After an arduous three day trek, we finally arrived at Dragon's Eye. The ice trolls out front are ridiculously easy to kill. We go inside and immediately start slaughtering the Lizard Men. I remember to avoid going south right off the bat this time, because those beetles ended my run last time.
Kourtney recently leveled up and got some new spells, so I decided to try one of them out. She casts Smashing Wave at the nearest Lizard Man Shaman, and it works marvelously. If it turns out Static Charge isn't as nice as it sounds, I'll replace that with another Smashing Wave.
I buff us with a Bless and continue north through the caverns. We quickly dispatch a few more Lizard Men, but then we accidentally pull the next group, and the Shaman dispels our buffs. Hrothgar takes a few serious blows and needs to be pulled out to patch himself up. I have Kourtney step in to take his place, shapeshifting into her Spider form. Most of the Lizard Men are preoccupied and don't target her, so she's actually quite effective in melee!
After clearing out the lizards north of the little bridge, we summon a horde of undead and use Taylor's berserker horn to get some extra bodies. I buff everyone with Prayer and Haste, and send the fodder in. It works well enough, at least until the beetles get too close to Kourtney. She takes too much damage and we lose her =( We finish off the rest of the bugs in this area and then head back to town to raise her.
The Lizard King actually put up less of a fight than I was expecting. Alessia and Taylor targeted the Shamans with Chromatic Orbs. I failed to stun the second Shaman, so he got off a Strength of One spell. Hrothgar got smacked for 42 damage in one hit because of that! By the time Alessia could cast again, all the lizards were in one convenient location, ready to be hit by her Slow spell. Between Slow and the Jester's song, their AC and THAC0 were shot to hell, and I cut through them like The Butter Knife of Balduran through...well...butter.
I looted the ginormous snake statue thing and found a pretty sweet ring! Only wearable by Mages, but the equipped ability is a Shield spell. At first I thought it was like the Shield Amulet, but this is even better because it's an equipped effect, not something I need to use a charge on.
On the second level, Baron von Shortstuff really started to shine. He picked up the dagger Trollmelter a while back, and the acid damage proved crucial to bringing down the mass amounts of trolls. Shawn and Hrothgar tanked the trolls, and once they were unconscious Baron would shank them, or Alessia would scorch them.
After a bit of searching, we found a bunch of villagers from Kuldahar, including Conlan's kid. He didn't agree with my assessment that my dad could beat up his dad
Cavalier's have a built in 20% Acid resistance. I picked up Erevain's Broad Sword +2 on the floor above, granting another 10%. I had Shawn use the Protection from Acid scroll we looted a while back to add another 50%, pushing it up to 80% Acid resistance. He chugged a Potion of Heroism and Free Action, and buffed with Bless, Prayer, and Armor of Faith. Those poor, unsuspecting Bombardier Beetles in the far right tunnel never saw him coming lol. He hacked them to bits like nobody's business, and laughed at their pathetic attempts to stop him with their acid attacks. In the chest at the end of the tunnel, he was rewarded with Battle Axe +2: Defender and Long Sword of Confusion +2. The axe would've been an amazing find for my DD last run, but alas nobody can use it this time around. However, being an Elven Cavalier with ** in Longsword, I lucked out big time with the second item! It has a 25% chance on-hit to confuse the target for one round.
The Talonite priests went down fast and hard to my buffed undead horde. Mother Eugenia was rather grateful for the rescue, granting us a huge chunk of XP and watching over us while we rested up in preparation for the next floor.
As for your question @Blackraven I'm honestly not too familiar with vanilla Bounty Hunters. My only experience is Yoshi in BG2, and I rarely used traps unless I was cheesing a dragon. I'm not exactly using them now either...I set a couple when I rest but that's about it. I feel like I'm using him wrong lol
On the other hand, RR did wonders for Taylor as a Jester. Her song just improved for the first time, so now she can Distract enemies (+2 to save against) and Confuse them (+4 to save) at the same time. She starts strumming her harp and the enemies just go completely nuts.
Dekros and company has entered BG2, still under 1.3: I don't think I'll ever purposefully upgrade further.
Weidu:
// Log of Currently Installed WeiDU Mods // The top of the file is the 'oldest' mod // ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version] ~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #4 // Miscellaneous Enhancements -> With Additional Random Encounters: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2 ~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2 ~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #1 // Aerie/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #3 // Aerie/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #5 // Jaheira/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #7 // Jaheira/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #9 // Viconia/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #11 // Viconia/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #13 // Anomen/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03 ~SETUP-NPCFLIRT.TP2~ #0 #15 // Anomen/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16 ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.80b3 ~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80b3 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30 ~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): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6552 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01 ~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
So A.I. adjustments, but no prebuffs by the A.I.
I start by having to CTRL+R Lyssinia and Aduroc; both are still apparently marked as dead from the Sarevok battle and import the same way. Imoen is sent on her way.
Dekros refuses to answer any questions, and as soon as we see Duergar, a Spirit Lion is brought out from Aduroc. It's too much for most of the mobs to handle, and we preemptively strike at the Lesser Clay Golems as well. Plisina's Find Traps is a bit low, and she gets nailed by two or three traps in the Mistress' room, bringing her low but not dead. Invis 30' Radius is used to navigate the Mephit Portal room without bother.
Through the portal, a Spirit Lion and skeleton are guided invisibly by Lyssinia to take out the Mephit Portals.
We take our only rest here, almost completely depleted of spells. No threats past here, though: True Seeing kind of takes the sting out of the Assassins, and the vampire is murdered with Cloudkill from the 1-use wand. We make it to the surface, no deaths.
The reason I'm 5-slotted and not a full 6 is that I still wanted Aerie in my team. So sue me. It adds a C/M to the group, the last type or combo of magic not represented so far. But... I did one thing first. Quick trip to the Government district and then to the Docks gets me info on Valygar, and we hop to Umar Hills to pick him up. After unlocking the planar sphere, we returned to the Promenade to get Aerie. First ambush happened during this travel, but Spirit Animal spam + Chaos + True Sight + Haste puts an end to that.
The Coronet is our first stop, and it's easy enough: level 10 Spirit animals being immune to normal weapons means that the Beastmaster can't really touch it. Could've just let the snake handle it, but got the rest of my team fighting as well, thus the injuries.
Sewers are still incredibly easy with disablers and summons. Hobgoblins weren't really a threat in BG1, and much less now, even though I've stopped preparing Sleep.
Slaver's boat: We enter invisibly and buffed with Haste, Strength of One, Mirror Images and maybe one or two others. Gavin engages the priest, Aduroc starts a Fire Elemental, Lyssinia throws a Chaos, Dekros... a Hold Person, I think, and Plisina uses her bow. Haegan did quite a bit of damage due to only Dekros and Gavin having even a half-decent AC, but he too gets disabled and killed. Venturing onward, Dire Charm gets one of the two mages, inspiring them to waste their spells on each other while we hold a chokepoint. First death: Plisina tries to disarm a trap in spite of the last guard still being there. Accidentally triggered it, didn't get her far enough back...
Dekros got his level 5 spells though, so she's back after a single rest. We turn the quest in.
We pay for a Magic License and free Viconia. Since we hit the Suna Seni ambush already, I decide that we might as well do the Harper quests next. Traveling in Invis 30', the Renfield ambush is really easy with time to set the field up. Prebek's house: I think I broke a talking script with a Dire Charm on Prebek, as Prebek and Sanasha didn't attack instantly. Gavin starts meleeing the Flesh Golem while Dekros walks around a bit with Turn Undead on to get the Ghasts away from us. Dekros joins Gavin in taking down the Golem,
before the entire group turns on Prebek and Sanasha and the last Ghast.
A little bit of fetch...
Dealt with a few Pirates, then slept.
Headed to Trademeet next, except I got ambushed while not invisible by a squadron of Giant Trolls. Aerie dies almost instantly, and we gather her stuff and hustle back to Athkatla. I went on a bit of a shopping spree as well, and though Lyssinia STILL refuses to memorize Stoneskin, we still get some useful gear like the RoAC, Bracers AC4, Shield of Reflection, and a Scroll Case.
Ambush to Trademeet again, but this time it's Werewolves! Including 3 Greater Werewolves! I forgot to take any screenshots, but summons and buffs are key to surviving this fight. Having four Holy Smites between Dekros and Aerie probably helped as well, scattering some of the Werewolves away before re-engaging.
I've learned from Benoni: I'm preparing Pro. Petrification spells against the Genies. Plisina, Dekros, and Gavin go under the spell, and Dekros has Righteous Might, Seeking Sword, Haste, and DuHM on him for something like 4 APR at a Warrior's THAC0 for 15-19 damage per hit. Not too bad as a single class Halfling Cleric.
In the Grove, Spirit Trolls are painfully slow to die, even with Aduroc's two Fire elementals, three Spirit Animals, and four Nymphs (summoned during the fight, generally.) No casualties this time though. Troll Mound is cleared similarly, though Aduroc has to be protected for a bit to get the first Fire Elemental off the ground: Holy Smites prove wonderful crowd control especially since Enchantment spells are pretty much 100% useless for the moment.
Plisina dies again to the... paws of a druid. Silencing them does nothing to stop a bear from munching on your face, it seems. One rest, one Raise, we're back in business. A Chaotic Commands on a Fire elemental plus Gavin and Dekros having Lilaarcor and the Shield of Harmony respectively allows them to swarm the bridge before the Myconids get out of hand. We ignore the Rakshasha for the time being.
Dalok is Silenced before we engage: that Call Lightning is absolutely brutal. Even so, Gavin is mauled pretty badly by the fighter and the other druid in shapeshifter form.
Finally, Aduroc challenges Faldorn under Aerie's Improved Invisibility. All it takes is three Spirit Animals: Faldorn tries to counter with a Fire Elemental, but she's too slow and Aduroc's summoning swarm is greater than the one elemental. We're heading back to Trademeet now.
Currently trying out a Fighter/Illusionist in Heart of Fury mode. I start out at level 1, but I give myself the pick of any and all items I gathered on my last two playthroughs... which leaves me with some gaps in my spellbook, since I have so few scrolls, but also gives me access to some of the best items in the game, which I didn't all get to use in the last two runs.
Notably, I have two copies of Kontik's Ring of Wizardry and therefore almost unlimited level 1 and 2 spells. I use Charm Person constantly in Easthaven. The Two-Handed Sword +3: Bane lives up to my expectations: its permanent disease effect, while it only triggers 25% of the time, offers no save. Once I hit an enemy with it, I can ignore it and move on to the next one. In long battles like those of HoF mode, the damage is extraordinary, as it does 1 damage every 2 seconds.
I did, however, experience lots of trouble in Kuldahar Valley. The fights just went on for so long that I had to drain several Potions of Extra Healing and a couple of Potions of Invisibility and an Oil of Speed to make sure I didn't die when I got surrounded. The enemy's collective APR was just too high for my Mirror Image spells to hold out--I should have run out to Kuldahar or slept in Ghereg's tower before confronting the last group of enemies (I have no Invisibility spell yet to run past them).
I'm currently in the Vale of Shadows. I purchased a scroll of Web and drank some of my limited potions to scribe it (my Fighter/Illusionist has an INT of 10 to make sure her CHA is high enough to hit 20 with Friends), since the Girdle of Labelas makes me immune to Web. Even though I have no pips in morningstars or two-weapon style, I'm dual-wielding the Morning Star +4: Defender with Valiant in the off hand, since it's the most effective means of dealing damage to skeletons that I have. Valiant grants an extra attack per round, just like Belm, and the Morning Star +4: Defender, aside from several excellent defensive benefits, does crushing damage, which is extremely important in the Vale of Shadows.
I'm sitting on -10 AC and about 10 castings per day of Mirror Image, plus 4 castings of Haste per day and immunity to fatigue thanks to the Helm of the Trusted Defender. With Free Action from the Girdle of Labelas, immunity to sleep thanks to the HotTD, and a save vs. spell of 0, I should be safe from disablers for quite some time. The biggest threat now is getting surrounded and running out of Mirror Image spells, because my damage output isn't as strong as a normal HoF party's. But I have a few Potions of Invisibility left to give me breathing room to cast Mirror Image, and if things get really bad, I still have 10 Arrows of Translocation, which should be able to get me out of a crowd if I really need them. I figure they'll last at least until I get the Dimension Door scroll in Dragon's Eye.
I tried getting BG2:EE back. All I want is to be able to install SCS.
I uninstalled the game via Windows as well as Steam (apparently the former just does the latter). I searched for the relevant registry files to delete them as @BelgarathMTH suggested, but there was no way to identify which one was BG2 and which ones were my other Steam games.
Instead, I followed a tutorial on Youtube to delete Steam cloud files. https://www.youtube.com/watch?v=6zulnvYsJ20&nohtml5=False I followed the steps exactly, but there was no desync, which is what was supposed to happen. The userdata files I was supposed to delete have been replaced, evidently by Steam, and the situation appears the same as before.
I tried reinstalling SCS just to see. The initialize component failed to install due to an unspecified error. Where do I report this?
If I can't get SCS working on this install, my only choice is to delete all of my Steam-related registry files, and I have no idea what that would do to my other games. I have uninstalled the game, done a clean install, and did everything I know how to do to delete the Steam cloud files that might be responsible.
