP than the ones in the dungeon.
I normally skip most of the optional encounters in SoD which makes progress there pretty quick compared to the other games. I wouldn't normally expect problems there, but I did need a couple of slices of luck to keep everyone remaining after BGEE alive. That means it will still be a magnificent seven that try their luck in BG2EE.
Summary points of interest for each class Cleric/mage - a comfortable start to SoD saw the cleric/illusionist past Belhifet without any particular problems. He had multiple potential options to deal with Belhifet, but just stuck to the most typical one of using restoration scrolls to keep Caelar going.
Stalker - the stalker was another to have a pretty easy ride. With Champion's Strength and demons as a favoured enemy, Belhifet was taken down very quickly - though a hamatula's fire shield effect got the final damage to rob me of his XP. One major problem I noted on first transferring into SoD though was that I didn't have the pantaloons - I think I probably put them into storage in BGEE and didn't recover them. That's going to make the final battle at the Throne a lot harder if I get that far.
Dragon Disciple - as might be expected the dragon disciple also found progress generally simple. However, I was lucky to survive in the final conflict with Belhifet. The effect of keeping Caelar going with restoration scrolls meant I suffered from severe fatigue and soon could only hit Belhifet with a critical. It didn't actually take that long to get him to near death, but once he started gating in allies progress slowed to a crawl. I don't allow Caelar to be controlled and, by preference, she attacks other things than Belhifet and thus was only getting occasional attacks on him. I tried used fire shield damage on him when he teleported away from Caelar at one point, but that is also pretty slow and I got caught out when my potion buffs expired and I started running in terror. I was taken down to near death there and only survived after I ran close enough to Caelar to bring her back in to the combat and distract Belhifet. Soon after that I regained control and watched as the devil was finally beaten down.
Cleric dualling to thief - most of the progress was easy, but once again I had a difficult battle with Belhifet as a result of carelessness. I'd noted before that I was shorter on potion resources than expected, but hadn't done anything about it. On arrival at Belhifet I realised though that I hadn't bought any champions strength scrolls and only had 10 (rather than the normal 20) restoration scrolls. With me hitting much less than expected it wasn't at all clear whether Caelar would last long enough to help see off Belhifet. In the event though I still had one restoration scroll left at the end.
Kensai - unsurprisingly, the kensai took rather more damage than other characters but was never in particular danger. Against Belhifet I went for a tactic I've not used for a long time - taking a number of potions of power to boost HPs and allow me to keep meleeing the devil. With the kensai bonuses and some other potion buffs that meant I was able to finish off Belhifet before he could reduce my HPs and require a use of a restoration scroll.
Blade - the only worrying moment for the blade was relatively early on when I took on Ziatar. She was webbed and then tagged with a stunning dart - which should have been the end of the contest. However, I inadvertently moved into the web without noticing and got stuck. That allowed Ziatar to recover and she had a chance to cast at me, which would have been nasty as I had no buffs. Fortunately though she elected to heal herself and I went invisible before she could try anything more.
Cleric - with the others all through, I took no chances with the cleric and had an untroubled journey through SoD.
Fighting our way through the Asylum is easy enough - we do get a lich spawn, but simply send in one skeleton warrior to draw out death spell and a second one to get rid of his most dangerous abilities, with Ferrum waiting until his PFMW has run its course before moving in for the kill. In the end, Jon was easily disposed of, with our Kensai still doing great on kills:
We battle our way through the City of Caverns. With Ferrums protections, there's really nothing that can happen here, especially once he puts on the Cloak of Mirroring. We finally acquire a new spear, the Impaler +3 - if there would be any reason to ever go for spears outside of a challenge run like this one or randomized weapon pips, it would be this weapon - the +10 damage bonus is immense and very noticeable:
Some very good numbers here. And yes, there's technically another spear in the City of Caverns as well - part of the Rod of Lordly Might. I tried it our for a bit, but with the saving throw on its extra damage effect, it just can't compare:
We start clearing out the Underdark - there are always some decently dangerous situations here. We dealt with the demon knights just fine, and the starting cavern in the beholder hive goes well - that's the scariest two in the vanilla game handled:
Ferrum is an absolute beast by now, and once we get into the mind flayer city, we pick up whirlwind attack. Thanks to spirit armor and his gear, he barely gets hit by intelligence drain:
And we make it to Ust'Natha, where the penultimate spear of our journey awaits - this one can't compare in damage to The Impaler, but it will be useful to hit the couple of enemies that require +4 weapons:
From time to time, we do use our other party members for things other than just buffs or tanking - Intercessor gets to deal with beholders, and this Phaere ambush is just too juicy not to cast death spell on Infiltrator:
After all the Ust'Natha quests, things are still looking very good for Ferrum:
Outside, we actually mess up for the first time in quite a while, picking the wrong dialogue when talking to Drizzt - he won't be helping us against Bodhi:
Now, time to hunt down some dragons, liches etc.:
The Ring of Gaxx is a very welcome addition to our Kensai's equipment. Everything went very well here - we make our way to Bodhi and use a PfU scroll, mostly because NPP just doesn't last very long and Ferrum is lacking in permanent level drain protection:
A quick visit to WK level 2 - we clear out the elemental rooms. Now, the Air Elemental Form of the chromatic demon is vulnerable to poison as well as acid damage, so we did find another use for the Spear of Withering aside from Kangaxx - it was a bit risky to just fight him head to head (I should have retreated, making him attack another party member), but Ferrum did get the win in the end before the demon shifted forms:
Now, we're ready to enter the elven city - as Ferrum's kill percentage goes even higher!
Progress has been slower than predicted, because although IWD-spells reach higher, their progression is actually slower. We got Skelis level to two levels later which is actually pretty big difference start of the BG2.
weidu.log
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 4.0.7
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.1.0
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multi-Class Restrictions -> Allow humans to multi-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited scroll stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3491 // Better Shadows of Amn Start [dark0dave] -> Start at 500k XP, select items below: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3497 // Better Shadows of Amn Start: Add Balduran's Cloak: v17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // Core Stratagems spell-system changes (installed by default by any AI component): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 35.21
~SUBRACE/SUBRACE.TP2~ #1 #200 // Subrace mod for Baldur's Gate Enhanced Edition (BG1, BG:SoD, BG2, EET) -> No change subrace colors (Hair and Skin): 0.3.1
~ZDBAE/ZDBAE.TP2~ #0 #0 // Baeloth BG2: v0.13
~ROMANCE_EXPANDED/SETUP-ROMANCE_EXPANDED.TP2~ #0 #0 // Viconia Romance Expanded: v1.0.7
~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #32 // Kuo-toa Disciple Kit for Bards: v2.0
~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #5 // SoD items
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #4 // Enable hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #5 // Enable scale module - Customizable UI scaling factor: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #6 // Enable time step module - Advance 1 game tick on keypress: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #7 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.11.0-alpha
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.5
Chapter 1
We woke up in Irenicus dungeon with 691k xp and got lv10 immediatelly getting lv2 spell slot per IWD table. After killing the two Mephits we used the single Sanctuary and rests to loot the whole level. In the second level we lured the four Mephits away with Speed and closed the door. And after again looting the level with Sanctuary we escaped with 775k xp and 5k gold.
Chapter 2
First we did the Thieves quest line. Rayic was killed by repeating Fireball trap, and Maevar was preCharmed with Nymph cloak. Easy fetch quest for Amulet +2 and used one Invis potion to find Amanis son for Shield of Fyrus Khal, which is very useful for non casters with 45 rounds of Spell Turning. With it we could get Silver Horn of Valhalla without being Mazed. Which we upgraded to Bronze one as our first summon.
We bought Ring of Air Control to cast Improved Invisibility. And with it we summoned Cowled Wizards in Government District to be killed by neutral guards. This was only for money and we got around 13k worth of loot.
Graveyard quests. Looted De'Arnise and Druid Grove with Sanctuary and Improved Invisibility. Glaicus was Charmed with Nymph cloak, lv12 with the first Skeli. Umar Hills quests. Reti was killed for Missile Boots. Charming Welther and getting him killed by Corhvale and Bragg we got Silver Pantaloons without rep penalty. Upgraded the Horn of Valhalla to Iron.
Single Skeli was enough for Beastmaster who doesn't free animals if he doesn't see you. Captain Haegan's mob gassed with repeating Cloudkill trap rep 18. Charmed Sanasha, and Prebek wasted his spells on her, Harper Hold lv13.
Chapter 3
Sided with the Shadow Thieves and got Amulet of Power and Ring +2, and then sneaked MoD out of the graveyard. Neb got our rep to 19 and MoD to +2. Dalok's gang was Silenced out of sight and easily killed. Cernd then super destroyed Faldorn in Greater Werewolf form. Taquee was Charmed and wasted from spells. He cast Improved Haste on us and we easily destroyed the Genies with 9 apr's. Got Efreeti bottle and 20/20 economy. Trademeet quests lv14. With MoD we did the Temple Ruins to point of the Lich and left. Our small gang of weak Skeli, lv9 Warrior and Efreeti managed to kill Hammerfells gang for the Heretic Temple location. Easy tests in the temple for Gem of Seeing. Lv15 getting half the rod from Beholder dungeon.
At this point we were feeling the slow spell progression and kind of wondering out killing stuff, Troll hunting in Forest Grove, WK1 to point of Statues lv16. Got a first scare in Garren's home where Plath Rededge Turned Paladin on us succesfully. Luckily our summons kept them company enough for Athena to recover.
Only after getting the Samia's treasure I remembered the Vhailor's Helm, which we went and picked up. Interestingly getting out of the level makes Samia return to her original position, and her gang doesn't agro on sight. Which meant we could Charm Legdoril and feed him to a Ghast. Samia was easy pray on her own, and our gang also managed to kill her gang. We were also strong enough for the Greater Werewolfs for nice xp. Softened Conster with our Clone gang, and then our Berseker killed him lv17. Mekrath was softened too with Clone gang, before being killed my own summons.
Roger the Fence sacrificed himself smuggling the Rift Device out of the sewers for us. MoD+2 and PfU hunted the minor Liches. City Gates Lich needs another PfU on itself so it doesn't cast Planetar and ruin the day. My plan was to do them single swoop, but Treya's Ambush happened after City Lich so we had to waste third PfU for the other two Liches. Treya's ambush is easy enough with no Rasaad on party as they don't aggro. Lv18 with Deva, so we could finally start to commit more. Before going to Planar Sphere we picked up Kitthix.
Kitthix was very good destroying the last two mage Tieflings after my initial Clone attack. Lavok wasted from spells with Clone party, then Efreeti, then Berseker, then Kitthix, and then the real party made him surrender. Tanari was killed from Farsight with our gang. Our Clone gang killed the mage and pulled Planetar from Tolgerias, and impressively our Deva killed it. Sent Clone Kitthix, Berseker, Efreeti, then our Kitthix. Then our true party easily got Tolgerias, lv9 with Hardiness and third Skeli. Completing Planar Sphere we also got the important Staff of Fire.
Planar Prison landing was passed with Sanctuary, then we grinded the level with summons. With Warden we first lured her Yuanties away to be killed by Fire Elementals who were pretty much immune to their attacks. Double Fire Elemental parties were then enough to handle Warden himself. Lv20 and got the Boots of Speed.