I fear the situation is absolutely broken beyond all repair, even though there were several possible solutions that were supposed to be able to fix the problem. I have no choices left. Nothing. No ideas, no solutions, no way forward.
The game itself isn't the problem. The registry files, I can't touch without putting my other games in jeopardy. Clean installs don't work. The steam cloud appears invincible. Every file that could be responsible for the problem has either been deleted, or apparently cannot be deleted.
I have a second Steam account, but last I checked, it too was broken somehow, and I could not access it. I don't know when I'll be able to play BG2 with SCS again.
I am out of ideas.
It just feels helpless and frustrating to know that I can't play my favorite game for the past 16 years... because a clean install apparently isn't physically possible without doing something dangerous to my computer.
Whatever happened to just re-installing a program?
There is one other solution I can think of. But I'd need a forumite's help.
The idea is to just take somebody else's files and transplant them directly into my override folder. My override folder is currently empty, so there should be no risk of conflict. I'd have all the correct scripts and spells and .cre files and so forth that I needed. The weakness is that I couldn't safely tweak the install, I don't think, without risking screwing something up.
@Blackraven? @bengoshi? @Gotural? @Lord_Tansheron? I believe all of you use SCS as a standard, with Tansheron being the only one to use IR and SR. Would it be possible for one of you to collect your override files and post them as one or more .zip folders so that I could transplant your install onto my computer?
It doesn't really matter what the settings are. I can go without enemy pre-buffs or universal HLAs. I just can't go without the basics of SCS... there just wouldn't be much point in playing BG2 without SCS. Experimental no-reload SCS runs are the only way I can really maintain the difficulty these days, and that's what keeps bringing me back to this game.
@semiticgod If it's just SCS that is the problem, make sure to apply the fixes posted here. If you get the error in the AI initialize, that is exactly what happened to me as well before I applied the fixes. With the fixes, no problem.
As for Steam issues, I haven't the faintest as I have never used Steam.
Taking a mage through BGEE with SCS and on insane difficulty is not easy at all for me. I already mentioned a solo Elven Diviner who bit the dust in a Hobgoblin ambush. Eirian, whose progress I reported in my last post, fell in the Firewine Ruins. I assumed I wasn't playing BGEE with full SCS prebuffs but with the toned down version (instant buffs only if created in sight of the caster, as per my last BG2EE setup). Lendarn showed me that I was mistaken. When Eirian cast Hold Person at the wizard, his buffs, which included a MGoI, instantly triggered, nullifying Eirian's threat. He then succesfully Horrored Eirian and Dirgesinger Canaid, added a Stinking Cloud, and finished her off with MMMs and a Lightning Bolt.After this I decided to go solo again, as I prefer the pace and I find it more exciting if a character has no one else to rely on, and more educational for myself as to how to play a given class or kit.
Invoker Clare got ambushed by Skellies on her way to the High Hedge area, after she had barely left Candlekeep. She managed to Shield herself but suffered a critical nonetheless.I had a promising and - thanks to Invisibility being unavalable - thrilling run with Necromancer Stella. She was around level 6 when she succesfully Horrored a Carrion Crawler in Shoal's area. Sadly panic didn't stop it from attacking. Stella got Held and was nibbled to death.I then rolled an Abjurer, a Half-Elf Transmuter and a second Elven Diviner. The roll I got on the latter was extraordinary:Unfortunately this doesn't mean that much to a Mage, though in principle it's nice to be able to maximize Str (for corpse hauling, throwing daggers), Dex (for ranged accuracy), Con (for the Claw of Kazgaroth), and Int (for spell scribing convenience). I even got to max Wis (for lore). I went with the Diviner, Manteia, not because of these godly stats but rather because I think I won't really miss Conjuration/Summoning stuff unlike Abjuration or Alteration spells. The exception would be Find Familiar for the extra HP, especially early on. Most of the other Conjuration/Summoning spells seem to have alternatives in other schools, e.g. Spirit Armor instead of Ghost Armor, Skull Trap instead of Flame Arrow (although Flame Arrow is single target), Mordy Swords and Skeletons as summons. The PW spells are nice but can be hard to use. Of course it's harder to play a Diviner using mostly Divination spells than it is to play a Necromancer using Necromancy spells or an Invoker user Evocation spells offensively. After all, Divination spells are utility spells, and some of them aren't even that useful to begin with. I do intend to work not only with the obvious picks Identify and True Sight (and the lesser detection spells before that), but also with Clairvoyance and Farsight to control the battlefield from afar and to give some meaning to the fact that my Diviner is actually a Diviner.
Manteia started out with Identify, Shield and Sleep, and found a nice Blur spell (rare I think) on one of the victims Gorion had made before he fell. The Elf safely reached Beregost where she quested to level 2. In the area south of Beregost she slew three Flaming Fist mercenaries (thanks to Sleep) for their armor worth 900 GP. Further south she met Noober, sold the Ankheg armor and spent most of the proceeds on boosting her reputation. She also killed the Amazing Oopah, which brought her very close to level 3. She would have been there already, had the Ghast she had run into south of Beregost not disappeared after a rest. Now she risked her neck securing the Coquetle family necklace, as a Hobgoblin arrow whizzed past her.On her way to Beregost to return the necklace, death came even closer. Amid ten bandits, she managed to timely cast Shield,fled but suffered a critical hit that left her at 1 HP and breathed a sigh of relief as she escaped with her life.With level 3 reached in Beregost, and thus level 2 spell slots received, Manteia traveled to the High Hedge, approaching it from the northwest and walking toward the entrance in a counter-clockwise direction, so as not to run into beasts or skeletons. She spent most of her gold on spell scrolls, saving only 105 GP so she could buy the red and violet potions at the Nashkel Carnival. After having quaffed the red potion she copied around 20 spells into her spellbook, including Invisibility, a crucial spell for handling ambushes (and other precarious situations). Up north Manteia looted the Ankheg hoard using Invisibility, and brought Tenya to her senses with two Magic Missiles. She then bought the Fragment of Enlightenment ioun stone (+20 lore, RR item) at the High Hedge, lots of throwing daggers and a green scroll of PfPetrification at the Nashkel Carnival, and went Basilisk hunting. She cheated a bit with the Strength spell, casting it before traveling so that she would only become encumbered with her throwing daggers upon arrival. One Greater Basilisk dropped a Haste scroll. Manteia had a bit of a scare when Mutamin suddenly appeared while she was dealing with two Basilisks. She went invisible and retreated, threw a couple of wand-Fireballs at her enemies, and was at a safe spot when she witnessed Mutamin's Remove Magic fail to dispel her PfPetrification. She then Scorchered Mutamin and dealt with the other Basilisks.The Elf also slew Kirian, Lindin, and Peter with fire, and returned to Beregost a richer wizard. Her coin she spent in Ulgoth's Beard on the Greenstone Amulet and a Cloak of Displacement. Manteia then traveled to Durlag's Tower, where she killed one Battle Horror with Skull Traps and her wand of fire, but had to leave because of a Skull Trap placed too far from the second Battle Horror for it to trigger. She bought a scroll of PfUndead and traveled to Nashkel Mines exit area to loot the tombs while protected from undead. The wand of monster summoning was then used to trigger the Skull Trap, and the wand of fire to defeat the second Battle Horror. Inside Durlag's Tower Manteia secured a tome of wisdom, and used the Greenstone Amulet to get past a trap to the Basilisk terraces. (The trap still did 26 damage the first time.) All four Basilisks were slain, which was enough for Manteia to reach level 7. This is a screenshot of her character record (forgot to take one earlier), with the 19 Wis thanks to Durlag's Tower.
@semiticgod , I think you may have me confused with someone else. I am pretty clueless when it comes to registry management, so I would never try to give anybody any advice about that. I don't even know how to access the registry on my computer - I've always used a utility if I wanted to try cleaning it to solve a problem.
I'm sorry I don't know how to help getting SCS working, (I don't even use SCS), but I see some other forum members who know a lot more about these things than I do are giving links to the threads by the people who have gotten it to work. I hope you get it all sorted.
@BelgarathMTH: I believe you were the one to mention it, but you also warned me that messing with registry stuff could be dangerous. Don't worry; you didn't give me any irresponsible advice.
@Lord_Tansheron: @subtledoctor's fix worked! Thank you! I don't know what those files did, but I tested them out and SCS installed properly. We have Duergar instead of goblins in Chateau Irenicus and Illasera in ToB has her Ascension allies.
I really appreciate everyone helping me out with this. @Serg_BlackStrider even offered to create a completely new SCS install just for me so he could send me the resulting override folder. It turns out it won't be necessary, but it was a really sweet gesture. I can return to BG2 once more with the one mod I truly need.
For more good news, testing found that the scorcher loop and blind thief trick still work in 2.0! I won't be using those for a while, however. My last two IWD runs finally let me make the most of those exploits. I've done what I wanted to do with them.
I don't have any new tricks to explore in my next run, but I do have a new class. My current no-reload run of BG2 is with a Shaman Charname.
She is a Half-orc because 19 STR. I wanted her to be an elf or gnome, but it looks like both of those (even the elf, actually) still can't be druids.
I always wanted an at-will summoning ability--some of you may remember I had a randomized run that could summon Nymphs at will, which I loved until I died to a Cone of Cold spell from a halfling's Bone Fied in the Planar Sphere--and the Shaman can summon stuff with a dance.
The summoning dance so far is a tad unreliable, but that will improve with time. My main problem is the limitations of the dance: taking even a single step will remove all of the summons at once, and it takes time to bring them back. You also can't remain invisible while dancing, and although you can temporarily stop the dance without losing your summons right away, you won't get back your ability to cast spells and so forth for another 6 seconds. As far as I can tell, the Shaman cannot take ANY action whatsoever without instantly losing their spirit critters.
This is a pretty big limitation. If a Shaman gets injured, they'll have to cast a spell or drink a potion or at least run away in order to stay safe. But this will eliminate their spirit critters, which would be a huge loss in the middle of a fight. Worse yet, the dance's -4 AC penalty makes the Shaman especially easy to injure. On top of that, the spirit critters won't venture out of the Shaman's line of sight, which means that the Shaman has to be close to the fray in order to keep those summons in action. So neither invisibility nor physical distance can keep a Shaman safe during the dance.
As if that wasn't enough, the dance disables spellcasting for several seconds after it stops... which means that if do decide to dispel your summons to drink a potion, you still have to wait another round before you can drink that potion. But if you have a Shadowdancer in the party, it should be possible to cover that gap with Shadowstep. By the time the time stop effect ends, the Shaman should be able to act.
Also, you can't control the summons--they go wherever they like and attack whichever enemy they wish. And no, you can't charm them to get them under control; they're immune to charm.
The solution? We could keep the Shaman safe while dancing through very careful micromanagement and positioning, but a simpler option would simply be to layer 1-3 Teleport Field spells on the map, and possibly cast Protection from Normal Missiles on the Shaman depending on the circumstances. I haven't used Teleport Field in ages...
Despite the vulnerabilities, the summons themselves are okay, with lots of immunities, high physical damage resistances, and stats that improve with levels, but are nothing special at any particular level. They'd likely be terribly useful in a restless or Legacy of Bhaal run, assuming LoB bonuses apply to party summons (I found they didn't in pre-2.0 Nightmare mode).
The Shaman's spells are identical to a druid's, with a single unique spell on top per spell level, the most notable example being Raise Dead (!). Unlike druids, they use the sorcerer's XP table, and their spell slots are identical to a sorcerer's progression, except with no level 8 or 9 spells. A Shaman's spell slots should be fewer than a normal druid's in BG1 and higher than a druid's in mid-to-late BG2, due to the different tables.
Overall, it seems like a fairly balanced class. The Shaman's strengths are unique and significant, and the drawbacks are difficult to mitigate. But hopefully this run will shed some light on how to optimize them. So far, the only exploits I can think of are Teleport Field to protect the dancing Shaman and using Shadowstep to let a Shaman drink a potion or re-cast Ironskins immediately after ending the dance.
As far as 2.0 goes, I'm not sure. I like the outlines, because they soften the sprites, and the health bar is convenient albeit a bit alien. I don't like the record screen makeover as much, since clicking on each section in 2.0 is no faster than scrolling down the vanilla menu. And when you pick up an item in the inventory screen, characters who can use it will see their portraits light up--which is a bit of an eyesore and very distracting. Also, the inventory screen responds far slower to input, to the extent that I have to pay attention to clicks to make sure the computer knows I made the click. And this is from a computer that can run Bioshock and Skyrim. And the spellbook screen has tiny icons, which are less convenient to click than the older, bigger ones.
I figure I will get used to 2.0, though. Most of the discomfort is just due to novelty. Those health bars over enemies will likely save my pinky finger--I normally press Tab incessantly to double-check health values, and it often made my pinky finger hurt to hit Tab so often.
Switched to an Enchanter(9)->Cleric to take advantage of 2.0's more powerful sleep effects, but died in the Temple Ruins. My character had 7 DEX and 11 STR due to needing 16 CHA to choose the Enchanter kit and 18 INT and WIS to dual-class, and was very susceptible to the Shadows' STR drain. I used DUHM and Holy Power and Strength of One to keep our STR values high despite repeated hits, and used a Potion of Invisibility to protect Charname from a group of Shadows, but when one of her STR buffs wore off, she instantly dropped to zero STR and died despite the enemies ignoring her.