Now with Boots of Speed we buffed with everything for Mind Flayer dungeon, including PfU for Alhoon, and picked up the Wand of Wonder before escaping. I actually forgot that unlike being Invisible, Mindies can't actually target Sanctuaried pc. So we actually could've done this before getting the Speed Boots. My tactic is pretty much always the same for BG2: 1. get enough xp to beat Conster and Planar Sphere, 2. Use Staff of Fire to beat the Planar Prison and Warden, 3. use Boots of Speed to pick up Wand of Wander, 4. Firkraag xp-loop. Anyway with nice buffs and PfU on we went and Stoned Kangaxx Demi form with WoW.
After using four WoW's (which recharge with 4900 gold with Sister Garlena) for Firkraag xp-loop we got to lv25 with 4 top of the line Skellies. Then we grinded the Watchers Keep statues, and the second level quite easily. Chromatic Demon stoned with WoW lv28. After completing Temple Ruins with PfU and stoning Shadow Dragon, we then went and forever stoned Firkraag too for Carsomyr +5 lv29. Getting lv6 spell slot we could Harm Tor'Gal.
Small things, Paladin Stronghold, Kalah, PfU for Vampies, and we are now lv31 and sailing to Brynnlaw.
We enter the elven city and using magical swords to tank some of the golems for us, making it easy for Ferrum to beat them down. For the dragon, we make sure to send in a planetar first until he has used his remove magic - after that, it's go time:
We summon the Avatar and go after Jon - running away to wait out his timestop before going back in with breach:
Down into hell we descend, where we pick the good options - now, for gameplay purposes, we maybe should've gone for the strength bonus, as we propably don't lose anything by turning Ferrum evil, but I just didn't feel comfortable doing so. We take down the demons while our support crew casts true sight and breach, and after that, it's quickly over for our foe:
We deal with Ilasera and fight the first pocket plane challenge, where we face Jon yet again - this time, the battle is even quicker:
Ferrum's kill stats at the start of ToB:
Into Saradush we go, doing some sidequesting before venturing to meet Gromnir - the 3*ADHW CC wasn't needed, the two mages died before it actually triggered:
I make the mistake of basically walking into the master wraith without buffs - turn undead helps here, though our kensai does end up getting level drained, so back to the pocket plane we go:
On to the Marching Mountains - we buff up with fire resistance for everyone. Fire giants are not exactly easy to duel for Ferrum, so we make sure to call up magical swords for tanking purposes from time to time:
We bring back the two hearts, and Yaga-Shura himself dies within one round of GWW attacks with The Impaler:
A quick fight at the Oasis, and we make it to Amkethran. Without any traps, Vongoethe is a bit tough to kill, but with turn undead for his allies, we only face few opponents here. However, Infiltrator does get hit by the sphere of chaos and turned into a squirrel:
She is able to escape to the south, where, at some point, she turns back in to human form - not quite sure why, I didn't see a dispel hitting her, but I won't complain - this is the closest we got to a character death since Saerk's Estate:
Finally, the lich is out of additional defenses:
We quickly pick up the Rune of Clangeddin, make our way into Sendai's Enclave, and buff in the pocket plane, where we also deal with the second challenge:
So, right now we're at the beginning of Sendai's place. After that, we want to go to WK III-V, to pick up the final available spear in the game.
Just starting a run of gnomish quins who are clerics of various types. Most are chaotic evil, but the white sheep of the family is a lawful good cleric of helm.
We fight our way through Sendai's Enclave - this is mostly a good environment for Ferrum to thrive, though we do need magical swords and a planetar for the earth elemental prince and Diaytha's room:
In contrast, the duel was won with just 3 hits:
And here are our stats before facing Sendai:
The important thing in here is to take down the wizard clones, which is easy enough with Infiltrator using the staff of the magi, or with true sight + breach:
Now, we venture into Watcher's Keep level 3. The balor in the first no-magic zone is kind of dangerous due to his vorpal attack, so we have to make sure he's always attacking a demon, not us - kind of hard when he gets vorpal hits against them as well, but we're able to take him down without getting hit:
We're able to get the pocket plane cast going in the next room before fighting fully breaks out, so we fight with buffs, making this a lot easier (however, having improved bard song would've allowed us to do quite well even without regular buffs, as the most important immunities are included):
In the next no magic zone, we carefully stay near the entrance to disarm the initial trap - the bard song protects us from any fear effects here:
And as we step directly into the succubus level with no buffs going after that, we use anti-charm items (including the first and only use for the Spear of the Unicorn):
For the demon wraith, we stay back until the traps are disarmed - luckily, he isn't able to seriously hurt us during his timestop thanks to our buffs, and once Ferrum gets going he dies rather quickly despite his high damage resistance:
We are able to win the Spectral Brand with our second bet against the cambion:
On to level 4. Here, we face down the mind flayer enclave - we get an 80 damage critical strike here (without the 10 points of bonus damage from The Impaler, that is), a new record:
The githyanki are cleared out as well, and we kill Saladrex - he doesn't get past our fire resistance:
PfM scroll Nr. 2 is used for the demi-lich, where we have to get out the Spear of Withering again:
After that, we activate the machine and make it to level 5 - the green dragon dies rather quickly, despite me forgetting to bring some green poison protection scrolls:
After the southern trials, we forge our final spear, Ixisl's Spike - which would be great without the free action effect. Now, you can get the extra-APR for improved haste by switching to another weapon, casting improved haste and equipping the Spike once the effect is applied, but it will still de-activate the movement speed boost from the boots of speed, which is annoying and feels bad at this point. I'm trying it out for a bit, and even get a new crit record with 88 damage:
However, in the end, The Impaler does deal more damage, and thac0 is not a problem for a kensai at this point, but it's the loss of movement speed that ends up being the reason I will still be using The Impaler a lot after that, unless a higher enchantment level is needed (which is only true for The Ravager in terms of upcoming foes). Still, you get to see some Ixil's Spike action during the final seal battles - the first fight turns out to be surprisingly easy:
For the lich, we do some running away and returning after PFMW is gone - in the meantime, the skulls are chased down.
I am not using spike traps for this run (despite having access to about 8 of them at this point via Songstress) because I want Ferrum to remain my primary damage dealer, so the last battle is a bit tough. We first take down the succubus and hive mother, but insect plague hits us pretty hard and forces us to flee to the west as our hitpoints drop and buffs disappear:
However, the remaining enemies keep following, we never get out of combat to go to the pocket plane, so we have to make a stand. Some healing potions and HLAs are used, summons called in, and while we're pretty heavily wounded, the victory eventually is ours:
We're back to The Impaler now, except for the Ravager fight as that one requires +4 weapons to hit. Draconis is our first target, we buff with Protection from Acid and make sure to get away once his human form is about to transform:
Once we get True Sight going and Draconis is breached, GWW quickly takes care of his dragon form - that went rather well:
We fight our way through the lair, taking out kuo-toans, water elementals and magical eyes on the way:
Before going after Abazigal, we prepare protection from lightning spells and call in a few magical swords - the dragon quickly transforms, his Remove Magic harmlessly hits out planetar:
We get into position and Ferrum starts his GWW - with that, the battle is over within one or two rounds:
The fourth pocket plane challenge is completed while we're still buffed:
And here are Ferrum's stats before venturing into Amkethran:
Now, we go after Balthazar. The fight is really nothing special, as the monk dies within a single round to Ferrum's attacks - he doesn't even successfully use his second wind:
To take on The Ravager, we have to switch to Ixil's Spike. Hardiness is used as Ferrum will have to stand his ground here, and Intercessor heals him up during the battle:
Here's a crit that would've dealt 88 damage in total, but with The Ravagers very high damage reduction its still 22 damage - quite impressive:
And the demon falls with a 90 damage crit (23 go through) - here we go:
The Throne
Just so she gets to do something valuable near the end, Infiltrator prepares a 3*ADHW CC and 3*LR Spell Trigger. Since we're not using Spike Traps in this run (and I won't even use timestop to kill the Fallen Solar), this is our only shortcut for the finale - not needed, as we have tons of GWWs and won't need close to all of them, but just a bit of fun:
We clear the air pool and take down Mel Nr. 2:
The Ice Pool is next. We prepare magical swords to catch out and tank the slayer shadows and run to the north. Once again, the GWWs do the job, even as Mel is doing her best to hide:
Mel does keep using dispels, but they never get our most crucial buffs, just minor stuff like potions (of which we have tons). The real challenge now is the Fallen Solar without any of the usual methods I use to safely take it down - we can't get dispelled and vorpaled this close to the end! The battle is not easy at all - aside from the Final Seal fight in WK5, the hardest one we've been fighting in this run. The Solar tends to retreat when wounded, and he's super fast. We're also forced to switch to Ixil's Spike again, and reduced movement speed is very unhelpful here. The party takes quite a bit of damage, but in the end, Ferrum is able to chase down the fallen angel and take him down, though the move does feel a bit risky:
The remaining demons are not that much of a threat, and we start the final Melissan battle:
This one's rather quick. Not much of a fight, after 2 GWWs the priestess falls:
There we have it. These are Ferrum's final stats:
76% of total party kills in BG2. Our goal was at least 50%, so we easily exceeded it, but considering how strong the Kensai kit scales with levels and how much non-fighters drop of in sustained damage later on in comparison, this is not surprising at all.
So, what are our conclusions from this run? Well, first of all - kensais deal ludicrous amounts of damage if properly supported, and especially with spirit armor, accessible upon entering the big city in BG1 already, a lot of the disadvangates of the kit quickly disappear. I still prefer berserkers for no-reload purposes (especially with mods such as SCS) due to the safety their rage provides and their strong early game, but the sheer damage output Ferrum was able to provide did impress me, even though I've played with kensais before - I think it was the focus and support he received in this specific party that made him stand out more.
In regards to spears, what do I think about them now? My thoughts haven't really changed - Yes, Ferrums damage is impressive, but it would've been even more impressive if he was dual wielding with the traditional super powerful weapon combos. The Impaler, however, IS a standout weapon when it comes to two-handers, and, aside from the few fights that require a +4 weapon, it absolutely trounced every other available later spear. It is propably not worth investing pips in spears just for this weapon for any purposes if it's all about optimization, but it would at least be a fun and viable choice if you enjoy big numbers and killing enemies with very few hits. The +10 extra damage would be even more noticable with a non-kensai kit.
I enjoyed this quick little run. Lots of RTS addons coming out in February, so it will be a while until I might run some BG again, but as always, I will be reading and will be back at some point
Journal of Draconis (Dragon Disciple) and the three dwarves.
We made our way to the FAI, returned Joia's ring, and proceeded to Beregost.
Once there, we calmed Marl, took a tome to Firebead and headed south where wee found a letter which we delivered to Mirianne.
We found the Colquetle amulet and were given Lord Foreshadow's ring on the way to Nashkel, and further south an assassin using a +1 axe attacked and died.
It was ideal for by berserker.
We also found a wand which we will have to identify.
The don't-believe-in-plate-mail-gang Update 5
Corearcher XII the elven archer, protagonist (corey_russell)
Junker, dwarven bounty hunter (Gate70)
Duplo, dwarven kensai (Grond0)
So the Trio found themselves at the Circus, just having solved the problem there. The things we got up to were:
1) Freed some slavers. Fortunately Hendak quickly won his battle so Duplo wasn't given a chance to interfere. The trio has had a lot of bad luck when he does. Corearcher took a quick detour at Ribald's for a searing crossbow then we headed into the sewers. Bounty hunter traps were effective here - well almost. The trap used against the kobold didn't work well and Duplo got shot up and nearly died. There was one last kobold shooting him, and his party went away from him for a second. It was pathing issue so party manually moved closer then shot up the kobold just in the nick of time.