If I had gone to the Druid Grove first, I could have gotten another level for Jan and let him scribe Protection from Normal Weapons, giving us a perfect tank throughout the Temple Ruins.
Sadly Manteia was not meant to save the Sword Coast. She worked her way through the Cloudpeaks without any trouble, and picked up the CHA tome before she sealed her own fate in the Lighthouse Area. She slew Sil and her two Sirine friends with what would turn out to be two Skull Traps rather than three and with her throwing daggers. It was only when she moved to pick up the pearls and arrows, that she learned a third Skull Trap had never been triggered. That single Skull Trap sufficed to kill the Elf at full health.I considered giving up my attempts with a single class Mage. I even considered giving up trying with any class or kit for another while. However I found a fantastic portrait of a Dwarf that just screams at me: "Blackraven, I want you to play another badass Bounty Hunting Dwarf." I also decided to first give myself one more try with a single-class solo Mage. He must be number six or so.
Wynter, LN Human Invoker
Here is Wynter:I'm going to keep this short, because my posts would otherwise become very repetitive. Setup contains SCS with full enemy prebuffs, full HPs for all characters in the game, and insane difficulty. Wynter started with Blindness, Find Familiar, and Shield as his known spells and darts as his weapon proficiency. Here's a chronology of his exploits.
- Beregost via High Hedge: all quests done there and in area directly south; two randomly spawned Ghasts killed. -> level 3. Algernon slain after ferret failed to pickpocket cloak. - Road to Nashkel: Lord Foreshadow's CHA ring received, Coquetle family necklace retreived. - Nashkel: easter eggs found and sold, reputation boosted at temple, Oublek informed of truth, Noober tolerated, Amazing Oopah slain, red and violet potions bought. - Coquetle necklace returned in Beregost for 20 rep. - High Hedge: 14 spells bought. - (Road to) FAI: +1 Ring found, Rogue Ogre (Blindness + darts), Ring of Wizardry found, Joia/Hobgoblins. - North of FAI: Brun (using Invisibility) and Tenya (two Wand of Magic Missiles charges), -> level 4. - Ulgoth's Beard: Ankheg hoard loot sold, Greenstone Amulet and Returning +1 Frost Dart bought. Dart was very welcome after soloing a low level Invoker had proved rather tedious without Sleep and with darts instead of throwing daggers (less damage, less range). - High Hedge: Wand of Sleep. - North Coast: Shoal, Mad Arcand. - South Coast: Charleston Nib and Brage, -> level 5. - Firewine Ruins: ferret pickpocketed PfMagic scroll, Meilum defeated with magic after he became first enemy to injure Wynter who took a tad too long in firing a Magic Missile.- Lighthouse Area: Black Alaric's cave looted (Greenstone Amulet against traps, and Invisibility). - High Hedge: Deep Red Ioun Stone, for +1 DEX (i.e. +1 ranged Thac0). - Mutamin and Basilisks, -> level 6. Gnome's Remove Magic did nothing.One Greater Basilisk dropped Slow scroll. Kirian & co. spared because of full inventory. - Greywolf (damage spells and wand scorchers). - Melicamp restored. - Ulgoth's Beard / High Hedge: Cloak of Displacement, scrolls bought. - Durlag's Tower: 3x Battle Horrors (MMs, wand scorchers), -> level 7. Basilisks, Tome of WIS with Greenstone charge. - Cloudpeaks cleared (damage spells, i.e. Magic Missile, Skull Trap, Flame Arrow, plus Wand of Fire). - Winter Wolf ambush survived.- High Hedge: Robe of Neutral Archmagi. - Gnoll fortress: CHA tome, Hairtooth and Gnarl. - Ulgoth's Beard: Aule's Staff (with staff being Wynter's second weapon proficiency). - Lighthouse Area: 5 Sirines, 1 had wandered off (Skull Traps, Magic Missiles and Frost Dart; Improved Invisibility to be untargetable for Dire Charms). -> level 8. - Bassilus: Skull Traps, Magic Missiles and wand scorchers to hurt/interrupt and eventually kill. - Ulcaster School: new Wand of Fire picked up. - North Coast: 3 Sirines with same tactics as in Lighthouse area. - Neera's Red Wizards (Skull Traps and MMs), Neera briefly accepted into the party for gem bag. - Neira (Blindness followed by returning dart). - Nashkel Mines: Invisibility, Wand of Paralyzation on Mulahey before minions could arrive. - Nimbul: left to Amnian soldiers until he panicked, then finished off with Magic Missile.- Valley of the Tombs: tombs raided with PfUndead, Narcillicus wand scorchered to death. - Deep South: Star Sapphire & Ring of Fire Resistance, PfMagic scroll from Hafiz, Samuel picked up for Lena. - Amazon ambush while traveling invisibly: potion of freedom + Web, Skull Traps, Magic Missiles, dart.- Tranzig: Shield & Improved Invisibility, damage spells. - Molkar ambush: same as amazon ambush, with initial focus on Halacan. - Silke: Web followed by ranged magical and physical attacks. - Claw of Kazgaroth.
Highlighted: Bandit Camp. Tthis was a messy affair. Buffs were potion of defense, oil of speed, and potion of freedom, Shield, MI, II. Battle was initiated with a Web. Wynter managed to cast one or two Skull Traps, and he Slowed several enemies (as they would save against the Web time and again). He got rid of Venkt with Skull Traps and his dart, and accidentally slew Ender Sai as well, which cost him a -10 reputation dip. When the Web expired, Wynter suffered an almost inevitable Hobgoblin poisoned critical, which he remedied with an elixir of health, only to suffer a second poisoned arrow a few moments later. Wynter's run would have ended with the second critical if it weren't for his Ioun Stone crit protection. Without such protection I think he would have just entered the tent, emptied the chest and walked off, which was what he ended up doing anyway. Health had dropped into single digit territory as he left the tent.Thankfully his aura was clear on time for a second elixir of health, and Wynter got himself into safety (Invisibility) before the bandits closed in on him. He roamed about the camp for a while with the enemies somehow sensing his presence. They followed him around. Wynter nevertheless re-entered the tent (hoping the other bandits wouldn't pursue him there), quaffed a potion of absorption, looted Tazok's chest, quaffed an invisibility potion, and left. (The bandits did indeed not follow Wynter into the tent.)
- Cloakwood: all encounters until Mines skipped.
Highlighted: Drasus & co: Wynter opened with a few Fireballs cast from beyond visual range, saw Genthore coming for him alone, buffed with Shield and MI to be protected as well as possible against the warrior's throwing axes and finished his foe with wand scorchers and a Skull Trap.Rezdan had gone Invisible. Wynter dispelled this using a Detect Invisibility scroll and finished the wizard with a Skull Trap.I used quick-save here to determine Rezdan's whereabouts: waiting for the message "You cannot save at this time.... Monsters are about" to make sure Rezdan was within range. Kysus and Drasus were webbed. Kysus saved twice before he first got held. Wynter first kept his distance and threw a Skull Trap at the remaining duo. When Kysus got held, Wynter finished him with a wand scorcher.Drasus was treated to frost wand charges but quaffed a potion of magic shielding as soon as he could, prompting Wynter to go invisible in order to wait for that potion's effect to wear off. Wynter was low on damage spells, on wand fireballs (for attacks from outside the fog of war), and on disablers. One disabler he still had memorized was Grease. Thankfully it worked wonders on Drasus, allowing Wynter to finish his foe with Magic Missiles and a Chromatic Orb, cast from scrolls.Wynter decided not to enter the Mine yet.
- Durlag's Tower: wand of fire bought from Erdane (for twelve fireballs he would want throw at Davaeorn's henchmen). - Perdue, Karlat (Blinded and finished with range attacks) - Two Ankhegs, with one of them painfully reminding Wynter that he ought to have arrived with his Cloak of Displacement and Claw of Kazgaroth equipped instead of his CHA boosting gear.
-> level 9.
Highlighted: Davaeorn Wynter fought no one on the upper floors. He buffed with 2 potions of magic protection, an oil of speed, a potion of defense, and potions of absorption and fire resistance (2). This might have been overkill, but I'm pretty sure I've seen Remove Magics remove some buffs whilst not affecting others on my Thieves. Either way, Wynter safely triggered Davaeorn's traps, and the latter's Remove Magic wouldn't remove a single buff. Wynter slew at least one of the Battle Horrors with the Wand of Frost, and all the guards (in groups) with wand fireballs. Davaeorn went invisible once or twice. Wynter wasted one Detect Invisibility scroll, but then made sure his remaining scroll(s) were put to better use with the quick-save trick. He finished his foe with his returning frost dart.[spoiler]
Wynter is currently in Baldur's Gate where he's already acquired a DEX tome at the Thieves Guild and lots of potions and scrolls from Halbazzar.
I started a new run of BG2. This is a poverty run with three Shamans, two sorcerers, one Dragon Disciple, and no level 10 mage spells. I'm currently in Chateau Irenicus and thanks to EE 2.0 allowing you to have memorized spells at the very beginning of the game, we can clear out the entire first level before resting. Fireball, Magic Missile, and the Shaman dance proved instrumental in addressing our party's greatest weakness, which is the lack of physical damage power. But we still suffer a tremendous amount of damage, as our AC is terrible and we don't yet have any Stoneskin or Ironskins spells memorized. We have no way of disarming traps, but since this run includes no items besides quest items, we won't be triggering all that many anyway.
Besides procuring a DEX tome, Wynter had more business to take care of in the city, such as adding tomes of INT (Ramazith stunned with Wand of Paralyzation) and WIS (Chantalas Ulbright pickpocketed by ferret) to his collection, finding and selling two of ol' Balduran's items, slaying Doppelgangers, and nearly getting himself killed by an Ogre Mage and its pet Carrion Crawlers. This last feat was quite astonishing. One moment the Invoker was standing between his soon-to-be-foes, invisible and getting ready for battle with the quaffing of a potion of freedom,and the next the Ogre Mage was aware of Wynter standing next to him. I really have no idea what had made Wynter become visible, or otherwise prompted the dialogue with the Ogre Mage. Maybe my mouse did something I didn't want it to (I've noticed it behaving strangely as of late). The consequences were very serious. Wynter tried to run, he was still hasted but didn't enjoy warp speed with the combined effects of the boots and an oil of speed, due to the potion of freedom. However, the Ogre's Horror caught up with him before he could quaff a potion of magic shielding (he had a muddy aura). Miraculously he saved against a Charm, survived two Magic Missiles, and avoided most of the Carrion Crawlers' attacks.Once back in control of himself, he immediately drank an invisibility potion, then healed, buffed, and finished his enemies with a Cloudkill.Cloudkill was also Wynter's opening move at the Iron Throne. It killed not-yet-shapeshifted Emissary Tar, and injured most of the others. Knowing himself outnumbered, and aware that his spell buffs weren't going to last long enough, Wynter decided not to fight all his enemies at the same time. He drew Naaman, Diyab, Aasim, and Alai downstairs one after the other, and made liberal use of his wands (Fire, Paralyzation) to defeat them and pick up a coveted Minor Sequencer scroll amongst other loot. He approached Thaldorn invisibly, and quaffed an invisibility potion when he was done talking, as he heard a voice from the shadows sayin "Sorry, friend, but you and I've got a date, down under." (One of the Shennaras had located Wynter.)
Before traveling to Candlekeep to meet the Iron Throne leaders, Wynter undertook a little excursion to an ice island somewhere in the Trackless Sea. Invisibility, and spell and potion buffs allowed him navigate the dungeon without having to fear its traps. Wynter made sure he covered the whole floor, triggering the traps while he could. He went straight for Dezkiel but couldn't find him. My characters don't often go to the ice island, but for Wynter it was the only place where he could get his hands on a Stoneskin scroll. I had him fight the other wizards, playing fair against the first three (Andris, Beyn, Marcellus). Wynter engaged them fully buffed, which at this stage of the game meant Shield, PfE, Blur, MI, MGoI, II, and had them waste their spells on a summoned Skeleton and wand summons. Of course Andris's Remove Magic was successful, whereas Wynter's attempts at stripping the opposition's protections failed, so the latter ended up staying out of his enemies' sight. When Andris seemed out of spells, and Wynter approached, the former still had a Flame Arrow that burnt away half of Wynter's HPs, but that would be Andris's last feat. Wynter wand-scorchered his foe to death.Andris dropped a Remove Magic scroll, a nice find for Wynter who hadn't encountered that scroll before. (I believe Davaeorn is supposed to have one, but I must have missed it this time.) As I couldn't be bothered with fighting the other mages fair and sqaure, I had Wynter read a green PfMagic scroll and just cruise the dungeon with his wands and the occasional scroll-cast spell. This may not bode well for BG2: I dislike repeated resting, and I tend to lose interest in sophisticated buffing/stripping chessgames and much prefer to just get to business asap, even with my mages. With all mages down, and still no sign of Dezkiel, I consoled the latter into the game. Wynter then had him fight wand summons while waiting for his foe's protections to expire. Again, this is starting to become repetitive, the Wand of Fire finished the job.
(I later discovered that BG1 Unfinished Business's Ice Island Level Two Restoration was the reason Dezkiel hadn't spawned; he spawns on the island's restored second level.)