The hobgoblins weren't so lucky and they were taken down badly by the bounty hunter traps. We rested and then moved into the moored ship to deal with the slavers. One again, Duplo takes massive damage but we did get one coup - Corearcher managed to charm Captain Haegan and was using him to kill his own friends. This was a big help though Duplo nearly bit it once again.
After resting outside we moved in and the next batch of slavers took 3 bounty hunter traps, it nearly kill them all. We reported our success to Hendak and moved on the next thing.
Junker mentioned it would be helpful to get the stealth boots as well as the thieve's armor, so docks seemed like a good place to do that. But first we headed to Watcher's Keep to get a potion bag. Then we returned to the docks, got the Maevar quest and proceeded to loot both thieve's guild. This gave us enough cash to get AC 3 bracers for Corearcher. Duplo mentioed reflection shield - not a bad idea, and now with AC 3 bracers, +1 ring, reflection shield and basic studded leather, Corearcher's AC is -5. Not amazing but much better than rest of the party, so though he has greatly reduced damage, he can tank for the party and will be safer when dealing with the thieves.
We rested in the graveyard so that it would be dark so we could get the weather mistress amulet without pick-pocketing. We reported to Maevar then headed to Rayic Gethras' house. Here junker complained that his buddies slaughtered all the mephits and Junker had yet to kill the one he was working on, or even get a hit. Poor thief Thac0 I guess. Duplo mentioned he didn't have a weapon that can hurt the stone golems, so Corearcher lent his Lilacor to Duplo for the fight and success. We rested then traps made shot work of Gethras. We then got the documents and the dagger from Embarl and reported to Bloodscalp our success.
Time to deal with thieves. Corearcher tanked very well, but not so Duplo he got to near death and was running around with a hasted thief after him. We paused when he got close to the party so we can shoot the thief. This took a number of passes but Duplo survived once again. Whew!
Corearcher took the lead against Maevar and Junker's traps did go off, but he got charmed. Luckily he didn't attack his party though and his party shot up the remaining enemies quite well so all was well that ended well.
After reporting to Bloodscalp Maevar's demise we decided to work on Harpers and tried to deal with Prebek's house. Corearcher hid and went in a corner and shot up the goblins. Junker came in and nearly killed by a lightning bolt but he did live and enemies were defeated.
Looting the Harper's HQ was no problem. We tried to avenge Xzar's murder but his assassin got away at near death.
We headed to D'Arnise Keep and that will be our next target next session.
In Brynnlaw Fire Elementals handled Perth, and we then used clone trick on Book of Infinite Spells until we got Spell Turning. When Clone turns the page it moves the book to inventory, and it then drops on the ground when Clone is killed. In theory we could get unlimited amount of all the available spells, but because the books don't stack we just keep the one. Unlimited book stacking mod would be interesting to try here, maybe some day.
We used one PfU in Spellhold lv2 to make killing the undead little easier lv32. This time we only managed double xp talking to the statue. Irenicus was hit from Farsight by Fire Elementals until he was at 1hp, and then he escaped immediatelly once we started the fight lv33. According to the console Saemon died during the Githyanki attack, but we'll see... 275k gold selling our hoard to Shaguain merchant.
Chapter 5
Alchra Diagot Imprisoned our Deva, which was annoying as we couldn't cast it anymore in the main level. But Skelis eventually grinded him down. Balor took 10 hits from WoW to die. We mangled Phaeres Mindies even without Deva. Got lucky with Deirex as his Sequencer Dispelled our PfU, our MoD killed him at the same time.
Mind Flayer dungeon was done by stacking 10 Mind Focus potions among other buffs, and resting for all the big parties. Our HLA's were just enough to kill them without problems. After killing Master Brain we picked Staff of Command with True Sight and Sanctuary without fighting the Mindies, and also got the four valuable Control Circlets.
After double crossing the Drow we attacked the Kuo-toa and they had no chance. Buffed for Demon Knights, and although we were immediately Dispelled the Demon with the loot was killed in one round and we escaped. Adalon pwned the entrance and we escaped the Underdark.
Chapter 6
We used drop and move trick to smuggle Drow armors from the first two levels after Underdark. They'll also get dusted in Abyss if I recall, but we can bypass that by Watchers Keep. Although I don't remember if they also get dusted every level of ToB, but we'll see. We built Crom Fayer, Silver Sword and Wave.
We did some mobbing and our party quite easily handled both Seven Vales and Sewer gangs. Smiting Ketta on guarded compound got 6 Invisibility potions for us. Bodhi's lair was done with coupel PfU's, one which we used on Drizzt, who just about survived.
Chapter 7
There's really no saving Priestess Demin so we just watched her to die and looted everything with Sanctuary. After Stoning Nizi with WoW, Rillifane cleansed the place. At this point we had 420k gold, and pretty much nothing to spend it. Irenicus pt2 was done by baiting his spells with Elementals, and then Skelis easily handled him. In Abyss we took all the good paths, except on the Greed we took the neutral path. We get the tear and keep the Blackrazor for a while. But the Genie cast Gaeas on us, and eventually we need to give the sword back. This gave us the tear we were after, Thac0 -2, which is nice substitute for the STR +2 tear now that Paladin's can get it anymore without falling. Using it on the wall we figured that it just modified base Thac0, and didn't work on us because we were already capped at 0. Because we thought that was just stupid, we modified it To Hit bonus instead. So using the drop trick we could give -10 To Hit bonus on our Cavalier, which gives the same base Thac0 that lv40 Kensai has. Doing only one neutral path in Revised Hell also saved our Paladin status.
Athena v Slayer
Started the fight with 5 Elementals and backed off. Once they were dead only three Demons teleported on us, and we started kiting them with WoW. It took just 4 hits to Stone both Balors. After the one Glabrezu was Stoned, we waited Slayers Planetar and Efreetis out, and then lured the last Glabrezu to be killed too. We baited Slayers spells with both full Staffs of Fire and Earth, knowing full well it was keeping Timestop - Teleport without Error - Maze combo hidden. Interestingly he only wasted his Remove Magic Sequencer, when we buffed the Elementals with spells. After the Staffs were empty we sent our Efreeti, Kitthix and Warrior, who actually showed us Slayer was out of Stoneskins.
Then we sent our full force party, Clone, Deva and 4 Skelies. And as soon as Slayer saw them he started casting Time Stop. But Clone stopped that by Smiting him. And our Clone party was strong enough to handle Slayer by themselves, and we only joined to see him die.
Afterwards Aerie identified a lot of loot for us free of charge, quite a boon as we have little in the way of gold.
We returned to Beregost and after completing some minor quests became fully accredited heroes with a rep of 18.
I have changed the portrait of Draconis to this.
We killed Sonner et al and then joined up with Tenya.
Together we killed all the ankheg that we could find both within and outside their nest.
We got a good price for their shells at the smithy and as a result when Gavin joined us, we were able to buy him full plate armour.
We then headed west, finding Perdue's sword on the body of a gnoll. We then killed Bassilus, Zargal and allies before heading west and helping Charlestonian Nib. We took Brage to the temple next.
At the carnival we bought some good equipment, two amulets and a scroll.
Aerie has again been helpful in identifying equipment.
Our reputation has reached 20.
We used the scroll to defeat Mutamin and his minions and followed that up by defeating Lady ValeriA whereupon we left Gavin at the temple..
Tenya asked us to visit Lethe so that she could learn how to use her bowl. WE succeeded, but only after a fierce battle with Lethe. Tenya can now summon a water elemental!
We bought Safana an expensive crossbow and are now poor again! 69gp! Then went to the lighthouse area and successfully looted the cave.
Draconis was charmed by the first set of sirines and as a result we had serious injuries. When we came to Sil we ensured that a party member wearing a helmet of charm protection was at the front. The subsequent battle was easy.
We then went to the Nashkel mines and easily dealt with Mulahey et al. Upon exit we killed the Amazons and slept at the Carnival.
Quick Update: Krendon the half-orc fighter/thief and his band of girls (Shar-Teel, Viconia, Imoen, Branwen, Jaheira)
Krendon has completed chapter 3 tasks/fights including surface of Durlag's Tower and a bit of the upper levels. His party is now battling their way through the Cloakwood. Area 1 cleared - will keep at it.
After a four week gap between our first two sessions, another four months pass before todays third session. Does this mean it will be four years before session 4?
We almost make a faux-pas at the start with two saves; Jiddy picking the wrong one and almost starting at day 33 instead of day 63. Jiddy was expecting to be causing trouble in the city so recognised the bandit camp was not the place to be; so we located the correct save
A brief review of our journal plus having camped out on the roof of the Iron Throne led us to return to Duke Eltan and convince him to get us into Candlekeep. Almost no sooner are we in than we are arrested for the murder of Rieltar and his gang - we had not seen them and only killed a doppleganger but nobody would listen to us apart from Tethtoril
He teleported us to a secret library where Jiddy memorised a few spells. Chanceless looted through the crypts and catacombs, and we emerged with full backpacks ready to return to a store
As we entered the store we received a warning about assassins preparing for the coronation, so we assassinated the lead assassin Slythe before he could summon his companion Krystin. Then we stole his documents and headed into the coronation. Jiddy realised it was only the two of us and Chanceless said as fighters with a host of potions we would be fine but Jiddy decided to head outside again and obtain a wand of monster summoning
Everybody at the coronation was tutting and tapping their fingers, until we returned. As soon as we had gulped potions and summoned monsters the event started with a twist. Several more doppelganger assassins tried to kill the two dukes but it was not to be their day. Sarevok had shown his hand when they perished and we valiantly stayed out of his way while he swatted guards and the remnants of our summons. Eventually it looked as if we would have to step in but Winski turns up and teleports him away
Belt sends us after him, allowing Chanceless the opportunity to shine as a natural in the thieves maze. With that done we tried two sets of summoned monsters against Rahvin and his mercenaries but could not get it right so finished them off ourselves
A rest outside the temple of Bhaal allowed us to collect our thoughts, and once inside we drew a dispelled Sarevok towards us. Semaj appeared but monsters and missiles were his nemesis, and Sarevok fought alone as Angelo and Tazok were marked as no-shows
Chanceless missed with his first backstab, taking trap damage since Sarevok was on the edge of the floor mural. Jiddy repeatedly ordered the monsters to move and eventually they moved in a way that caused Sarevok to follow. Chanceless landed two backstabs in succession and Sarevok dropped to the ground
Illasera was tougher than usual as couple potent Reavers followed us, but eventually she fell. Reflection Shield is good here, especially for clone. Getting back to Pocket Plane the Genie came and took the Blackrazor +3 away by our agreement.
1st Pocket Plane challenge was done with the summon door trick and luring parties away from the pocket. First one was simple, and the second Drow party was easy too as they don't have HLA's. But in the third one, we were losing our fight against Sarevok and Bodhi who followed, as Bodhi does unreal amount of damage and we weren't that prepared. Before using PfU we tried WoW, and it stoned Bodhi first hit. Deva soloed Irenicus Fallen Planetar, then Kitthix, Warrior and Efreeti depleted him, and lastly we moved on the kill. This was really harded than needed, not using PfU on Bodhi was a mistake.
Saradush landing easily soloed with 85 DR and 9 apr Criticals. Barracks is easy with Aslyferund Chain as they all have normal weapons so we let AI handle it, there was one Superior Healing potion in there. Using Staff of Command to Charm Kaisers gang netted 15 Invis potions. Sewers had zero Superiors so it's pretty pointless to do. Again using SoC on Thiefs in Sharadush Prison got us 13 Invis potions. In basement we Charmed the Mage with SoC, and the rest were easy after that.
Athena v Gromnir
His guards got Charmed with SoC, and us escaping to level below. And after his mages were gone he was easy pickings. All in all Saradush got us 29 Superior Healing potions.
We used PfU in the Forest of Mir and double 9 apr MoD +2 quickly cleared the level. On Yaga-Shura's Stronghold we cleared the Fire Giants in search of Superior Healing potions, but other than that we used Sanctuary to loot the level. Only Fell Cats fit through the doors of the last level. But Berenn did cast Deva on our side. After dealing them we stoned Brimstone with WoW as he couldn't touch us either. Harm failed v Berenn, but he couldn't touch us with 100 FR and Roranachs Horn providing 100 DR v crushing. Harm failed v Imix too, so we had to use a Control Circlet to force Charm him. And then his Burning Men killed him. This took a lot of time with 1400hp and them hitting only 20's, got Ravager +4. Nyalee didn't survive two rounds.
Continuing Watcher's Keep we noticed Drow armors do get dusted in everywhere of ToB, even in Watcher's Keep where we stored them so it's pretty pointless to smuggle them out of Underdark. DM Balor -> Tahazzar. As we're not evil, we tried to back off from Tahazzar for Farsight trick, but it didn't work. So we drank Invul potion, PfF, and started kiting with Speed Boots and Grandmaster Armor to provide triple speed with WoW. And Tahazzar was stoned third hit. Tahazzar had Stoneskins so it still took a while to kite hit him to death. Teleporting to DM Balor room I was Confused at the same time, we were drained one level and our save v spell somehow dropped to 4 even with Invul? But Death Magic is sometimes helpful too and we escaped after a round to the start level.
WM Quasit -> Succubus. We refused Succubus help and pretty quickly cleared the level. Buffed for Ka'rashur, but again failed to back up so it was go time. We started with Smiting Ka'rashur and after 5 rounds or so of 8 apr Criticals he was done. WM Quasit -> WM Tiefling -> Demon Knights -> Demon Wraith -> Aesgareth, where we played twice with Aesgareth winning both times. It took 40 hits from WoW to Stone all the minions, after which Aesgareth himself was easy pickings.
In the 4th level we looted Githyanki dungeon with Sanctuary, and stoned Saladrex casually with WoW. For Mindies we prepared with 10x Mind Focus, Absorption, Invul and we had no problems, although we needed to rest and rebuff one time. We skipped last party and just concentrated the one Ulitharid with the rod part, and escaped. After waiting for awhile, nobody followed. Rock and Garock didn't last 3 rounds. Using the machine we found our final form, 21 CON giving us another extra 9 hp.
Test of Stamina can be waited being Invisible, Green Dragon double stoned. North-East-Search-North-East-North-Painting-West-Archway never fails in the Spirit test. For Spirit Seal we used PfU, waited Planetar out, and cleared it with MoD +2. Got the part needed for Ravager +6. After preparing for Heart Seal we started it by Clone Smiting Y'tossi, and Athena using our second Control Circlet on the Hive Mother. This is good because we could use the Beholder's Anti-Magic Ray to dispel Y'tossi, and kill him quickly for the apr gloves. We continued fighting as it was going nicely, but after killing Nalmrissa, somebody Dispelled us, so it was time to escape. Got everything we came for, 9hp with 21 CON, Ravager +6 for Solar's, and apr gloves giving us 10 apr Criticals.
Athena v Yaga-Shura
Luckily for us Yaga is one of the few bosses without Magic Resistance, as we didn't have the Answerer yet. So we could just Harm him with Critical Strike, which saved us a lot of pain figthing him and his army at the same time.
Second Pocket Plane challenge was not hard, after using summon door trick, got Regeneration. In the Oasis we used SoC to charm Jamis and he was quickly killed. Retreating to the corner we could cast our gang, and pretty easily clear the level. Got the Answerer +4 which combines nicely with Harm for us.
Comments
I'm also been playing yet another solo Cavalier char, my version of @Grond0 life-long run. My favorite class and kit, and although I did complete Blackguard as solo Paladin, I've lost track how many Cavaliers I've lost, in solo or dual runs. Cavaliers got silently nerfed last couple years, as they can't get (even with cheese) the evil outcomes from Hell anymore without falling. So no more 25 STR, AC cap nor Soul Reaver. To balance this I'm using couple things. First Revised Hell trials from Quest Pack. While this doesn't allow evil choices, we can get one neutral one without falling and that should be pretty good. I'm also using IWD version of Paladin spell progression from Tweaks Anthology which gives 555531 spell slots instead of 3333. Big one here is one Harm spell per rest, but I'm mostly spicing the run to the usual. Also using LoB, SCS and Ascension for difficulty. Autorolled Athena.
weidu.log
~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 4.0.6
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // Core Stratagems spell-system changes (installed by default by any AI component): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3015 // Re-introduce potions of extra-healing: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 35.21
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multi-Class Restrictions -> Allow humans to multi-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #32 // Kuo-toa Disciple Kit for Bards: v2.0
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #2 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #3 // Enable empty container module - Highlight empty containers in gray instead of cyan: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #4 // Enable hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #5 // Enable scale module - Customizable UI scaling factor: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #6 // Enable time step module - Advance 1 game tick on keypress: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #7 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.11.0-alpha
Intro - Chapter 3
Killed Imoen for her potions and WoM, which then ranged Xzar and Montaron for their potions
Killed Neera for the Gem Bag, then Algernon for the his cloak
900xp Marl
Our 19 strength got 2x Invis potions from Beregost and Nashkel manors
400xp Noober
From the Carnival potion tent we got Fire Giant, which then got us 3rd Invis potion
900xp Hentold's dagger, 4th Invis potion, lv2
1000xp Albert
Charmed Jemby stops Drizzt attacking Gnolls, and we got his Scimitars
Potion case from Thalantyr
2035xp Tenya Bowl lv3
750gold to get rep to 11, then killed Dushai for his Free-action ring first luring him with WoM
Invis potion to Mulahey, Charmed with Algernon cloak and killed by Kobbos, escaped with Speed potion
800xp Joseph's ring
Charmed Minsc tried to kill Nimbul, but lightning stole our xp
975xp Charmed Marl ko'd Tranzig
Raiken escorted us to Bandit Camp where Charmed Taurgosz was killed by Black Bear for Full Plate
1250gold to get rep to 12
Reputation run Firebead 13 300xp, Oublek 14, Mulahey symbol 15 1000xp, Drienne Cat 16 200xp lv4, Samuel 17 500xp, Charmed Hobgoblin for Joia's ring 18 400xp, Brage 19 1000xp
Forked 14k gold for Sandthief ring, picked Brun's son with Oil of Speed, 20rep 1500xp.
Used one Absorption, Sandthief charge and Invis potion to pick up the papers from Bandit camp. Still almost died. We risked getting the Magic Blocking and Venkt cast Glitterdust before we got Invis on, which revealed us. But we managed to escape the camp with 25hp left.
Chapter 4
Used single Sandthief charge in Cloakwood 2 to right click pick up the Scimitar and Tiber's brother. Upon reaching Cloakwood 4 we returned to 2 to give up the brother for 800xp. Using one Sandthief charge 2000 gold pop is no brainer with over 6k loot. Molkar waylay happened and we used two Sandthief charges, and managed to Charm Molkar with Algernon's Cloak. Molkar killed Halacan as the other two were separated by Athena. Then he managed to kill Dakar. Morvin was too tough for Molkar and we got his Heroism potion. We still managed to kill Morvin by ourselves 650xp. There was also one Absorption and 4,5k worth of loot so even this was cost effective.
Used last two Sandthief charges to pick up CON-tome. Lamalha waylay happened and we had to also waste our second last Invis potion. Charm attempt for her Potion of Power didn't work. Forked 13750 gold to recharge the ring. 2 Sandthief charges to reach Davaeorn's guard, and then had to spend 3 charges more to Charm him. Another Santhief to park the Battle Horrors away, then the Guard sliced Davaeorn 6000xp lv5.
Chapter 5
After escaping the mine we used our last Sandthief charge to pass Drasus party. But before leaving we tried our Charm attempt and got Drasus. He was killed by his guards. This wasn't really necessary as you can get another set of Speed Boots soon after from Lothander. Another 13750 gold to recharge the Sandthief. With Speed boots we could pick up the CHA-tome without Invis and with 20/20 economy single Invisibility costs 1735 gold through Sandthief ring. Tremain's son 5000xp. Bought Greenstone amulet and it helped us to defeat Ragefast no problem 4000xp. Ramazith was Charmed with Nymph cloak and after he spent his spells, his summons killed him 4000xp lv6. Sandthief charge and Frost Giant potion to loot the tower. Lothander Charmed, stopped leaving and killed 5500xp. Two Charmed Gamesmen KO'd Marek which took 45 minutes 10650xp. Seven Suns 7100xp. At Iron Throne we used Sandthief to Charm Naaman for PfU, didn't bother with rest and escaped with another Charge.
Chapter 6
Ogre Waylay escaped with Invis potion. Iron Throne Charmed with Nymph cloak and killed. 2x Sandthief, Cloud Giant and DuHM to loot Catacomps. Last Sandthief charge to escape.
Chapter 7
Charmed Meilum killed Kahrk then died by Kobbos 3500xp. With SCS installed Karhk has Magi Katana +2 which improves casting time by 1, and which Paladin's can use too making some castings instant. Kirinhale 4000xp. Charmed Riggolo killed Ghost 3750xp, and was killed by Ghasts, used one Sandthief. Bought 2 OGL's, third from Nadine 1400xp lv7. With the three OGL's we bombed Denak's party out of sight for Ring of Energy. Fear and Love followed us to Fireball trap, where we kited them and Fear was soon dead by Fire. But then Avarice found us, we lured him upstairs. Then we kited Love around the table with Ring of Energy and Greenstone Amulet. Next level we got first Champion Strength and Durlag's Goblet.
With Greenstone amulet we finally beat Tarnesh and got Golden Pantaloons. Charmed Larze and Quenash, Slythe killed Quenash and Larze killed Slythe. Recharged Sandthief yet again. Charmed Lesser Basilisk with one Sandthief charge, and used two Green PfP scrolls on us. Then we cleared the level, including Kirian's party lv8.
Palace Ambush. We Charmed the Mage and Shaman and attacked the rest. Rest of the Dobbelgangers were easily wiped, us needing to refresh from the Goblet twice. Next we waited Mage to appear, and it was killed after Liia Dispelled it. Shaman didn't fare any better, as Liias Chromatic Orb killed it. Small things. Delorna was Charmed and killed by her own summons for 4th OGL, which we recharged. Level skipped Sunin's spells for second Ring of Wizardy. Then two Sandthiefs to reach Sarevok.
Athena v Sarevok
Started bombing out of sight with OGL. It took only 12 hits to kill Semaj. Once Skeleton Warrior started wandering we used PfU. Tazok took 19 Fireballs, Angelo 32 and Diarmid 41, because he heals during the attack. We then bombed Sarevok with 48 OGL's, leaving 7 for Korlasz, 7 Potions of Explosions and 5 Oil of Fiery Burnings. Then we drank Oil of Speed and started kiting Sarevok with Ring of Energy. And after 3 hits, Sarevok was dead.