Back in Baldur's Gate another thrilling experience awaited the Invoker. Ferret failed to pickpocket Resar's Fireshield: Blue scroll, the last scroll Wynter desired for a final scribing session, so the Invoker ended up slaying the Haalruan with MMMs and a Skull Trap.Hostile Thieves were Cloudkilled but Alatos had a nasty surprise for Wynter on the way out
before Wynter scorched the guild leader.
Before the gates of Candlekeep Wynter quaffed a potion of clarity to counter Ogre Mages' Charms, but he would have done better with a potion of magic blocking because Magic Missiles and Melf's Acid Arrows seriously injured the wizard before he found shelter in the citadel.[spoiler]
In and below Candlekeep, Wynter limited himself to plundering bookshelves and vaults, leaving the Iron Throne leaders and Prat & Co alone.
Wynter returned to Baldur's Gate to see Slythe waste his invisibility potions on wand-summoned Hobgoblins. The Stoneskinned wizard lured the assassin through the Blushing Mermaid onto the streets, where a wand-scorcher killed a courtesan for a late, irrelevant reputation drop, and back to the Undercellars, where he finished his foe with a Magic Missile right in front of a second Slythe and Krystin.(Due to a bug the two respawn if Charname leaves the Undercellars and returns.)
I was worried about the Ducal Palace but Wynter had an easy time there. He had made use of an aTweaks ability that allows wizards as of level 9 to scribe scrolls of memorized spells (costs gold though and the memorized spell is used up for that day). He summoned five Skeletons (from scrolls), buffed with the usual potions (violet, agility, mind focusing, fortitude, magic protection, defense, power, speed, regen), and with several spells (Stoneskin, MI, Blur, Fireshields, II), Hasted the Skeletons, cast Invisibility on Liia, and prevailed.Both Dukes survived; Belt received some healing from Wynter after the Greater Doppelganger Mage had injured him and others with a Fireball. Sarevok did not reach Belt, and thus the story continued in the Undercity.
Wynter rested and, with the violet potion still effective, rebuffed with the same potions as at the Ducal Palace. He had heavily buffed Angelo shoot his wad at summons, before he fried the Flaming Fist commander with his wand. Semaj and Tazok were done in with Fireballs shot from a distance; Diarmid was wand-scorchered to death. Wynter killed the Skeleton Warriors with his staff while protected from Undead. His Boots of Speed combined with oils of speed ensured the wizard's movement advantage over Sarevok. That didn't keep him from taking a heavy blow after he proved overoptimistic in calculating his time for firing a Magic Missile at his foe,but other than that there was never a doubt which Bhaalspawn was going to prevail, even though Wynter had to tap into his scrolls collection to submit his foe.
Thus Wynter became my first single-class mage and my first character in a nightmare run to no-reload his way through BG1. It hasn't been my most refined playthrough, with a few unnecessary close calls (Bandit Camp, Alatos, Ogre Mages, Sarevok), and with heavy reliance on items (wands, scrolls) although that was largely due to a lack of spells in large battles.
Sorry it's been a while since my last update. Life has been hectic haha!
Shawn and Kourtney have cleared Dragon's Eye. It was definitely more challenging than expected. I don't know how large the mobs normally are, but on Insane I actually ran into fairly large groups. Taylor sang her heart out, distracting and confusing the enemy. Alessia would throw out Slows as needed. Now that my guys have more HP, I'm a little less careful about burning them with her Breath attack, which is quite helpful due to its AoE damage.
On the 4th level, we found a pretty cool staff for Alessia. The Summoner's Staff +3, with charges to cast Flame Arrow, Monster Summoning IV, and Invisible Stalker. Coupled with the skeleton horde Hrothgar can summon, and Taylor's Berserker Horn, I can amass a large army very quickly.
We laboriously made our way through the final level. It felt like we had to rest after every other room...I summoned my horde, buffed up as much as possible with potions and spells, and then took on Yxunomei. I had Kourtney cast two Walls of Moonlight (which I later found out was redundant). I'm not sure if it worked as intended, because they hit the walls and stopped advancing (maybe because of the second wall?). Once they take damage from the first wall, they get 10 rounds of immunity from it, so the second wall won't hurt them. I'm guessing that's why they stopped moving, they weren't able to pass through the second wall because of the immunity. I could be wrong, but it seems like that's what happened.
I got lucky with the skeleton summons because about half of them were Archers. With the snakes pinned down by the walls, I pelted them with arrows, which proved to be really effective. By the time the walls dissipated the remaining Yuan-Ti were severely hurt.
Once Yxunomei came into melee range, she was toast.
We made our way back to Kuldahar, which had been overrun by Orogs. We cleared them all out and went to see Arundel. RIP. Next up is the Severed Hand!
I'm toying with starting another BG run, but I honestly cannot settle on a class for my PC, so we'll see if that ever gets off the ground =/
Ah man all my hard work in vain. Wynter got himself killed by a snare in Irenicus' bedroom. As an avid Thief player I'm fairly familiar with the locations of many of the game's traps, but not in most cases not with what they do. Wynter was protected by MI, MGoI and Stoneskin. Apparently that wasn't enough. Maybe it was one of those acid blob traps that did him in? I shouldn't have soloed with a single class mage with my lack of trap knowledge. Perhaps I won't try again until I have a comprehensive trap guide with locations and characteristics, at least not in nightmare mode.
I think I'm going to continue a run I started a couple of weeks ago with a Dragon Disciple, Saoni,so I might as well tell y'all something about her and cover her progress so far. She was randomly generated using the WotC dice roller to determine gender, race, class/kit (out of classes/kits I hadn't played yet), and alignment, but I rerolled for nice stats and adjusted them. Her starting spells were Shield and Spook. Starting prof was daggers. As my first Sorcerer and also the first character I exposed to insane difficulty mode, she started out as a bit of an experiment, with power and abilities being more of interest to me than role-play. She power-leveled to level 5 by soloing XP-heavy areas. But later the adventure became much role-played as a result of her decision to form a party. And not just any party, but one of free-spirited, fun-loving people, without her caring about her companions' usefulness. Saoni is not a woman with a mission. Having a good time is her main concern. It's the journey that matters, not the destination and all that.
Anyway, the first thing she did, in her powergaming days, was killing Shoal. Rather risqué to go there straight from Candlekeep and High Hedge, as some of my solo Mages would later teach me, but that kind of fits her style. As does her early tackling of Tarnesh with her breath that had him panic after her into the FAI. She blinded him there with a Chromatic Orb, her third level 1 spell (picked when she reached level 3), and finished him off with her throwing daggers. Saoni would put that spell to great use btw. It's amazing how often enemies fail their save despite the +6 save bonus. She then quested between Beregost and Nashkel, experimenting a bit more with her dragon breath (range, damage, casting time).and attained level 4 (spell pick: Invisibility) at some point. Soon after that she traveled to Mutamin's garden where the four Basilisks in the south gave their lives for the Elf to reach level 5 (spell picks: PfE, MI). She managed to slay five more Basilisks but her PfPetrification ran out before she could deal with the last (Greater) Basilisk and Mutamin. Rather than buying blue scrolls at the High Hedge, Saoni decided to invisibly instruct Korax to attack those two. The Ghoul delivered, but got itself killed not much later by Kirian & Co, a party that Saoni decided not to confront yet. This is where the powergamey chapter ended and where a new phase in her adventuring life started.
In Beregost Saoni happened to meet a fellow wizard, Neera, whom she decided to aid against a group of Red Wizards that were after her. Neera didn't survive the encounter, but Saoni (with Shield as her only buff, very risky again) successfully disrupted the Thayvian wizard once before he successfully cast a Grease at her, which prompted the Elf to go invisible. One Chromatic Orb stunned the Thayvian wizard, and another one a bodyguard so in the end, she handled the situation with relative ease.I then used the console to 'resurrect' (i.e. spawn a new) Neera whose proposal to join Saoni was accepted by the Elf. I'm aware that this is technically a cheat, but it's next to impossible keeping Neera alive at insane difficulty and with BG2Tweaks' ToB-style NPCs, pursuant to which NPCs immediately level-up upon joining, with the caveat that all creature files are moved down to their lowest experience version. Either way, consoling a Wild Mage into the party doesn't necessarily make things easier, to put it mildly.
The two girls did something rather unwise, namely accepting Garrick's offer to protect his mistress for a feww hundred GP. They soon found out that Silke had played both the girls and Garrick. It wasn't the thespian who required protection, but the men she supposedly feared. The girls didn't like being set up and battle ensued. Saoni (Chromatic Orb) and Neera (Magic Missile) thwarted Silke's first spellcasting attempt together, and Saoni also disrupted attempt number two.Neera suffered a hit that badly injured her; she quaffed an invisibility potion tp prevent further harm. She then drank a healing potion and together the girls did some more damaging and disrupting with another Chromatic Orb / Magic Missile combo, followed by a Spook (Saoni) and an Aganazzar's Scorcher.Saoni protected both Neera and herself from Evil, and that may have helped Neera save against her own Wild Surge: a Burning Hands that set not only Silke but also herself on fire.Silke, still going strong, put Neera to Sleep and went after Saoni. The latter went Invisible to interrupt the Bard's process of casting a spell at her.The battle continued with Saoni launching another Chromatic Orb at Silke, and Silke seeing a Magic Missile wasted on Shielded Saoni.Silke proceeded with casting Ghost Armor, but that didn't help her against Saoni's next Chromatic Orb, which stunned the Bard, leaving her helpless before Saoni's throwing daggers.What a delightful battle!
Garrick joined the party and promptly awarded Saoni with a pink cloak that made the pretty Elf look comelier than ever. Neera woke up, but the trio rested a bit more. The next day they decided to explore the area west and southwest of Beregost. Neera explained an accident similar to the one she had had with Silke, had been the cause of her self-imposed exile from her community in the High Forest. The companions slew a Wolf to save chickenated Melicamp, and traveled to the High Hedge to have his master Thalantyr restransform him. Saoni's fiery breath helped the party to the required spell component,but Thalantyr failed to restore his apprentice.
There's a bit more to tell, but I have other things to do, so that will have to wait.
@Blackraven: How does Nightmare mode work in BG1? I'd have thought it would be ludicrously difficult if the bonuses are the same as NM in BG2. A gang of 90-HP kobolds with 3 attacks per round would be hellish.
Restartitis has struck again, but this time I think I might have something I'd enjoy continuing. I'm running a solo Fighter/Mage/Cleric, Yi Grovana (I think I'll rename her Poppy later), hoping to take advantage of Enchanted Weapon in spider form. In EE 2.0, the spider weapon does 1 HP per 2 seconds for 6 rounds without a save, and can strike as a +3 weapon with Enchanted Weapon active.
I also planned on making this an underused spell run, abstaining from Stoneskin and Greater Malison and PFMW and such, but decided against it early in Athkatla because I didn't like having my spells disrupted by random critical hits from out of nowhere.
Chateau Irenicus is very tough for a solo SCS character, and 2.0 makes it even tougher now that a Radiant Mephit's Color Spray no longer lets the target wake up on being hit. I use Wraith Form to tank the Duergar since it grants immunity to their nonmagical weapons. Charm Person helps out when I don't have Wraith Form active.
Animate Dead failed to deal with the Otyugh. I figured that the Skeleton Warrior's immunity to disease (or at least poison damage) would help, but the Otyugh did enough crushing damage that it didn't matter. Yi Grovana ended up getting diseased anyway and had to wait out the damage.
Wraith Form cleared the way in the library, and a Fireball scroll slew the Duergar Mage before he could hit me with Charm Person or Horror. A Flame Arrow scroll then brought down Ilyich--Wraith Form disables spellcasting, but not scrolls--and by the time Yi Grovana became vulnerable to normal weapons, the enemy was in shambles.
As usual, I threw out summons to absorb the Mephits' attacks in the Mephit Portal room. When my summoned critters expired and a Radiant Mephit was left, I had Yi Grovana run around pelting the last portal with bullets, never stopping long enough for the Radiant Mephit to fire off a Color Spray.
I delayed resting for a long time, using potions to deal with trap damage. I snuck past the Salt Mephit--who can stun-lock you without offering a saving throw--and used Wraith Form to tank the northeasternmost Duergar, with Protection from Evil and Remove Fear to block the Duergar Mage's Charm Person and Horror spells. We escape the first dungeon in good shape, though we did lose a lot of potions in the process.
Apparently the most recent update, 2.1, fiddling with the dialog.tlk file. All strings unique to SCS show up as invalid, whether they're potion texts or pre-cast spells or tweaked item names.
Wraith Form is devastating to the Slavers, who all use nonmagical weapons, but I do suffer a fair amount of damage from the enemy mages. A hostile Remove Magic failed to remove my buffs, preserving my Free Action, Protection from Evil, and Remove Fear spells. I was still vulnerable to Blindness, but I made my saves despite repeated castings from the enemy gnome.
Wraith Form also granted me immunity to the spiders in Pai'Na's lair. As in vanilla, the spiders only have 1 APR with bad THAC0, but if you get hit and fail a save vs. death at +1, you suffer 5 damage per second for 30 seconds. It's the highest-damage attack in the entire trilogy, 1d6+150 on a failed save, and could easily slay any character with sufficiently bad luck. Immunity to normal weapons, however, blocks the attack outright. Pai'Na forced me to drink my only Potion of Invulnerability when she cast Charm Person or Mammal, as I realized that my saves weren't strong enough to guarantee survival (there was a 5% chance of failure). After that, all she had were Summon Insects spells.