Invisbility to Porios, two Invisibilities and PfU to Korlasz, and 6 Fireball + Invisibility combos made her surrender. In Baldur's Gate we sold enough of our loot to buy everything interesting in SS.
Chapter 8
Teleria nor her Golem agro if not talked to. Lv9 doing Menhir's quest which meant we could cast Sanctuary now. Listened Dwarves getting killed by undead, then used PfU to reach Coldheart and enlisted his help for the crusader attacks. Hid behind the tent for parlay.
Chapter 9
Looted Troll cave with Sanctuary. Morentherene daggered, Ziatar burned afar. Neothelid took no less than 12 Durlag's Goblets and almost 2 hours because he wasn't appearing enough. Akanna Charmed second hit and killed by her Aerial servants. Surrendered the fort, and Bridge Mage was interrupted with Ring of Energy.
Chapter 10
152k gold selling my hoard to the Genie. Quests for items, also Protector of Unworthy from Orog Chieftain who was charmed for the BBB, or Best Belt v Bel. Crusader Attacks. After Charming all the companions we found that Edwin had WoMS and because he wasn't in party it avoided the casting limit. It made the first attack a lot easier and didn't even need a refresh from the Goblet, although it still took over 40 rounds.
In the Mage wave we were confused a while, because we only drank one Invulnerability, but first time ever Stysich Dispel came clutch and helped us. The Mage wave is easy enough if you survive spells, as I think Wizards Slayers will almost always outlive them. Used Goblet once. Had to do prebuffs again and drank Heroism to 300hp for Paladin wave.
The last two waves were pretty uneventful with 300hp buffs. It's important to concentrate on Rhayla until she's dead, as she can Dispel the buffs. The two waves took only 4 Goblets.
Ashatiel couldn't land a hit on us before dropping dead, and Trix was double talked to open the door immediatelly.
Athena v Belhifet
3xPfF, 3xPfC, 3xPfE, 3xPfA, 8xMind Focus, Violet, Fortitude, Defense, Speed, Invul, Power. The lift took around 20 rounds drinking Heroism potions every round. Left Green Abishai alive to buff. 500hp, 11xChampion Strenghts, 1xSpeed, 2xInvul and Storm. We arrived Bel with -41 Thac0, escaped his Dispel and started hacking. Bel was already at near death once our Champion Strengths started faiding. And soon after he was dead, only needed 3 Goblets for the fight.
We are currently sitting at Irenicus dungeon with 691k xp and getting to lv10.
Corearcher XII the elven archer, protagonist (corey_russell)
Junker, dwarven bounty hunter (Gate70)
Duplo, dwarven kensai (Grond0)
While this party stinks at tanking, it nevertheless has a lot of damage potential with the Kensai damage bonuses, bounty hunter backstabs and traps and Corearcher's powerful ranged fire. We got a lot done:
1) We cleared the Bandit Camp (Surface). While successful, Diplo took a ton of damage, but he believed Corearcher would kill Khosahnn in time (Corearcher did). We do a lot of rests to heal up Diplo since he doesn't use heal potions, but he has 20 CON so he regenerates which saves us some time. For Tazok's Tent, Diplo used a potion of magic blocking and once Venkt had cast horror, the rest of the party moved in and mopped up.
2) We skipped Cloakwood area 1. We did some fighting in Area 2 but only enough to get to area 3 of the Cloakwood. We skipped this area as well and then went to Area 4 of the Cloakwood. We mostly skipped this area too, except Corearcher shot up the dryad in the area.
3) For Drassus and gang, Junker managed to lay 3 traps -- these traps killed the mages and Drassus and Genthore didn't last very long against the party's ranged fire. The haste boots not terribly useful for the party but Corearcher will use them.
4) Most of the Cloakwood mine was skipped with the party only killing people in the way of getting to the bottom level. For Davaeorn's level, Junker couldn't get all the traps but he did de-trap the battle horrors so that was good enough. Junker laid a bunch of traps at a future spawn point for Davaeorn (some serious meta-gaming with that) but that did in fact kill Daveorn. Somehow Daveorn's mirrors weren't up and he even had to suffer a backstab.
5) The city quests went well. No trouble. Almost all battles were either backstabs, traps, or ranged fire and these tactics carried the day. Corearcher didn't fancy taking on Degrodel's minions with no tanks in the party though we had a ton of traps for the Mountain Maulers. Corearcher also didn't fancy taking on the 5th floor Iron Throne baddies either so he just stealthed to get to the letters and talk to Thaldorn to update the quest.
6) We ran out of time in the session just as we were reporting to Scar our success. Candlekeep Crypts will be next session.
We started doing all the non-stronghold quests around the city, starting with the slavers - access to invisibility 10' radius means that we get to pick our battles from advantageous positions:
Meanwhile, we also finally got our first character death - in Saerk's estate, I foolishly triggered a lightning bolt trap which bounced around and killed Intercessor - luckily, there's a temple nearby:
Mostly, the druid grove was easy to clear out, except for the eastern group of druids - we got hit by an insect plague and a call lightning spell there after inititially doing quite well, but everyone survived:
Previous updates:
https://forums.beamdog.com/discussion/comment/1220894/#Comment_1220894
Summary points of interest for each class
Cleric/mage - with so much spell power available this character has the capability to make everything easy. However, there were two close shaves in his final session. The first was at the coronation, where I nearly paid the price for not buffing fully - Liia died and Belt was taken to near death before the last of the dopplegangers fell. The other was at the final battle. I had triggered the stinking cloud and web traps in the old temple early, while invisible, and then finished off Sarevok's companions. While running him round though the web trap triggered once again. Caught by surprise, I failed to take any precautions against that, but fortunately saved and was able to finish Sarevok off without further alarm.
Stalker - the stalker was another where I was giving the game a bit of a chance. The closest escape was when stealth failed unexpectedly in sight of Bor. He immediately attacked with stunning darts and rolled a hit, but I just had time to pause the game and take a potion of magic shielding before it arrived.
Dragon Disciple - I didn't bother trying to avoid damage with this character this session. However, apart from traps he only took damage once. That was in the final battle and was also the only worrying moment. I'd used invisibility to try and draw out the web and stinking cloud traps in the temple and activated Sarevok in the process. Despite the many hundreds of times I've done that sort of thing though I overlooked that would result in Semaj teleporting out and he hit me with his tattoo of power, disrupting an intended spell. With my aura clouded that could have been nasty, but fortunately I was able to break contact behind a pillar to avoid any follow-up spells and the rest of the battle was easy enough. I wore Sarevoks HPs down in order to have the satisfaction of killing him with my breath weapon - despite his 90% resistance
Cleric dualling to thief - once more this character had a pretty easy passage. That's probably at least partly because he is human and thus has much poorer saving throws - and I compensate for that by taking fewer risks ...
Diviner - the diviner had a pretty easy road for almost all the remainder of BGEE. Unfortunately though he fell in the final battle. Semaj was dead and Sarevok drawn away from the dais before I moved into extreme range of that and used malison and chaos. The latter affected Angelo, but not Tazok. Although both were invisible I thought that Angelo might use exploding arrows to kill bats and annoy Tazok, so was concentrating on seeing if that happened. A number of rounds later several bats were dead, but not apparently from exploding arrows and I was just considering what to do next when the death screen popped up. Even though I would have been out of sight range of him, I guess Tazok had got a trace on me from the malison. That was some time earlier, but I'd also used web in there and that might have delayed him coming after me. In any case it was definitely his attacks that killed me - and though that required more than one hit I hadn't noticed his earlier attacks ...
Kensai - I moved on to the kensai immediately after the diviner snuffed it against Sarevok. The period immediately after a death tends to be dangerous and I did take a pretty aggressive approach to game play with the kensai. I didn't actually have any particularly close shaves, but was probably lucky in avoiding those.
Blade - the blade was the only character yet to take damage up to this point. I started playing it carefully, but a moment's loss of concentration proved costly when I ran out of MMM's against Larze and the auto-attack that followed took me too close to the ogre before starting my retreat. I took plenty of damage after that without ever really feeling threatened.
Cleric - the cleric was the last to try his luck. Skeletons generally made fights easy, though the cleric was taken down to single figure HPs by the big-hitting Larze. The only other time I was significantly hurt was in the final battle with Sarevok. After running the big man round until he was nearly dead, I tried to finish him off in melee. However, despite significant clerical buffing Sarevok hit and I missed and I had to retreat and settle for finishing him off with a LMD.
Collage of Sarevok's woes (and ignoring his triumphs
Previous recorded run
After his last recorded failure, Biff decided to chance his arm by relying on level 1 protection to melee the gnolls at High Hedge without nipping in and out. That didn't go well as the first time Biff was hit was for exactly his 6 HPs - resulting in death.
Next time around things were going well until the game hung for a few seconds just as Biff made an invisible attack on the belt ogre. When the game restarted the ogre retaliated before I could give any new commands and a critical hit was too much for poor Biff.
Once more into the fray and this time Biff decided to risk himself against Shoal for the sake of an early boost. Her kiss proved to be the non-killing variety introduced by the EE and Biff survived with 1 HP. He avoided Ogre Droth's attempts to talk (which would have turned him hostile) and duly finished Shoal off to get a quick couple of levels. Taking friends as a new spell allowed him to gain a touch more XP from helping out Mad Arcand. He gained another level before taking liberties with an Ettercap and dying (not for the first time) to poison.
_____________________________________________
With the long-life recurrent runs all in the SoD dungeon I thought perhaps it might be an appropriate time to try again and see if I could maintain the necessary patience to make decent progress …
After leaving Candlekeep, Biff went to High Hedge - dodging some ambushing wild dogs on the way. Some gnolls were given no chance to attack and Biff grabbed Perdue's sword and duly ran past Karlat to return that. Marl, Firebead and Zhurlong offered more risk-free XP and provided Biff a first level up with an additional 5 HPs.
A spot of day-time travel to Nashkel (to avoid the bandits) allowed Biff to collect Mr Colquetle's amulet and get some more free XP from Noober. To the north of Beregost Biff picked up a couple of useful free rings before returning another variety to Joia. As Biff knew shield he was able to take on Tarnesh without any real risk - just dodging into the temple to avoid horror before taking down the mage.
Biff also knew a safe travel route to get to Brage and the XP for escorting him back to Nashkel provided Biff with level 3 and a welcome 6 additional HPs. That gave him enough to be able to take on the spiders in Beregost - ensuring only 1 could attack him at once and that he could always travel away to cure any poison. In the event though Biff was never hit anyway and went to return Landrin's goods and pick up the pantaloons.
Up to this point I'd avoided any chance of an archer ambush, but with options for XP becoming more limited I decided to take a slight risk. First was heading to the Valley of the Tombs to get the free +2 dagger from Hentold, then on to the Cloud Peak Mountains. There were no ambushes on those transitions and Biff was able to pick up some easy XP for finding Rufie. In the neighbouring area friends allowed him the best reward for getting a cat resurrected. On the way back to Nashkel, Biff was ambushed by a winter wolf. I'd been rather hoping that would happen as Biff had carefully hung on to Gorion's belt - meaning the wolf had no way to hurt him
With just a few hundred more XP needed for a level, Biff went in search of some gnolls and hobgoblins. South of Beregost he headed for the remainder of the group he'd got Zhurlong's boots from. However, I'd forgotten I'd killed one of the others as well as the one with the boots. As a result, Biff came into sight of the one with a bow - a critical hit immediately followed, causing Biff his first damage so far. Quickly retreating he found some less dangerous hobgoblins and duly picked up level 4, with just the 4 extra HPs but the ability to cast invisibility.