The Suna Seni ambush was not hard. I entered the battle invisible, summoned some critters, and threw out a Stinking Cloud followed by a Holy Smite, crushing the enemy fighters. Bullets finished off Suna Seni and Eldarin. When the cloud cleared, the only enemy remaining was the mage, who could not breach Yi Grovana's defenses.
Finally, I scribed all the scrolls I had collected and decided to go ahead and use some of my more favorite spells, including Stoneskin. I went to deal with Mencar Pennypincher and the gang, disarming Smelly Porkslicer with Remove Curse, webbing the enemy group via a Minor Sequencer, and chewing up Mencar himself in spider form. I got blinded, unfortunately, but a hostile Remove Magic dispelled everything on me except spider form shortly after SI: Abjuration ran out, allowing me to drink a Potion of Invisibility, slip away, re-buff myself (partially; I already cast my best buffs), and return, no longer blind, to poison the survivors.
@Blackraven: How does Nightmare mode work in BG1? I'd have thought it would be ludicrously difficult if the bonuses are the same as NM in BG2. A gang of 90-HP kobolds with 3 attacks per round would be hellish.
It's not Nightmare mode but Insane difficulty that I'm playing, which has been nightmarish enough for me in th early game. Sorry if I confused the terms somewhere. Insane difficulty just means that enemies do double damage, but they don't have increased HPs nor do they give increased XP gains when killed. As for the Kobolds, the solution would probably to refrain from fighting them (something I tend to do anyway), i.e. travel inivisible, lure them away with summons etc. I should try Nightmare sometime.
Saoni, CN Elven Dragon Disciple, 2nd BG1 report
Saoni, Neera and Garrick were keen travelers, and Saoni was glad her companions were as carefree as she was. The trio accepted to restore order in the Nashkel Mines for Berrun Ghastkill, but postponed that job when they found the place beset with Kobolds. The companions considered the squamous yelpers tedious. Near the Mines they ran into Prism, and saved him from the clutches of Greywolf, with two of Saoni's Chromatic Orbs stunning the bounty hunter. They visited nearby Durlag's Tower but were put off by two Battle Horrors that required several of Chromatic Orbs and Magic Missiles before they fell. (Saoni reached level 6 here and picked Skull Trap as her first level 3 spell.) The friends also looted an Ankheg nest and a cave inhabited by Bears near a Xvart village, fetched a bowl for priestess Tenya, did Charleston Nib and Captain Brage a few favors, and they met Safana, a Swashbuckler in the Lighthouse Area, much to Garrick's delight.She joined the party helped them to Black Alaric's treasure and stayed on. The band rescued a boy from three Worgs and got into a fight with Arkushule, who cast Sleep at Neera and a failed Charm Person at Garrick before the latter's Magic Missiles and Saoní Chromatic Orbs did her in. In my install, Thalantyr sells pets for mages, so Saoni got herself a cat before she returned to the Nashkel Mines with her friends to deal with the Kobolds. All went well until Safana became visible while disarming traps in front of a Kobold Shaman and a Chieftain and their subordinates. Saoni ended up destroying the critters with her breath weapon and one or two wand scorchers. Their master Mulahey was paralyzed with a wand before he could call his minions. Saoni slew him and then released Xan, a handsome, moonblade-wielding Elven battlemage (Fighter/Enchanter), who had been Mulahey's prisoner. The five finished a couple of Kobolds and left the mines. With the party's heroic status came new enemies, Nimbul, Lamalha and her gang, and Tranzig for instance. The threat of Nimbul was neutralized with the Wand of Paralyzation, but dealing with Lamalha and friends took more of an effort. The party was invisible, and moved away from the enemy. Saoni was the first to break her invisibility. She had a chat with Xan about her Bhaalpowers while she fireballing her foes.When they came after her and Zeela Doomed her, Garrick killed Lamalha with a Magic Missile. Mirror Imaged Xan disrupted Zeela's spellcasting and slew the priestess soon after, but he also got poisoned repeatedly by Maneira's darts of wounding.Potions kept him going. Saoni took out an already injured Telka with a Chromatic Orb, and Xan closed in on Maneira. He soon had the upper hand, which caused the rogue to panic. Another of Saoni's Chromatic Orbs finished her off.In Beregost Tranzig actually put up a fight. First of all he had the audacity to shrug off a Chromatic Orb / Magic Missile combo from Saoni and Garrick (after hidden Safana had waited out his buffs). Dude didn't even panic. Downstairs he took another Chromatic Orb, another Magic Missile, and a Melf's Acid Arrow from Xan. Tranzig shrugged off the damage as if he were a warrior and then cast Sleep on Neera, and summoned War Dogs and Kobolds to kill the Half-Elf. Saoni prevented that with a Color Spray cast from scroll, which put the summons to sleep.The companions killed the summons, and a critical from Safana with her Returning Frost Dart finally caused Tranzig's morale to break. The kill went once more to Saoni with, you guessed it, a Chromatic Orb. At the Nashkel Carnival Xan copied several scrolls into his spellbook using the red potion for guaranteed success. Failing to deselect Neera before entering Zordral's tent was punished severely by the wizard.The companions briefly retreated, and returned to overwhelm the wizard with a joint attack. At the temple of Helm they considered themselves lucky that Brother Nalin was able to patch Neera up.
Near the High Hedge, another Elf joined the party, Kivan the Archer. He didn't last long with the band though, his determination and vindictiveness didn't mesh well with the freewheeling companions. Still he was there long enough for him to be involved in a battle with Sahuagin on the North Coast, saving the lives of Keth'sim Dwin'anea's and Jozzi Seasnake. Their reward was a Boomerang Dagger +2, which became Saoni's main weapon. Xan (specialized in daggers) also used it against a couple of Sirines that inhabited the coast, albeit with mixed results.He was restored to health by Keldath Ormlyr, and would fare better against the Sirines in the Lighthouse Area (although he got Dire Charmed there once). An ambush followed: Molkar, Drakar, Halacan and Morvin. As with Lamalha, Saoni was the first to reveal herself, antagonizing the four with some AoE fire. A Shield made her impervious to Halacan's Magic Missile, but she failed to disrupt Drakar's casting of a Hold Person. An preventive quaffing of an invisibility potion kept her safe when the spell held her in place.The Elf Skull Trapped the lot once the Hold effect had ended, suffered limited Lightning Bolt damage from Halacan, finished the Gnome with a Chromatic Orb, and the others with her throwing dagger from behind an invisible wall of comrades. A second visit to Durlag's Tower saw the companions form more invisible walls to deal with a Battle Horror, a Doom Guard, and several Ghasts. (This is cheesy I agree, but it saves a lot of time.) Bassilus went down in two attempts. The first one was aborted when some of his Skeletons started to attack. When those were out of the way, Safana's frost dart, Neera's wand scorchers, Garrick's Magic Missiles, Saoni's Chromatic Orbs, and Xan's boomerang dagger attacks were too much for the priest of Cyric. (Xan initially tried tanking Bassilus, but that didn't work out.)The company concluded some unfinished business in Beregost (Perdue, Karlat), to see Saoni reach level 7 (spell picks: Magic Missile, Blur, Remove Magic).
The party did well in the Cloudpeaks against Kirian and Vax and Zal, using lots of offensive spell power. Both Xan and Saoni could cast Skull Traps, Garrick's Magic Missiles were becoming potent at level 7, and Neera always stood ready with her Wand of Fire. Unfortunately Xan still struggled to be a good tank. Even with his Moonblade, a Ring of the Princes, Ghost Armor, and PfE his AC wasn't good enough to make the likes of Vax reliant on criticals to hit him. And Mirror Images aren't watertight in such situations either. The pessimist nevertheless demonstrated he was a valuable companion when an Ogre Mage waylaid the party after their Invisibilities had expired. Xan briefly spooked their foe, and Saoni managed to remove the monster's buffs, but that was all she could contribute because an instant later she was Horrored by the creature, as were Garrick and Neera.Saoni became the target of a Magic Missile, but then Xan and Safana really stepped up:The Ogre dropped a Laeral's Tear necklace, ample reward for the hassle.
On the bridge to the Gnoll Fortress Neera reminded her companions why she had been charged with wand duty, and why she wasn't supposed to cast any spells. What was meant to be a Magic Missile became a Wild Surge that fried Safana.Saoni, Garrick and Xan took care of the Ogrillons, and Invisibility was used to loot a Xvart cave.
Keldath got Safana back on her feet, and the party humored Garrick's request to visit the ruined Ulcaster school of magic, to learn about Myr'Cutio, a famous Bard that once lived there (according to a book he was given at the Nashkel Carnival). Myr'Cutio turned out to have prolonged his existence through undeath, a move that had done little for his conviviality. All he wanted was battle. His song horrified Neera, who was thankfully invisible at the time, so that she wouldn't alert nearby Kobolds and Hobgoblins. Xan tried to melee the undead Bard, but the latter had a drain life ability Xan couldn't protect himself from.Saoni and Xan ended up nuking their foe with Skull Traps and Fireballs cast from the edge of their enemy's line of sight.The spoils included a very nice set of Bardic Chain (AC4, does not interfere with spellcasting or pickpocketing) for Garrick. His Caster's Chain (AC5) became Xan's armor.
I decided to share my adventures. I intend to try a no reload BGEE1 - SoA - BGEE2. It will surely become a minimal reload soon enough, since SoA will be new territory and I haven't yet played BG2EE (I don't play the second part since a loong time ago). Also, it's my first time playing with SCS, so let's see.
Without further ado, here's my Fighter/mage elf
CONOR, THE ARCANE ARCHER (wannabe)
Conor was raised in Candlekeep, his head full of the stories about powerful elven warriors that melded archery and wizardry. Still a kid, all he knows about elves comes from books, so he has always said that he wants to follow his blood. Little he knows about his true heritage...
This is why he saw Gorion's request (worrying as it is) as exciting, and took the opportunity to buy the most impressive bow and armor than Winthrop would give him for his money. Two swords and as many arrows as he could carry, and he was ready to face the world!
Even a library rat with a pet rabbit can feel like an epic warrior equipped like this!
Now let's see what old Gorion wants...
Game notes: The rules/settings I am using are
Insane difficulty but no extra damage (only for the extra spawns)
SCS installed with all AI improvements but not insta-buff for mages
No reload. If my PC die or one of the "plot" NPCs is chunked, the run will become a minimal reload. If Garrick, Branwen or an NPC like that dies... tough world.
I will keep track of the deaths and resurrections in the party. I want this one to be a "minimal resurrection" run as well. At least in BG1.
No EEkeper for my PC. Only for NPCs if needed to change initial proficiencies. At some point I will "buy" a contention bag.
In roleplaying terms, My PC is a kid with low charisma, not a leader. At least not from the very beginning. He is True Neutral as a consequence of his lack of personality or strong convictions, not as a philosophy. This will be a party run, so I will try to share treasure and loot. I will base my decisions on what my party wants as well as my PC interests.
Restartitis has struck again. I've been wanting to take advantage of EE's specialist save penalties as well as the spider form's more powerful attack (there's no save against the poison) and Enchanted Weapon's ability to make any weapon strike as a +3 weapon.
Note that Enchanted Weapon won't make a +4 or +5 weapon strike as a +3 weapon. So you can't cast it on an enemy with a +5 weapon and block its attacks with Improved Mantle instead of PFMW, which would have been a fantastic trick.
Anyhoo, my current run now has an Enchanter Charname (since Emotion no longer lets the target wake up on hit) alongside an Invoker (since Chromatic Orb's instant death effects once again bypass magic resistance), a Necromancer (to bolster Wail of the Banshee), a Cleric of Tyr (Divine Favor stacks!), and a Cleric of Lathander (Boon of Lathander still stacks!). I will be playing in Legacy of Bhaal mode to justify the disgraceful things I will be doing with Wands of Lightning, and have enabled the bonus XP because otherwise LoB mode would just make the game slow and the long fights would be unrewarding.
I was also considering having a weaponless run, and had our Cleric of Lathander/Mage fight with her bare hands, since Enchanted Weapon could let her hit enemies immune to normal weapons using her fists.
After joining forces with two weirdos called Montaron and Xzar, everything was easier for Conor. He had the idea of going to the Friendly Arm Inn and meet Khalid and Jaheira, but on his way Xzar convinced him that who where those guys anyways, and that if it was a matter of being with friends I had him and Montaron already. Xzar probably didn't want to share the reward with anyone else, but he had a point... the areas East of Candlekeep had been easy enough with Montaron in the front line. So off they went directly to Nashkel. One bar fight and many backstabs later, we were past Beregost and almost on Nashkel. Wow, Montaron is a beast!
With him doing the stabbing, Conor could focus on shooting arrows and learning a bit of magic from Xzar on the side. Such nice people! Or so he thought. In Naskhel, problems began. The party was attacked by a bounty hunter in Nashkel's inn. The cleric-lady was nothing they couldn't handle, but she did managed to get Montaron confused before the magic missiles and arrows got her. I could do very little about the confusion spell, and Montaron, being the bloodthirsty halfling that he was, stabbed to death a patron of the inn. Great, that made me a really popular guy around there.