The golems at High Hedge were swiftly disposed of and Biff got a nice bonus for successfully reviving Melicamp. After buying the potion case he completed his container collection by an invisible attack on Neera. Meilum was rather more difficult to hit, but a few rests later and he was persuaded to hand over his bracers. Greywolf met his end in the same fashion, taking Biff close to another level. Rescuing Samuel was then enough to get to level 5. Again just the 4 extra HPs, but Biff will now be able to use ghoul touch.
Sorcerer L5, 25 HPs, 50 kills
We start with Mae'Var's guild next, which is uneventful and easy enough to clear out. A visit to the Umar Hills brings with it what I think is a new crit record:
On to the Windspear Hills. We've just gotten access to 7th level spells on Infiltrator, and we have found a random Mordenkainen's Sword scroll, which makes fighting golems a whole lot easier:
Corearcher XII the elven archer, protagonist (corey_russell)
Junker, dwarven bounty hunter (Gate70)
Duplo, dwarven kensai (Grond0)
So Duke Eltan patiently waited a week for us to report that we need to go to Candlekeep. Once there, a party member tried a bit of larceny, got caught and tried to tell off the guard, will Corearcher XII become fallen? But no we get arrested for the murders of Rieltar and gang and then are released into the Crypts. We usually loot the tombs for the tomes then make a bee-line to the exit, just fighting enemies along the way.
The first challenge was the 3 dopplegangers, one of who is "Elminister". Corearcher tried to dispel the haste/mirrors of the main doppleganger but missed, despite using the bow of markmanship (probably because Corearcher has no skill with bows only crossbows). Chaos ensued as skeletons were pinging corearcher too with their bows and then Junker triggered an additional doppleganger. So Corearcher and Junker did a lot of running but Corearcher wasn't too worried as he was sure Duplo's daggers would eventually see the enemies dead (which they did).
Next major encounter was Prat. Junker laid all his bounty hunter traps and tried to lay a normal snare in the middle of them but mis-clicked and triggered the fight early. Prat quickly died, but the guy with acid arrows got Corearcher down to low health before victory was achieved. Fortunately Corearcher has a ton of heal potions and duly starting gulping. With the help of a potion of shielding, Duplo took down all the spiders in the area then potion of mirror eyes for the basilisks. We are out of here, whew!
Traps did quite a number on Slythe and a backstab finished him off, though not before hitting Duplo hard. But nothing staying in an inn couldn't fix. We used haste potions and auto-pause on enemy dead for Duchal Palace and traps and this gave us a clean victory here. Time for the maze! Almost immediately Duplo tried to sound a warning to Corearcher as Corearcher was using melee against the green slimes. But Corearcher thought it was a reasonable risk as he has STR 18/00 and also haste potion was active and a magical two-hand short - should make short work of them and it did. We got to the end of the maze without further incident.
As for the undercity party, we used bounty hunter traps and then Junker stealthed and laid a normal snare in the enemies then his partners attacked. Corearcher and Duplo got hit hard by the arrows of detonation. However, the enemies were also hit hard by the traps and Corearcher's crossbow of speed. Three enemies lay dead. Then Corarcher did stealth/shoot/run and repeat and this worked well since Corearcher has the party's haste boots. And undead scroll enabled Duplo to take down the skeletal warriors nearby.
Time for the main event! Or at least that's what we thought but Junker accidentally left Bhaal's Temple and couldn't enter. We hadn't quite triggered the fight so went outside then all of us could re-enter but that did mean Junker's traps went away. Well the quest must continue! We managed to kill Semaj quickly though he wasn't much of a threat as whole party was protected with Protection from Magic scrolls. However, Corearcher had to pull Sarevok and missed. Angelo and Tazok activated. Angelo managed to piss off Sarevok and died. but Tazok came from the shadows and hit Corearcher hard. Junker suggested a potion of invisibility but Corearcher wasn't sure his aura was clear and he did have the haste boots so he tried to run away to hide behind a pillar. As he was running, Tazok got one more hit and dropped Corearcher to TWO life!
Luckily ranged fire worked on getting Tazok and Sarevok dead, with Duplo moving in for melee with Sarevok for the kill shot. Close one!
Most of Irenicus's dungeon was by the numbers though there were a few notable points. For one, Corearcher was put to sleep by the mephits and apparently Duplo didn't have any weapons that could hit the portals (he only had daggers). But Corearcher survived all the same. At first Corearcher wasn't sure what to do with the mephits guarding the genie but of course bounty hunter traps were effective and the sole survivor cut down by Corearcher's crossbow. The sword of chaos is a good weapon for Coreacher as he has two-hand sword skill. A lot of traps were used to safely exit the dungeon.
The circus was easily solved and then we saved our session here. As usual, Duplo is leading the kill column., Currently Junker has a slightly higher kill count than Corearcher but that's only because the bounty hunter traps got a number of instant kills of weak enemies. Most enemies in BG 2 will have a lot more HP than the ones in the dungeon.
Previous updates:
https://forums.beamdog.com/discussion/comment/1220894/#Comment_1220894
https://forums.beamdog.com/discussion/comment/1221406/#Comment_1221406
I normally skip most of the optional encounters in SoD which makes progress there pretty quick compared to the other games. I wouldn't normally expect problems there, but I did need a couple of slices of luck to keep everyone remaining after BGEE alive. That means it will still be a magnificent seven that try their luck in BG2EE.
Summary points of interest for each class
Cleric/mage - a comfortable start to SoD saw the cleric/illusionist past Belhifet without any particular problems. He had multiple potential options to deal with Belhifet, but just stuck to the most typical one of using restoration scrolls to keep Caelar going.
Stalker - the stalker was another to have a pretty easy ride. With Champion's Strength and demons as a favoured enemy, Belhifet was taken down very quickly - though a hamatula's fire shield effect got the final damage to rob me of his XP. One major problem I noted on first transferring into SoD though was that I didn't have the pantaloons - I think I probably put them into storage in BGEE and didn't recover them. That's going to make the final battle at the Throne a lot harder if I get that far.
Dragon Disciple - as might be expected the dragon disciple also found progress generally simple. However, I was lucky to survive in the final conflict with Belhifet. The effect of keeping Caelar going with restoration scrolls meant I suffered from severe fatigue and soon could only hit Belhifet with a critical. It didn't actually take that long to get him to near death, but once he started gating in allies progress slowed to a crawl. I don't allow Caelar to be controlled and, by preference, she attacks other things than Belhifet and thus was only getting occasional attacks on him. I tried used fire shield damage on him when he teleported away from Caelar at one point, but that is also pretty slow and I got caught out when my potion buffs expired and I started running in terror. I was taken down to near death there and only survived after I ran close enough to Caelar to bring her back in to the combat and distract Belhifet. Soon after that I regained control and watched as the devil was finally beaten down.
Cleric dualling to thief - most of the progress was easy, but once again I had a difficult battle with Belhifet as a result of carelessness. I'd noted before that I was shorter on potion resources than expected, but hadn't done anything about it. On arrival at Belhifet I realised though that I hadn't bought any champions strength scrolls and only had 10 (rather than the normal 20) restoration scrolls. With me hitting much less than expected it wasn't at all clear whether Caelar would last long enough to help see off Belhifet. In the event though I still had one restoration scroll left at the end.
Kensai - unsurprisingly, the kensai took rather more damage than other characters but was never in particular danger. Against Belhifet I went for a tactic I've not used for a long time - taking a number of potions of power to boost HPs and allow me to keep meleeing the devil. With the kensai bonuses and some other potion buffs that meant I was able to finish off Belhifet before he could reduce my HPs and require a use of a restoration scroll.
Blade - the only worrying moment for the blade was relatively early on when I took on Ziatar. She was webbed and then tagged with a stunning dart - which should have been the end of the contest. However, I inadvertently moved into the web without noticing and got stuck. That allowed Ziatar to recover and she had a chance to cast at me, which would have been nasty as I had no buffs. Fortunately though she elected to heal herself and I went invisible before she could try anything more.
Cleric - with the others all through, I took no chances with the cleric and had an untroubled journey through SoD.
Fighting our way through the Asylum is easy enough - we do get a lich spawn, but simply send in one skeleton warrior to draw out death spell and a second one to get rid of his most dangerous abilities, with Ferrum waiting until his PFMW has run its course before moving in for the kill. In the end, Jon was easily disposed of, with our Kensai still doing great on kills:
Progress has been slower than predicted, because although IWD-spells reach higher, their progression is actually slower. We got Skelis level to two levels later which is actually pretty big difference start of the BG2.
weidu.log
~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.1.0
~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.1.0
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multi-Class Restrictions -> Allow humans to multi-class: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited scroll stacking: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3491 // Better Shadows of Amn Start [dark0dave] -> Start at 500k XP, select items below: v17
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3497 // Better Shadows of Amn Start: Add Balduran's Cloak: v17
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // Core Stratagems spell-system changes (installed by default by any AI component): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 35.21
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 35.21
~SUBRACE/SUBRACE.TP2~ #1 #200 // Subrace mod for Baldur's Gate Enhanced Edition (BG1, BG:SoD, BG2, EET) -> No change subrace colors (Hair and Skin): 0.3.1
~ZDBAE/ZDBAE.TP2~ #0 #0 // Baeloth BG2: v0.13
~ROMANCE_EXPANDED/SETUP-ROMANCE_EXPANDED.TP2~ #0 #0 // Viconia Romance Expanded: v1.0.7
~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #32 // Kuo-toa Disciple Kit for Bards: v2.0
~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #5 // SoD items
~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #4 // Enable hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #5 // Enable scale module - Customizable UI scaling factor: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #6 // Enable time step module - Advance 1 game tick on keypress: v0.11.0-alpha
~EEEX/EEEX.TP2~ #0 #7 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.11.0-alpha
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.5
Chapter 1
We woke up in Irenicus dungeon with 691k xp and got lv10 immediatelly getting lv2 spell slot per IWD table. After killing the two Mephits we used the single Sanctuary and rests to loot the whole level. In the second level we lured the four Mephits away with Speed and closed the door. And after again looting the level with Sanctuary we escaped with 775k xp and 5k gold.
Chapter 2
First we did the Thieves quest line. Rayic was killed by repeating Fireball trap, and Maevar was preCharmed with Nymph cloak. Easy fetch quest for Amulet +2 and used one Invis potion to find Amanis son for Shield of Fyrus Khal, which is very useful for non casters with 45 rounds of Spell Turning. With it we could get Silver Horn of Valhalla without being Mazed. Which we upgraded to Bronze one as our first summon.
We bought Ring of Air Control to cast Improved Invisibility. And with it we summoned Cowled Wizards in Government District to be killed by neutral guards. This was only for money and we got around 13k worth of loot.
Graveyard quests. Looted De'Arnise and Druid Grove with Sanctuary and Improved Invisibility. Glaicus was Charmed with Nymph cloak, lv12 with the first Skeli. Umar Hills quests. Reti was killed for Missile Boots. Charming Welther and getting him killed by Corhvale and Bragg we got Silver Pantaloons without rep penalty. Upgraded the Horn of Valhalla to Iron.
Single Skeli was enough for Beastmaster who doesn't free animals if he doesn't see you. Captain Haegan's mob gassed with repeating Cloudkill trap rep 18. Charmed Sanasha, and Prebek wasted his spells on her, Harper Hold lv13.