After the bar fight (it was self-defense!) and being a bit of a jerk to mister Colquetle, Conor was not the favorite person in Beregost either. Imoen had warned that these guys would be a bad influence. About time to go to the mines and clean my name doing some heroic stuff. After killing dozens of kobolds, the party started to get too confident and they paid for it. Montaron went too fast too far down a hall and a trap went off. Horrified, I witnessed Montaron's demise.
Imoen blamed herself for not seeing the trap, but Montaron was getting too cocky. The party was sure going to miss him in the battles to come in the mine, but Xzar didn't seem too affected by the death of his companion, so they left the unburied body of the halfling and continued. Not for the first time, Conor wished he had joined Khalid and Jaheira. So did I. Now the arcane archer would have to tank for little Imoen and the mad wizard. Quoting Xan, whom Conor would meet soon, "we are doomed".
This is what the party looks like. First, we have our Enchanter, Poppy.
Notice her abnormally low INT. This is because I will be abusing the WoL trick to multiply the effects of Potions of Genius. I normally don't do this, but I already have other plans for using Wands of Lightning, so I may as well use them for this.
As an Enchanter, Poppy's enchantment spells, like Emotion will have an extra -2 penalty to the saving throw. Stack it with Chant, Doom, and Greater Malison, and we're looking at a -11 penalty for a Feeblemind spell. It's not enough to guarantee failed saves, but it makes a failed save very likely.
Then we have another familiar face, Sil, a Cleric of Lathander I will be dual-classing to mage.
Stacking Boons of Lathander with the Wand of Lightning is stupidly overpowered, especially since I'll be combining Righteous Magic with ogre form, which is why I'm playing Legacy of Bhaal mode. But since I'm dualing at level 11 for the extra casting of BoL, it will take a long time for Sil to come into her own.
Our other cleric is Laosha, a priest of Tyr.
Like BoL, Divine Favor stacks. Instead of granting +1 to hit, damage, saves, and APR, it only grants bonuses to hit and damage, and only lasts 2 rounds (!), but the bonus increases with levels. He will also be dual-classing into a mage, and after he recovers his levels, the bonus will be +3 per casting. It will work marvelously with spider form, Minute Meteors, and Mind Flayer form, since they already have high APR.
Then we have a Necromancer, Valos.
His necromancy specialization will strengthen his Wail of the Banshee spells late-game, which will be important given LoB mode's high enemy HP values. He will be a very, very, very late bloomer in this game, because even though we have bonus XP enabled, we don't actually get a Wail of the Banshee scroll until later on.
Finally, we have an Invoker, Espellier.
I picked this kit for the sole reason that Chromatic Orb's instant death effects bypass MR. The save bonus is going to make it very unlikely to hit even though she's an Invoker, but I really wanted to try it out. I would have dual-classed her at level 10, since fewer enemies are immune to petrification than slay (opcode 55), but I've got enough late dual-classes as it is.
Our last character slot is for NPCs. Accordingly, we bring Imoen into the party as our only thief.
Imoen is our ticket to the second level. I have a plan for getting us to safety without using a bunch of our spells. First, she sneaks off to get the Activation Stone. Then, she visits the Sewage Golem room to unlock the Otyugh room. A lucky Chromatic Orb and an Ogrillon take down the Mineral Mephit.
She then sneaks past the Otyugh, lures the Duergar out of the northeast hallway and into the Otyugh room (normally one of them blocks the way, so you have to move them or kill them to progress), and hurries past them while hasted. Her Stoneskins just barely keep her alive.
Now she can seize the Portal Key while the rest of the party, still in the first area of the dungeon, activate the southern portal. We get past the entire first level without resting once, and we collect a good portion of its goodies as well.
How do we deal with the Mephit Portal room? I can no longer lure them into the preceding room and lock them there, as they'll open the door, but since 2.0 lets us start the game already rested, we have more summoning spells, which keep us safe while Espellier attacks the Mephit Portals in spider form. Spider form does tremendous poison damage, and will be a critical asset for a long time.
What about the stun-locking Salt Mephit? We're out of summoning spells, so we don't bother with it.
I try to have Imoen disarm the next trap, but she accidentally pushes Laosha into it. The damage is just silly.
I could go back and finish the dungeon, since I haven't rested yet, but I decide to go ahead and move forward. This is the first time I've ever cleared Chateau Irenicus without resting once.
Now we can rest freely. We test out our disablers on the Hobgoblins below the Copper Coronet. It works marvelously, but we're powerless against enemies with immunities.
We have no magical weapons that don't deal piercing damage. Although the ogre form's weapon has an enchantment value of 1, it's actually flagged as nonmagical, and thus counts as a normal weapon. Spider form and flind form use magical weapons, but they deal piercing damage with poison and fire damage, respectively. Jellies are immune to piercing and poison and flind form only deals 1 fire damage. I decide to run away.
The slaver compound is better suited to our abilities. Espellier, our Invoker, tanks all the guards with Wraith Form.
This gives us plenty of time to disable the group. We have no thief, so I decide to trigger the acid trap with our highest-HP character. Turns out 80 HP wasn't enough.
It'll cost us 800 gold to raise her, since our other cleric isn't level 9 yet, but the battle is not lost. Poppy slays most of the enemies with poison, with our summons and other options playing a minor role.
I decide we need Jan to deal with that Prismatic Spray trap. Protection from Petrification will keep us from getting petrified, but it won't help us survive the spell damage.
We use the same playbook for the fight with Suna Seni. Summons hold off the enemy for a moment, giving us enough to throw out Greater Malison, Chaos, Emotion, and Hold Person. Since none of us has any fighter levels, we use spider form to deal damage to disabled opponents.
I still see some oddities with the game text. Moving from 2.0 to 2.1 messed with SCS's strings.
One of the nice things about our setup is that both Greater Malison and Emotion bypass Minor Globe of Invulnerability, and poison bypasses Stoneskin thanks to EE, both of which are formidable obstacles in SCS.
I still don't think poison should bypass Stoneskin, but it's how the game works, and I tend to prefer working within the limitations of the game, even when they don't make sense... whether or not it works in my favor.
Pai'Na is next. How do we deal with a massive horde of 90-HP spiders and a magic-resistant Avenger? We enter invisible and send out Espellier in Wraith Form to absorb their attacks. Pai'Na uses a magical weapon, but the spiders do not, so Espellier is relatively safe.
Notice the Fire Shield. Espellier doesn't have many other good level 4 spells (scrolls cost so much money), so I used that to tack on a little extra damage while Espellier was tanking the enemy.
She still suffers poison damage and gets confused, but it buys us a tremendous amount of time, and Fire Shield makes things very unpleasant for Pai'Na. Our attempts to save Espellier using Neutralize Poison and Acclamation, the Cleric of Tyr ability that dispels the disablers that Remove Paralysis cannot, but the spiders get in the way. We can't reach her.
She eventually dies, but now our clerics are at level 9 and can cast Raise Dead.
We pay a visit to the Crypt King. Unfortunately, he has tons of immunities and lots of MR, but a Magic Resistance lowers the latter, and the former does not block Slow. We wear him down.
Later, we get accosted by bandits. Things go a lot worse than I ever imagined.
Comments
Kourtney recently leveled up and got some new spells, so I decided to try one of them out. She casts Smashing Wave at the nearest Lizard Man Shaman, and it works marvelously. If it turns out Static Charge isn't as nice as it sounds, I'll replace that with another Smashing Wave.
I buff us with a Bless and continue north through the caverns. We quickly dispatch a few more Lizard Men, but then we accidentally pull the next group, and the Shaman dispels our buffs. Hrothgar takes a few serious blows and needs to be pulled out to patch himself up. I have Kourtney step in to take his place, shapeshifting into her Spider form. Most of the Lizard Men are preoccupied and don't target her, so she's actually quite effective in melee!
After clearing out the lizards north of the little bridge, we summon a horde of undead and use Taylor's berserker horn to get some extra bodies. I buff everyone with Prayer and Haste, and send the fodder in. It works well enough, at least until the beetles get too close to Kourtney. She takes too much damage and we lose her =( We finish off the rest of the bugs in this area and then head back to town to raise her.
The Lizard King actually put up less of a fight than I was expecting. Alessia and Taylor targeted the Shamans with Chromatic Orbs. I failed to stun the second Shaman, so he got off a Strength of One spell. Hrothgar got smacked for 42 damage in one hit because of that! By the time Alessia could cast again, all the lizards were in one convenient location, ready to be hit by her Slow spell. Between Slow and the Jester's song, their AC and THAC0 were shot to hell, and I cut through them like The Butter Knife of Balduran through...well...butter.
I looted the ginormous snake statue thing and found a pretty sweet ring! Only wearable by Mages, but the equipped ability is a Shield spell. At first I thought it was like the Shield Amulet, but this is even better because it's an equipped effect, not something I need to use a charge on.
On the second level, Baron von Shortstuff really started to shine. He picked up the dagger Trollmelter a while back, and the acid damage proved crucial to bringing down the mass amounts of trolls. Shawn and Hrothgar tanked the trolls, and once they were unconscious Baron would shank them, or Alessia would scorch them.
After a bit of searching, we found a bunch of villagers from Kuldahar, including Conlan's kid. He didn't agree with my assessment that my dad could beat up his dad
Cavalier's have a built in 20% Acid resistance. I picked up Erevain's Broad Sword +2 on the floor above, granting another 10%. I had Shawn use the Protection from Acid scroll we looted a while back to add another 50%, pushing it up to 80% Acid resistance. He chugged a Potion of Heroism and Free Action, and buffed with Bless, Prayer, and Armor of Faith. Those poor, unsuspecting Bombardier Beetles in the far right tunnel never saw him coming lol. He hacked them to bits like nobody's business, and laughed at their pathetic attempts to stop him with their acid attacks. In the chest at the end of the tunnel, he was rewarded with Battle Axe +2: Defender and Long Sword of Confusion +2. The axe would've been an amazing find for my DD last run, but alas nobody can use it this time around. However, being an Elven Cavalier with ** in Longsword, I lucked out big time with the second item! It has a 25% chance on-hit to confuse the target for one round.
The Talonite priests went down fast and hard to my buffed undead horde. Mother Eugenia was rather grateful for the rescue, granting us a huge chunk of XP and watching over us while we rested up in preparation for the next floor.
As for your question @Blackraven I'm honestly not too familiar with vanilla Bounty Hunters. My only experience is Yoshi in BG2, and I rarely used traps unless I was cheesing a dragon. I'm not exactly using them now either...I set a couple when I rest but that's about it. I feel like I'm using him wrong lol
On the other hand, RR did wonders for Taylor as a Jester. Her song just improved for the first time, so now she can Distract enemies (+2 to save against) and Confuse them (+4 to save) at the same time. She starts strumming her harp and the enemies just go completely nuts.