Chapter 3
Sided with the Shadow Thieves and got Amulet of Power and Ring +2, and then sneaked MoD out of the graveyard. Neb got our rep to 19 and MoD to +2. Dalok's gang was Silenced out of sight and easily killed. Cernd then super destroyed Faldorn in Greater Werewolf form. Taquee was Charmed and wasted from spells. He cast Improved Haste on us and we easily destroyed the Genies with 9 apr's. Got Efreeti bottle and 20/20 economy. Trademeet quests lv14. With MoD we did the Temple Ruins to point of the Lich and left. Our small gang of weak Skeli, lv9 Warrior and Efreeti managed to kill Hammerfells gang for the Heretic Temple location. Easy tests in the temple for Gem of Seeing. Lv15 getting half the rod from Beholder dungeon.
At this point we were feeling the slow spell progression and kind of wondering out killing stuff, Troll hunting in Forest Grove, WK1 to point of Statues lv16. Got a first scare in Garren's home where Plath Rededge Turned Paladin on us succesfully. Luckily our summons kept them company enough for Athena to recover.
Only after getting the Samia's treasure I remembered the Vhailor's Helm, which we went and picked up. Interestingly getting out of the level makes Samia return to her original position, and her gang doesn't agro on sight. Which meant we could Charm Legdoril and feed him to a Ghast. Samia was easy pray on her own, and our gang also managed to kill her gang. We were also strong enough for the Greater Werewolfs for nice xp. Softened Conster with our Clone gang, and then our Berseker killed him lv17. Mekrath was softened too with Clone gang, before being killed my own summons.
Roger the Fence sacrificed himself smuggling the Rift Device out of the sewers for us. MoD+2 and PfU hunted the minor Liches. City Gates Lich needs another PfU on itself so it doesn't cast Planetar and ruin the day. My plan was to do them single swoop, but Treya's Ambush happened after City Lich so we had to waste third PfU for the other two Liches. Treya's ambush is easy enough with no Rasaad on party as they don't aggro. Lv18 with Deva, so we could finally start to commit more. Before going to Planar Sphere we picked up Kitthix.
Kitthix was very good destroying the last two mage Tieflings after my initial Clone attack. Lavok wasted from spells with Clone party, then Efreeti, then Berseker, then Kitthix, and then the real party made him surrender. Tanari was killed from Farsight with our gang. Our Clone gang killed the mage and pulled Planetar from Tolgerias, and impressively our Deva killed it. Sent Clone Kitthix, Berseker, Efreeti, then our Kitthix. Then our true party easily got Tolgerias, lv9 with Hardiness and third Skeli. Completing Planar Sphere we also got the important Staff of Fire.
Planar Prison landing was passed with Sanctuary, then we grinded the level with summons. With Warden we first lured her Yuanties away to be killed by Fire Elementals who were pretty much immune to their attacks. Double Fire Elemental parties were then enough to handle Warden himself. Lv20 and got the Boots of Speed.
Now with Boots of Speed we buffed with everything for Mind Flayer dungeon, including PfU for Alhoon, and picked up the Wand of Wonder before escaping. I actually forgot that unlike being Invisible, Mindies can't actually target Sanctuaried pc. So we actually could've done this before getting the Speed Boots. My tactic is pretty much always the same for BG2: 1. get enough xp to beat Conster and Planar Sphere, 2. Use Staff of Fire to beat the Planar Prison and Warden, 3. use Boots of Speed to pick up Wand of Wander, 4. Firkraag xp-loop. Anyway with nice buffs and PfU on we went and Stoned Kangaxx Demi form with WoW.
After using four WoW's (which recharge with 4900 gold with Sister Garlena) for Firkraag xp-loop we got to lv25 with 4 top of the line Skellies. Then we grinded the Watchers Keep statues, and the second level quite easily. Chromatic Demon stoned with WoW lv28. After completing Temple Ruins with PfU and stoning Shadow Dragon, we then went and forever stoned Firkraag too for Carsomyr +5 lv29. Getting lv6 spell slot we could Harm Tor'Gal.
Small things, Paladin Stronghold, Kalah, PfU for Vampies, and we are now lv31 and sailing to Brynnlaw.
We enter the elven city and using magical swords to tank some of the golems for us, making it easy for Ferrum to beat them down. For the dragon, we make sure to send in a planetar first until he has used his remove magic - after that, it's go time:
We fight our way through Sendai's Enclave - this is mostly a good environment for Ferrum to thrive, though we do need magical swords and a planetar for the earth elemental prince and Diaytha's room:
Draconis and the three dwarves.
We're back to The Impaler now, except for the Ravager fight as that one requires +4 weapons to hit. Draconis is our first target, we buff with Protection from Acid and make sure to get away once his human form is about to transform:
The Throne
Just so she gets to do something valuable near the end, Infiltrator prepares a 3*ADHW CC and 3*LR Spell Trigger. Since we're not using Spike Traps in this run (and I won't even use timestop to kill the Fallen Solar), this is our only shortcut for the finale - not needed, as we have tons of GWWs and won't need close to all of them, but just a bit of fun:
So, what are our conclusions from this run? Well, first of all - kensais deal ludicrous amounts of damage if properly supported, and especially with spirit armor, accessible upon entering the big city in BG1 already, a lot of the disadvangates of the kit quickly disappear. I still prefer berserkers for no-reload purposes (especially with mods such as SCS) due to the safety their rage provides and their strong early game, but the sheer damage output Ferrum was able to provide did impress me, even though I've played with kensais before - I think it was the focus and support he received in this specific party that made him stand out more.
In regards to spears, what do I think about them now? My thoughts haven't really changed - Yes, Ferrums damage is impressive, but it would've been even more impressive if he was dual wielding with the traditional super powerful weapon combos. The Impaler, however, IS a standout weapon when it comes to two-handers, and, aside from the few fights that require a +4 weapon, it absolutely trounced every other available later spear. It is propably not worth investing pips in spears just for this weapon for any purposes if it's all about optimization, but it would at least be a fun and viable choice if you enjoy big numbers and killing enemies with very few hits. The +10 extra damage would be even more noticable with a non-kensai kit.
I enjoyed this quick little run. Lots of RTS addons coming out in February, so it will be a while until I might run some BG again, but as always, I will be reading and will be back at some point
We made our way to the FAI, returned Joia's ring, and proceeded to Beregost.
Once there, we calmed Marl, took a tome to Firebead and headed south where wee found a letter which we delivered to Mirianne.
We found the Colquetle amulet and were given Lord Foreshadow's ring on the way to Nashkel, and further south an assassin using a +1 axe attacked and died.
It was ideal for by berserker.
We also found a wand which we will have to identify.
Corearcher XII the elven archer, protagonist (corey_russell)
Junker, dwarven bounty hunter (Gate70)
Duplo, dwarven kensai (Grond0)
So the Trio found themselves at the Circus, just having solved the problem there. The things we got up to were:
1) Freed some slavers. Fortunately Hendak quickly won his battle so Duplo wasn't given a chance to interfere. The trio has had a lot of bad luck when he does. Corearcher took a quick detour at Ribald's for a searing crossbow then we headed into the sewers. Bounty hunter traps were effective here - well almost. The trap used against the kobold didn't work well and Duplo got shot up and nearly died. There was one last kobold shooting him, and his party went away from him for a second. It was pathing issue so party manually moved closer then shot up the kobold just in the nick of time.
The hobgoblins weren't so lucky and they were taken down badly by the bounty hunter traps. We rested and then moved into the moored ship to deal with the slavers. One again, Duplo takes massive damage but we did get one coup - Corearcher managed to charm Captain Haegan and was using him to kill his own friends. This was a big help though Duplo nearly bit it once again.
After resting outside we moved in and the next batch of slavers took 3 bounty hunter traps, it nearly kill them all. We reported our success to Hendak and moved on the next thing.
Junker mentioned it would be helpful to get the stealth boots as well as the thieve's armor, so docks seemed like a good place to do that. But first we headed to Watcher's Keep to get a potion bag. Then we returned to the docks, got the Maevar quest and proceeded to loot both thieve's guild. This gave us enough cash to get AC 3 bracers for Corearcher. Duplo mentioed reflection shield - not a bad idea, and now with AC 3 bracers, +1 ring, reflection shield and basic studded leather, Corearcher's AC is -5. Not amazing but much better than rest of the party, so though he has greatly reduced damage, he can tank for the party and will be safer when dealing with the thieves.
We rested in the graveyard so that it would be dark so we could get the weather mistress amulet without pick-pocketing. We reported to Maevar then headed to Rayic Gethras' house. Here junker complained that his buddies slaughtered all the mephits and Junker had yet to kill the one he was working on, or even get a hit. Poor thief Thac0 I guess. Duplo mentioned he didn't have a weapon that can hurt the stone golems, so Corearcher lent his Lilacor to Duplo for the fight and success. We rested then traps made shot work of Gethras. We then got the documents and the dagger from Embarl and reported to Bloodscalp our success.
Time to deal with thieves. Corearcher tanked very well, but not so Duplo he got to near death and was running around with a hasted thief after him. We paused when he got close to the party so we can shoot the thief. This took a number of passes but Duplo survived once again. Whew!
Corearcher took the lead against Maevar and Junker's traps did go off, but he got charmed. Luckily he didn't attack his party though and his party shot up the remaining enemies quite well so all was well that ended well.
After reporting to Bloodscalp Maevar's demise we decided to work on Harpers and tried to deal with Prebek's house. Corearcher hid and went in a corner and shot up the goblins. Junker came in and nearly killed by a lightning bolt but he did live and enemies were defeated.
Looting the Harper's HQ was no problem. We tried to avenge Xzar's murder but his assassin got away at near death.
We headed to D'Arnise Keep and that will be our next target next session.
Chapter 4
In Brynnlaw Fire Elementals handled Perth, and we then used clone trick on Book of Infinite Spells until we got Spell Turning. When Clone turns the page it moves the book to inventory, and it then drops on the ground when Clone is killed. In theory we could get unlimited amount of all the available spells, but because the books don't stack we just keep the one. Unlimited book stacking mod would be interesting to try here, maybe some day.
We used one PfU in Spellhold lv2 to make killing the undead little easier lv32. This time we only managed double xp talking to the statue. Irenicus was hit from Farsight by Fire Elementals until he was at 1hp, and then he escaped immediatelly once we started the fight lv33. According to the console Saemon died during the Githyanki attack, but we'll see... 275k gold selling our hoard to Shaguain merchant.
Chapter 5
Alchra Diagot Imprisoned our Deva, which was annoying as we couldn't cast it anymore in the main level. But Skelis eventually grinded him down. Balor took 10 hits from WoW to die. We mangled Phaeres Mindies even without Deva. Got lucky with Deirex as his Sequencer Dispelled our PfU, our MoD killed him at the same time.
Mind Flayer dungeon was done by stacking 10 Mind Focus potions among other buffs, and resting for all the big parties. Our HLA's were just enough to kill them without problems. After killing Master Brain we picked Staff of Command with True Sight and Sanctuary without fighting the Mindies, and also got the four valuable Control Circlets.
After double crossing the Drow we attacked the Kuo-toa and they had no chance. Buffed for Demon Knights, and although we were immediately Dispelled the Demon with the loot was killed in one round and we escaped. Adalon pwned the entrance and we escaped the Underdark.