Weidu:
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-D0QUESTPACK.TP2~ #0 #0 // General AI Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #1 // Creature & Area Improvements -> All Creature & Area Improvements: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #4 // Miscellaneous Enhancements -> With Additional Random Encounters: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #5 // Additional Shadow Thieves Content: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #6 // Alternative Harper/Xzar Plot: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #7 // Extended Reynald Sequence: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #8 // Intrigue In The Copper Coronet: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #9 // Rahul Kanakia's Potion Quest: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #11 // Improved Oasis II -> IO2 Dialogue & Combat Enhancement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #13 // Saving Sanik In Brynnlaw: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #14 // Burglary Of The Bookkeeper: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #15 // New Fate For The Dryads' Acorns: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #16 // The Tragedy Of Besamen: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #17 // Further Slaver Involvement: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #18 // Sending The Solamnic Knights Home: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #19 // Nazariel The Lich: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #20 // Reward Negotiation: v3.2
~SETUP-D0QUESTPACK.TP2~ #0 #21 // Infernal Thievery: v3.2
~SETUP-NPCFLIRT.TP2~ #0 #0 // Aerie Flirt Pack For SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #1 // Aerie/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #2 // Aerie Flirt Pack For TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #3 // Aerie/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #4 // Jaheira Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #5 // Jaheira/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #6 // Jaheira Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #7 // Jaheira/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #8 // Viconia Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #9 // Viconia/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #10 // Viconia Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #11 // Viconia/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #12 // Anomen Flirt Pack for SOA: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #13 // Anomen/Solaufein Romance Conflict For SOA (Solaufein V60 or greater recommended): v1.03
~SETUP-NPCFLIRT.TP2~ #0 #14 // Anomen Flirt Pack for TOB: v1.03
~SETUP-NPCFLIRT.TP2~ #0 #15 // Anomen/Solaufein Romance Conflict For TOB (Solaufein V60 or greater recommended): v1.03
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #110 // Icon Improvements: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1040 // Improved Athkatlan City Guard: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1180 // Female Edwina: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1230 // Allow Cespenar to Use Cromwell Recipes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2170 // Cast Spells from Scrolls (and Other Items) at Character Level: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2191 // Limit Ability of Storekeepers to Identify Items -> Identification Ability is Based on Storekeeper's Lore: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2220 // Change Magically Created Weapons to Zero Weight: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2339 // Remove Summoning Cap for Regular Summons: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2371 // Alter Dual-class Restrictions -> Allow non-humans to dual-class: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3150 // Turn Off The Hideous Cloak-of-Mirroring, Spell-Trap, and Physical Mirror Animations: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4010 // Improved Fate Spirit Summoning: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4020 // ToB-Style NPCs: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v16
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.80b3
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.80b3
~RR/SETUP-RR.TP2~ #0 #2 // Thief High Level Ability revisions: v4.80b3
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.80b3
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.80b3
~RR/SETUP-RR.TP2~ #0 #5 // Bard High Level Ability revisions: v4.80b3
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.80b3
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.80b3
~RR/SETUP-RR.TP2~ #0 #8 // Upgradeable Equipment: v4.80b3
~RR/SETUP-RR.TP2~ #0 #9 // Revised Thievery -> Use PnP thievery potions and prevent their effects from stacking: v4.80b3
~RR/SETUP-RR.TP2~ #0 #11 // Chosen of Cyric encounter: v4.80b3
~RR/SETUP-RR.TP2~ #0 #12 // Shadow Thief Improvements: v4.80b3
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.80b3
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2041 // Modify the Harm spell so it does damage rather than reducing target to 1 hp -> Enemy and player Harm spells both do 150 hp of damage: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2050 // Allow individual versions of Spell Immunity to be placed into Contingencies and Spell Triggers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2100 // Make Minute Meteors into +2 weapons: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2140 // Slightly increase the power of Mantle, Improved Mantle, and Absolute Immunity: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2180 // Prevent Simulacra and Projected Images from using magical items: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3041 // Reduce the number of Arrows of Dispelling in stores -> Stores sell a maximum of 5 Arrows of Dispelling: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3060 // Remove the invisibility power of the Staff of the Magi: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3070 // Move Vhailor's Helm into Throne of Bhaal: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3100 // Make the healing and resurrection powers of the Rod of Resurrection into separate abilities: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3110 // Change Carsomyr so that its Dispel on contact power grants a saving throw: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4050 // Decrease the rate at which reputation improves -> Reputation increases at about 2/3 the normal rate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4150 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4180 // Make Freedom scrolls available earlier: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4215 // Remove unrealistically helpful items from certain areas: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4216 // Remove unrealistically convenient ammunition from certain areas -> Only remove nonmagical ammo from random containers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4230 // Delay the arrival of the "bonus merchants" in the Adventurers' Mart and the Copper Coronet: v30
~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): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5030 // Remove animation from the Cloak of Mirroring (leave it for other spells and effects that use the same graphic): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6032 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6042 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6511 // Improved fiends -> Fiends have normal hit points: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6521 // Smarter genies -> Genies have normal hit points: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6531 // Smarter celestials -> Celestials have normal hit points: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6541 // Smarter dragons -> Dragons have normal hit points: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6552 // Smarter beholders -> Give beholder rays some chance to "burn through" spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6562 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #100 // FThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #110 // FThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #120 // F_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #130 // F_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #140 // F_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #150 // F_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #160 // F_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #170 // F_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #180 // F_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #190 // F_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #200 // F_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #210 // F_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #220 // F_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #230 // F_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #240 // F_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #250 // F_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #260 // F_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #270 // F_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #280 // F_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #290 // F_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #300 // F_Sorc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #310 // MThief1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #320 // MThief2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #330 // M_Barb: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #340 // M_Bard: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #350 // M_Drow: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #360 // M_Fgt01: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #370 // M_Fgt02: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #380 // M_Fgt03: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #390 // M_Fgt04: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #400 // M_Fgt05: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #410 // M_HOrc1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #420 // M_HoW1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #430 // M_HoW2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #440 // M_HoW3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #450 // M_Mage1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #460 // M_Mage2: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #470 // M_Mage3: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #480 // M_Mage4: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #490 // M_Mage5: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #500 // M_Monk1: 1.01
~S9SOUNDSETSVOL2/SETUP-S9SOUNDSETSVOL2.TP2~ #0 #510 // M_Sorc1: 1.01
So A.I. adjustments, but no prebuffs by the A.I.
I start by having to CTRL+R Lyssinia and Aduroc; both are still apparently marked as dead from the Sarevok battle and import the same way. Imoen is sent on her way.
Dekros refuses to answer any questions, and as soon as we see Duergar, a Spirit Lion is brought out from Aduroc. It's too much for most of the mobs to handle, and we preemptively strike at the Lesser Clay Golems as well. Plisina's Find Traps is a bit low, and she gets nailed by two or three traps in the Mistress' room, bringing her low but not dead. Invis 30' Radius is used to navigate the Mephit Portal room without bother.
Through the portal, a Spirit Lion and skeleton are guided invisibly by Lyssinia to take out the Mephit Portals.
We take our only rest here, almost completely depleted of spells. No threats past here, though: True Seeing kind of takes the sting out of the Assassins, and the vampire is murdered with Cloudkill from the 1-use wand. We make it to the surface, no deaths.
The reason I'm 5-slotted and not a full 6 is that I still wanted Aerie in my team. So sue me. It adds a C/M to the group, the last type or combo of magic not represented so far. But... I did one thing first. Quick trip to the Government district and then to the Docks gets me info on Valygar, and we hop to Umar Hills to pick him up. After unlocking the planar sphere, we returned to the Promenade to get Aerie. First ambush happened during this travel, but Spirit Animal spam + Chaos + True Sight + Haste puts an end to that.
The Coronet is our first stop, and it's easy enough: level 10 Spirit animals being immune to normal weapons means that the Beastmaster can't really touch it. Could've just let the snake handle it, but got the rest of my team fighting as well, thus the injuries.
Sewers are still incredibly easy with disablers and summons. Hobgoblins weren't really a threat in BG1, and much less now, even though I've stopped preparing Sleep.
Slaver's boat: We enter invisibly and buffed with Haste, Strength of One, Mirror Images and maybe one or two others. Gavin engages the priest, Aduroc starts a Fire Elemental, Lyssinia throws a Chaos, Dekros... a Hold Person, I think, and Plisina uses her bow. Haegan did quite a bit of damage due to only Dekros and Gavin having even a half-decent AC, but he too gets disabled and killed. Venturing onward, Dire Charm gets one of the two mages, inspiring them to waste their spells on each other while we hold a chokepoint. First death: Plisina tries to disarm a trap in spite of the last guard still being there. Accidentally triggered it, didn't get her far enough back...
Dekros got his level 5 spells though, so she's back after a single rest. We turn the quest in.
We pay for a Magic License and free Viconia. Since we hit the Suna Seni ambush already, I decide that we might as well do the Harper quests next. Traveling in Invis 30', the Renfield ambush is really easy with time to set the field up. Prebek's house: I think I broke a talking script with a Dire Charm on Prebek, as Prebek and Sanasha didn't attack instantly. Gavin starts meleeing the Flesh Golem while Dekros walks around a bit with Turn Undead on to get the Ghasts away from us. Dekros joins Gavin in taking down the Golem,
A little bit of fetch...
Dealt with a few Pirates, then slept.
Headed to Trademeet next, except I got ambushed while not invisible by a squadron of Giant Trolls. Aerie dies almost instantly, and we gather her stuff and hustle back to Athkatla. I went on a bit of a shopping spree as well, and though Lyssinia STILL refuses to memorize Stoneskin, we still get some useful gear like the RoAC, Bracers AC4, Shield of Reflection, and a Scroll Case.
Ambush to Trademeet again, but this time it's Werewolves! Including 3 Greater Werewolves! I forgot to take any screenshots, but summons and buffs are key to surviving this fight. Having four Holy Smites between Dekros and Aerie probably helped as well, scattering some of the Werewolves away before re-engaging.
I've learned from Benoni: I'm preparing Pro. Petrification spells against the Genies. Plisina, Dekros, and Gavin go under the spell, and Dekros has Righteous Might, Seeking Sword, Haste, and DuHM on him for something like 4 APR at a Warrior's THAC0 for 15-19 damage per hit. Not too bad as a single class Halfling Cleric.
In the Grove, Spirit Trolls are painfully slow to die, even with Aduroc's two Fire elementals, three Spirit Animals, and four Nymphs (summoned during the fight, generally.) No casualties this time though. Troll Mound is cleared similarly, though Aduroc has to be protected for a bit to get the first Fire Elemental off the ground: Holy Smites prove wonderful crowd control especially since Enchantment spells are pretty much 100% useless for the moment.
Plisina dies again to the... paws of a druid. Silencing them does nothing to stop a bear from munching on your face, it seems. One rest, one Raise, we're back in business. A Chaotic Commands on a Fire elemental plus Gavin and Dekros having Lilaarcor and the Shield of Harmony respectively allows them to swarm the bridge before the Myconids get out of hand. We ignore the Rakshasha for the time being.
Dalok is Silenced before we engage: that Call Lightning is absolutely brutal. Even so, Gavin is mauled pretty badly by the fighter and the other druid in shapeshifter form.
Finally, Aduroc challenges Faldorn under Aerie's Improved Invisibility. All it takes is three Spirit Animals: Faldorn tries to counter with a Fire Elemental, but she's too slow and Aduroc's summoning swarm is greater than the one elemental. We're heading back to Trademeet now.
Notably, I have two copies of Kontik's Ring of Wizardry and therefore almost unlimited level 1 and 2 spells. I use Charm Person constantly in Easthaven. The Two-Handed Sword +3: Bane lives up to my expectations: its permanent disease effect, while it only triggers 25% of the time, offers no save. Once I hit an enemy with it, I can ignore it and move on to the next one. In long battles like those of HoF mode, the damage is extraordinary, as it does 1 damage every 2 seconds.
I did, however, experience lots of trouble in Kuldahar Valley. The fights just went on for so long that I had to drain several Potions of Extra Healing and a couple of Potions of Invisibility and an Oil of Speed to make sure I didn't die when I got surrounded. The enemy's collective APR was just too high for my Mirror Image spells to hold out--I should have run out to Kuldahar or slept in Ghereg's tower before confronting the last group of enemies (I have no Invisibility spell yet to run past them).
I'm currently in the Vale of Shadows. I purchased a scroll of Web and drank some of my limited potions to scribe it (my Fighter/Illusionist has an INT of 10 to make sure her CHA is high enough to hit 20 with Friends), since the Girdle of Labelas makes me immune to Web. Even though I have no pips in morningstars or two-weapon style, I'm dual-wielding the Morning Star +4: Defender with Valiant in the off hand, since it's the most effective means of dealing damage to skeletons that I have. Valiant grants an extra attack per round, just like Belm, and the Morning Star +4: Defender, aside from several excellent defensive benefits, does crushing damage, which is extremely important in the Vale of Shadows.
I'm sitting on -10 AC and about 10 castings per day of Mirror Image, plus 4 castings of Haste per day and immunity to fatigue thanks to the Helm of the Trusted Defender. With Free Action from the Girdle of Labelas, immunity to sleep thanks to the HotTD, and a save vs. spell of 0, I should be safe from disablers for quite some time. The biggest threat now is getting surrounded and running out of Mirror Image spells, because my damage output isn't as strong as a normal HoF party's. But I have a few Potions of Invisibility left to give me breathing room to cast Mirror Image, and if things get really bad, I still have 10 Arrows of Translocation, which should be able to get me out of a crowd if I really need them. I figure they'll last at least until I get the Dimension Door scroll in Dragon's Eye.
I uninstalled the game via Windows as well as Steam (apparently the former just does the latter). I searched for the relevant registry files to delete them as @BelgarathMTH suggested, but there was no way to identify which one was BG2 and which ones were my other Steam games.
Instead, I followed a tutorial on Youtube to delete Steam cloud files.
https://www.youtube.com/watch?v=6zulnvYsJ20&nohtml5=False
I followed the steps exactly, but there was no desync, which is what was supposed to happen. The userdata files I was supposed to delete have been replaced, evidently by Steam, and the situation appears the same as before.
I tried reinstalling SCS just to see. The initialize component failed to install due to an unspecified error. Where do I report this?
If I can't get SCS working on this install, my only choice is to delete all of my Steam-related registry files, and I have no idea what that would do to my other games. I have uninstalled the game, done a clean install, and did everything I know how to do to delete the Steam cloud files that might be responsible.
I fear the situation is absolutely broken beyond all repair, even though there were several possible solutions that were supposed to be able to fix the problem. I have no choices left. Nothing. No ideas, no solutions, no way forward.
The game itself isn't the problem. The registry files, I can't touch without putting my other games in jeopardy. Clean installs don't work. The steam cloud appears invincible. Every file that could be responsible for the problem has either been deleted, or apparently cannot be deleted.
I have a second Steam account, but last I checked, it too was broken somehow, and I could not access it. I don't know when I'll be able to play BG2 with SCS again.
I am out of ideas.
It just feels helpless and frustrating to know that I can't play my favorite game for the past 16 years... because a clean install apparently isn't physically possible without doing something dangerous to my computer.
Whatever happened to just re-installing a program?
The idea is to just take somebody else's files and transplant them directly into my override folder. My override folder is currently empty, so there should be no risk of conflict. I'd have all the correct scripts and spells and .cre files and so forth that I needed. The weakness is that I couldn't safely tweak the install, I don't think, without risking screwing something up.
@Blackraven? @bengoshi? @Gotural? @Lord_Tansheron? I believe all of you use SCS as a standard, with Tansheron being the only one to use IR and SR. Would it be possible for one of you to collect your override files and post them as one or more .zip folders so that I could transplant your install onto my computer?