Chapter 6
We used drop and move trick to smuggle Drow armors from the first two levels after Underdark. They'll also get dusted in Abyss if I recall, but we can bypass that by Watchers Keep. Although I don't remember if they also get dusted every level of ToB, but we'll see. We built Crom Fayer, Silver Sword and Wave.
We did some mobbing and our party quite easily handled both Seven Vales and Sewer gangs. Smiting Ketta on guarded compound got 6 Invisibility potions for us. Bodhi's lair was done with coupel PfU's, one which we used on Drizzt, who just about survived.
Chapter 7
There's really no saving Priestess Demin so we just watched her to die and looted everything with Sanctuary. After Stoning Nizi with WoW, Rillifane cleansed the place. At this point we had 420k gold, and pretty much nothing to spend it. Irenicus pt2 was done by baiting his spells with Elementals, and then Skelis easily handled him. In Abyss we took all the good paths, except on the Greed we took the neutral path. We get the tear and keep the Blackrazor for a while. But the Genie cast Gaeas on us, and eventually we need to give the sword back. This gave us the tear we were after, Thac0 -2, which is nice substitute for the STR +2 tear now that Paladin's can get it anymore without falling. Using it on the wall we figured that it just modified base Thac0, and didn't work on us because we were already capped at 0. Because we thought that was just stupid, we modified it To Hit bonus instead. So using the drop trick we could give -10 To Hit bonus on our Cavalier, which gives the same base Thac0 that lv40 Kensai has. Doing only one neutral path in Revised Hell also saved our Paladin status.
Athena v Slayer
Started the fight with 5 Elementals and backed off. Once they were dead only three Demons teleported on us, and we started kiting them with WoW. It took just 4 hits to Stone both Balors. After the one Glabrezu was Stoned, we waited Slayers Planetar and Efreetis out, and then lured the last Glabrezu to be killed too. We baited Slayers spells with both full Staffs of Fire and Earth, knowing full well it was keeping Timestop - Teleport without Error - Maze combo hidden. Interestingly he only wasted his Remove Magic Sequencer, when we buffed the Elementals with spells. After the Staffs were empty we sent our Efreeti, Kitthix and Warrior, who actually showed us Slayer was out of Stoneskins.
Then we sent our full force party, Clone, Deva and 4 Skelies. And as soon as Slayer saw them he started casting Time Stop. But Clone stopped that by Smiting him. And our Clone party was strong enough to handle Slayer by themselves, and we only joined to see him die.
On ToB we move.
Afterwards Aerie identified a lot of loot for us free of charge, quite a boon as we have little in the way of gold.
We returned to Beregost and after completing some minor quests became fully accredited heroes with a rep of 18.
I have changed the portrait of Draconis to this.
We killed Sonner et al and then joined up with Tenya.
Together we killed all the ankheg that we could find both within and outside their nest.
We got a good price for their shells at the smithy and as a result when Gavin joined us, we were able to buy him full plate armour.
We then headed west, finding Perdue's sword on the body of a gnoll. We then killed Bassilus, Zargal and allies before heading west and helping Charlestonian Nib. We took Brage to the temple next.
At the carnival we bought some good equipment, two amulets and a scroll.
Aerie has again been helpful in identifying equipment.
Our reputation has reached 20.
We used the scroll to defeat Mutamin and his minions and followed that up by defeating Lady ValeriA whereupon we left Gavin at the temple..
Tenya asked us to visit Lethe so that she could learn how to use her bowl. WE succeeded, but only after a fierce battle with Lethe. Tenya can now summon a water elemental!
We bought Safana an expensive crossbow and are now poor again! 69gp! Then went to the lighthouse area and successfully looted the cave.
Draconis was charmed by the first set of sirines and as a result we had serious injuries. When we came to Sil we ensured that a party member wearing a helmet of charm protection was at the front. The subsequent battle was easy.
We then went to the Nashkel mines and easily dealt with Mulahey et al. Upon exit we killed the Amazons and slept at the Carnival.
Krendon has completed chapter 3 tasks/fights including surface of Durlag's Tower and a bit of the upper levels. His party is now battling their way through the Cloakwood. Area 1 cleared - will keep at it.
Jiddy (male gnome Fighter/Illusionist, Gate70); Chanceless (male gnome Fighter/Thief, Grond0)
After a four week gap between our first two sessions, another four months pass before todays third session. Does this mean it will be four years before session 4?
We almost make a faux-pas at the start with two saves; Jiddy picking the wrong one and almost starting at day 33 instead of day 63. Jiddy was expecting to be causing trouble in the city so recognised the bandit camp was not the place to be; so we located the correct save
A brief review of our journal plus having camped out on the roof of the Iron Throne led us to return to Duke Eltan and convince him to get us into Candlekeep. Almost no sooner are we in than we are arrested for the murder of Rieltar and his gang - we had not seen them and only killed a doppleganger but nobody would listen to us apart from Tethtoril
He teleported us to a secret library where Jiddy memorised a few spells. Chanceless looted through the crypts and catacombs, and we emerged with full backpacks ready to return to a store
As we entered the store we received a warning about assassins preparing for the coronation, so we assassinated the lead assassin Slythe before he could summon his companion Krystin. Then we stole his documents and headed into the coronation. Jiddy realised it was only the two of us and Chanceless said as fighters with a host of potions we would be fine but Jiddy decided to head outside again and obtain a wand of monster summoning
Everybody at the coronation was tutting and tapping their fingers, until we returned. As soon as we had gulped potions and summoned monsters the event started with a twist. Several more doppelganger assassins tried to kill the two dukes but it was not to be their day. Sarevok had shown his hand when they perished and we valiantly stayed out of his way while he swatted guards and the remnants of our summons. Eventually it looked as if we would have to step in but Winski turns up and teleports him away
Belt sends us after him, allowing Chanceless the opportunity to shine as a natural in the thieves maze. With that done we tried two sets of summoned monsters against Rahvin and his mercenaries but could not get it right so finished them off ourselves
A rest outside the temple of Bhaal allowed us to collect our thoughts, and once inside we drew a dispelled Sarevok towards us. Semaj appeared but monsters and missiles were his nemesis, and Sarevok fought alone as Angelo and Tazok were marked as no-shows
Chanceless missed with his first backstab, taking trap damage since Sarevok was on the edge of the floor mural. Jiddy repeatedly ordered the monsters to move and eventually they moved in a way that caused Sarevok to follow. Chanceless landed two backstabs in succession and Sarevok dropped to the ground
Into Siege of Dragonspear next time
Athena v Illasera
Illasera was tougher than usual as couple potent Reavers followed us, but eventually she fell. Reflection Shield is good here, especially for clone. Getting back to Pocket Plane the Genie came and took the Blackrazor +3 away by our agreement.
1st Pocket Plane challenge was done with the summon door trick and luring parties away from the pocket. First one was simple, and the second Drow party was easy too as they don't have HLA's. But in the third one, we were losing our fight against Sarevok and Bodhi who followed, as Bodhi does unreal amount of damage and we weren't that prepared. Before using PfU we tried WoW, and it stoned Bodhi first hit. Deva soloed Irenicus Fallen Planetar, then Kitthix, Warrior and Efreeti depleted him, and lastly we moved on the kill. This was really harded than needed, not using PfU on Bodhi was a mistake.
Saradush landing easily soloed with 85 DR and 9 apr Criticals. Barracks is easy with Aslyferund Chain as they all have normal weapons so we let AI handle it, there was one Superior Healing potion in there. Using Staff of Command to Charm Kaisers gang netted 15 Invis potions. Sewers had zero Superiors so it's pretty pointless to do. Again using SoC on Thiefs in Sharadush Prison got us 13 Invis potions. In basement we Charmed the Mage with SoC, and the rest were easy after that.
Athena v Gromnir
His guards got Charmed with SoC, and us escaping to level below. And after his mages were gone he was easy pickings. All in all Saradush got us 29 Superior Healing potions.
We used PfU in the Forest of Mir and double 9 apr MoD +2 quickly cleared the level. On Yaga-Shura's Stronghold we cleared the Fire Giants in search of Superior Healing potions, but other than that we used Sanctuary to loot the level. Only Fell Cats fit through the doors of the last level. But Berenn did cast Deva on our side. After dealing them we stoned Brimstone with WoW as he couldn't touch us either. Harm failed v Berenn, but he couldn't touch us with 100 FR and Roranachs Horn providing 100 DR v crushing. Harm failed v Imix too, so we had to use a Control Circlet to force Charm him. And then his Burning Men killed him. This took a lot of time with 1400hp and them hitting only 20's, got Ravager +4. Nyalee didn't survive two rounds.
Continuing Watcher's Keep we noticed Drow armors do get dusted in everywhere of ToB, even in Watcher's Keep where we stored them so it's pretty pointless to smuggle them out of Underdark. DM Balor -> Tahazzar. As we're not evil, we tried to back off from Tahazzar for Farsight trick, but it didn't work. So we drank Invul potion, PfF, and started kiting with Speed Boots and Grandmaster Armor to provide triple speed with WoW. And Tahazzar was stoned third hit. Tahazzar had Stoneskins so it still took a while to kite hit him to death. Teleporting to DM Balor room I was Confused at the same time, we were drained one level and our save v spell somehow dropped to 4 even with Invul? But Death Magic is sometimes helpful too and we escaped after a round to the start level.
WM Quasit -> Succubus. We refused Succubus help and pretty quickly cleared the level. Buffed for Ka'rashur, but again failed to back up so it was go time. We started with Smiting Ka'rashur and after 5 rounds or so of 8 apr Criticals he was done. WM Quasit -> WM Tiefling -> Demon Knights -> Demon Wraith -> Aesgareth, where we played twice with Aesgareth winning both times. It took 40 hits from WoW to Stone all the minions, after which Aesgareth himself was easy pickings.
In the 4th level we looted Githyanki dungeon with Sanctuary, and stoned Saladrex casually with WoW. For Mindies we prepared with 10x Mind Focus, Absorption, Invul and we had no problems, although we needed to rest and rebuff one time. We skipped last party and just concentrated the one Ulitharid with the rod part, and escaped. After waiting for awhile, nobody followed. Rock and Garock didn't last 3 rounds. Using the machine we found our final form, 21 CON giving us another extra 9 hp.
Test of Stamina can be waited being Invisible, Green Dragon double stoned. North-East-Search-North-East-North-Painting-West-Archway never fails in the Spirit test. For Spirit Seal we used PfU, waited Planetar out, and cleared it with MoD +2. Got the part needed for Ravager +6. After preparing for Heart Seal we started it by Clone Smiting Y'tossi, and Athena using our second Control Circlet on the Hive Mother. This is good because we could use the Beholder's Anti-Magic Ray to dispel Y'tossi, and kill him quickly for the apr gloves. We continued fighting as it was going nicely, but after killing Nalmrissa, somebody Dispelled us, so it was time to escape. Got everything we came for, 9hp with 21 CON, Ravager +6 for Solar's, and apr gloves giving us 10 apr Criticals.
Athena v Yaga-Shura
Luckily for us Yaga is one of the few bosses without Magic Resistance, as we didn't have the Answerer yet. So we could just Harm him with Critical Strike, which saved us a lot of pain figthing him and his army at the same time.
Second Pocket Plane challenge was not hard, after using summon door trick, got Regeneration. In the Oasis we used SoC to charm Jamis and he was quickly killed. Retreating to the corner we could cast our gang, and pretty easily clear the level. Got the Answerer +4 which combines nicely with Harm for us.