It doesn't really matter what the settings are. I can go without enemy pre-buffs or universal HLAs. I just can't go without the basics of SCS... there just wouldn't be much point in playing BG2 without SCS. Experimental no-reload SCS runs are the only way I can really maintain the difficulty these days, and that's what keeps bringing me back to this game.
As for Steam issues, I haven't the faintest as I have never used Steam.
Invoker Clare got ambushed by Skellies on her way to the High Hedge area, after she had barely left Candlekeep. She managed to Shield herself but suffered a critical nonetheless.I had a promising and - thanks to Invisibility being unavalable - thrilling run with Necromancer Stella. She was around level 6 when she succesfully Horrored a Carrion Crawler in Shoal's area. Sadly panic didn't stop it from attacking. Stella got Held and was nibbled to death.I then rolled an Abjurer, a Half-Elf Transmuter and a second Elven Diviner. The roll I got on the latter was extraordinary:Unfortunately this doesn't mean that much to a Mage, though in principle it's nice to be able to maximize Str (for corpse hauling, throwing daggers), Dex (for ranged accuracy), Con (for the Claw of Kazgaroth), and Int (for spell scribing convenience). I even got to max Wis (for lore). I went with the Diviner, Manteia, not because of these godly stats but rather because I think I won't really miss Conjuration/Summoning stuff unlike Abjuration or Alteration spells. The exception would be Find Familiar for the extra HP, especially early on. Most of the other Conjuration/Summoning spells seem to have alternatives in other schools, e.g. Spirit Armor instead of Ghost Armor, Skull Trap instead of Flame Arrow (although Flame Arrow is single target), Mordy Swords and Skeletons as summons. The PW spells are nice but can be hard to use.
Of course it's harder to play a Diviner using mostly Divination spells than it is to play a Necromancer using Necromancy spells or an Invoker user Evocation spells offensively. After all, Divination spells are utility spells, and some of them aren't even that useful to begin with. I do intend to work not only with the obvious picks Identify and True Sight (and the lesser detection spells before that), but also with Clairvoyance and Farsight to control the battlefield from afar and to give some meaning to the fact that my Diviner is actually a Diviner.
Manteia started out with Identify, Shield and Sleep, and found a nice Blur spell (rare I think) on one of the victims Gorion had made before he fell. The Elf safely reached Beregost where she quested to level 2. In the area south of Beregost she slew three Flaming Fist mercenaries (thanks to Sleep) for their armor worth 900 GP. Further south she met Noober, sold the Ankheg armor and spent most of the proceeds on boosting her reputation. She also killed the Amazing Oopah, which brought her very close to level 3. She would have been there already, had the Ghast she had run into south of Beregost not disappeared after a rest. Now she risked her neck securing the Coquetle family necklace, as a Hobgoblin arrow whizzed past her.On her way to Beregost to return the necklace, death came even closer. Amid ten bandits, she managed to timely cast Shield,fled but suffered a critical hit that left her at 1 HP and breathed a sigh of relief as she escaped with her life.With level 3 reached in Beregost, and thus level 2 spell slots received, Manteia traveled to the High Hedge, approaching it from the northwest and walking toward the entrance in a counter-clockwise direction, so as not to run into beasts or skeletons. She spent most of her gold on spell scrolls, saving only 105 GP so she could buy the red and violet potions at the Nashkel Carnival. After having quaffed the red potion she copied around 20 spells into her spellbook, including Invisibility, a crucial spell for handling ambushes (and other precarious situations).
Up north Manteia looted the Ankheg hoard using Invisibility, and brought Tenya to her senses with two Magic Missiles. She then bought the Fragment of Enlightenment ioun stone (+20 lore, RR item) at the High Hedge, lots of throwing daggers and a green scroll of PfPetrification at the Nashkel Carnival, and went Basilisk hunting. She cheated a bit with the Strength spell, casting it before traveling so that she would only become encumbered with her throwing daggers upon arrival. One Greater Basilisk dropped a Haste scroll. Manteia had a bit of a scare when Mutamin suddenly appeared while she was dealing with two Basilisks. She went invisible and retreated, threw a couple of wand-Fireballs at her enemies, and was at a safe spot when she witnessed Mutamin's Remove Magic fail to dispel her PfPetrification. She then Scorchered Mutamin and dealt with the other Basilisks.The Elf also slew Kirian, Lindin, and Peter with fire, and returned to Beregost a richer wizard. Her coin she spent in Ulgoth's Beard on the Greenstone Amulet and a Cloak of Displacement.
Manteia then traveled to Durlag's Tower, where she killed one Battle Horror with Skull Traps and her wand of fire, but had to leave because of a Skull Trap placed too far from the second Battle Horror for it to trigger. She bought a scroll of PfUndead and traveled to Nashkel Mines exit area to loot the tombs while protected from undead. The wand of monster summoning was then used to trigger the Skull Trap, and the wand of fire to defeat the second Battle Horror. Inside Durlag's Tower Manteia secured a tome of wisdom, and used the Greenstone Amulet to get past a trap to the Basilisk terraces. (The trap still did 26 damage the first time.) All four Basilisks were slain, which was enough for Manteia to reach level 7. This is a screenshot of her character record (forgot to take one earlier), with the 19 Wis thanks to Durlag's Tower.
I'm sorry I don't know how to help getting SCS working, (I don't even use SCS), but I see some other forum members who know a lot more about these things than I do are giving links to the threads by the people who have gotten it to work. I hope you get it all sorted.
@Lord_Tansheron: @subtledoctor's fix worked! Thank you! I don't know what those files did, but I tested them out and SCS installed properly. We have Duergar instead of goblins in Chateau Irenicus and Illasera in ToB has her Ascension allies.
I really appreciate everyone helping me out with this. @Serg_BlackStrider even offered to create a completely new SCS install just for me so he could send me the resulting override folder. It turns out it won't be necessary, but it was a really sweet gesture. I can return to BG2 once more with the one mod I truly need.
For more good news, testing found that the scorcher loop and blind thief trick still work in 2.0! I won't be using those for a while, however. My last two IWD runs finally let me make the most of those exploits. I've done what I wanted to do with them.
I don't have any new tricks to explore in my next run, but I do have a new class. My current no-reload run of BG2 is with a Shaman Charname.
She is a Half-orc because 19 STR. I wanted her to be an elf or gnome, but it looks like both of those (even the elf, actually) still can't be druids.
I always wanted an at-will summoning ability--some of you may remember I had a randomized run that could summon Nymphs at will, which I loved until I died to a Cone of Cold spell from a halfling's Bone Fied in the Planar Sphere--and the Shaman can summon stuff with a dance.
The summoning dance so far is a tad unreliable, but that will improve with time. My main problem is the limitations of the dance: taking even a single step will remove all of the summons at once, and it takes time to bring them back. You also can't remain invisible while dancing, and although you can temporarily stop the dance without losing your summons right away, you won't get back your ability to cast spells and so forth for another 6 seconds. As far as I can tell, the Shaman cannot take ANY action whatsoever without instantly losing their spirit critters.
This is a pretty big limitation. If a Shaman gets injured, they'll have to cast a spell or drink a potion or at least run away in order to stay safe. But this will eliminate their spirit critters, which would be a huge loss in the middle of a fight. Worse yet, the dance's -4 AC penalty makes the Shaman especially easy to injure. On top of that, the spirit critters won't venture out of the Shaman's line of sight, which means that the Shaman has to be close to the fray in order to keep those summons in action. So neither invisibility nor physical distance can keep a Shaman safe during the dance.
As if that wasn't enough, the dance disables spellcasting for several seconds after it stops... which means that if do decide to dispel your summons to drink a potion, you still have to wait another round before you can drink that potion. But if you have a Shadowdancer in the party, it should be possible to cover that gap with Shadowstep. By the time the time stop effect ends, the Shaman should be able to act.
Also, you can't control the summons--they go wherever they like and attack whichever enemy they wish. And no, you can't charm them to get them under control; they're immune to charm.
The solution? We could keep the Shaman safe while dancing through very careful micromanagement and positioning, but a simpler option would simply be to layer 1-3 Teleport Field spells on the map, and possibly cast Protection from Normal Missiles on the Shaman depending on the circumstances. I haven't used Teleport Field in ages...
Despite the vulnerabilities, the summons themselves are okay, with lots of immunities, high physical damage resistances, and stats that improve with levels, but are nothing special at any particular level. They'd likely be terribly useful in a restless or Legacy of Bhaal run, assuming LoB bonuses apply to party summons (I found they didn't in pre-2.0 Nightmare mode).
The Shaman's spells are identical to a druid's, with a single unique spell on top per spell level, the most notable example being Raise Dead (!). Unlike druids, they use the sorcerer's XP table, and their spell slots are identical to a sorcerer's progression, except with no level 8 or 9 spells. A Shaman's spell slots should be fewer than a normal druid's in BG1 and higher than a druid's in mid-to-late BG2, due to the different tables.
Overall, it seems like a fairly balanced class. The Shaman's strengths are unique and significant, and the drawbacks are difficult to mitigate. But hopefully this run will shed some light on how to optimize them. So far, the only exploits I can think of are Teleport Field to protect the dancing Shaman and using Shadowstep to let a Shaman drink a potion or re-cast Ironskins immediately after ending the dance.
As far as 2.0 goes, I'm not sure. I like the outlines, because they soften the sprites, and the health bar is convenient albeit a bit alien. I don't like the record screen makeover as much, since clicking on each section in 2.0 is no faster than scrolling down the vanilla menu. And when you pick up an item in the inventory screen, characters who can use it will see their portraits light up--which is a bit of an eyesore and very distracting. Also, the inventory screen responds far slower to input, to the extent that I have to pay attention to clicks to make sure the computer knows I made the click. And this is from a computer that can run Bioshock and Skyrim. And the spellbook screen has tiny icons, which are less convenient to click than the older, bigger ones.
I figure I will get used to 2.0, though. Most of the discomfort is just due to novelty. Those health bars over enemies will likely save my pinky finger--I normally press Tab incessantly to double-check health values, and it often made my pinky finger hurt to hit Tab so often.
If I had gone to the Druid Grove first, I could have gotten another level for Jan and let him scribe Protection from Normal Weapons, giving us a perfect tank throughout the Temple Ruins.
Wynter, LN Human Invoker
Here is Wynter:I'm going to keep this short, because my posts would otherwise become very repetitive. Setup contains SCS with full enemy prebuffs, full HPs for all characters in the game, and insane difficulty. Wynter started with Blindness, Find Familiar, and Shield as his known spells and darts as his weapon proficiency. Here's a chronology of his exploits.
- Beregost via High Hedge: all quests done there and in area directly south; two randomly spawned Ghasts killed. -> level 3. Algernon slain after ferret failed to pickpocket cloak.
- Road to Nashkel: Lord Foreshadow's CHA ring received, Coquetle family necklace retreived.
- Nashkel: easter eggs found and sold, reputation boosted at temple, Oublek informed of truth, Noober tolerated, Amazing Oopah slain, red and violet potions bought.
- Coquetle necklace returned in Beregost for 20 rep.
- High Hedge: 14 spells bought.
- (Road to) FAI: +1 Ring found, Rogue Ogre (Blindness + darts), Ring of Wizardry found, Joia/Hobgoblins.
- North of FAI: Brun (using Invisibility) and Tenya (two Wand of Magic Missiles charges), -> level 4.
- Ulgoth's Beard: Ankheg hoard loot sold, Greenstone Amulet and Returning +1 Frost Dart bought. Dart was very welcome after soloing a low level Invoker had proved rather tedious without Sleep and with darts instead of throwing daggers (less damage, less range).
- High Hedge: Wand of Sleep.
- North Coast: Shoal, Mad Arcand.
- South Coast: Charleston Nib and Brage, -> level 5.
- Firewine Ruins: ferret pickpocketed PfMagic scroll, Meilum defeated with magic after he became first enemy to injure Wynter who took a tad too long in firing a Magic Missile.- Lighthouse Area: Black Alaric's cave looted (Greenstone Amulet against traps, and Invisibility).
- High Hedge: Deep Red Ioun Stone, for +1 DEX (i.e. +1 ranged Thac0).
- Mutamin and Basilisks, -> level 6. Gnome's Remove Magic did nothing.One Greater Basilisk dropped Slow scroll. Kirian & co. spared because of full inventory.
- Greywolf (damage spells and wand scorchers).
- Melicamp restored.
- Ulgoth's Beard / High Hedge: Cloak of Displacement, scrolls bought.
- Durlag's Tower: 3x Battle Horrors (MMs, wand scorchers), -> level 7. Basilisks, Tome of WIS with Greenstone charge.
- Cloudpeaks cleared (damage spells, i.e. Magic Missile, Skull Trap, Flame Arrow, plus Wand of Fire).
- Winter Wolf ambush survived.- High Hedge: Robe of Neutral Archmagi.
- Gnoll fortress: CHA tome, Hairtooth and Gnarl.
- Ulgoth's Beard: Aule's Staff (with staff being Wynter's second weapon proficiency).
- Lighthouse Area: 5 Sirines, 1 had wandered off (Skull Traps, Magic Missiles and Frost Dart; Improved Invisibility to be untargetable for Dire Charms). -> level 8.
- Bassilus: Skull Traps, Magic Missiles and wand scorchers to hurt/interrupt and eventually kill.
- Ulcaster School: new Wand of Fire picked up.
- North Coast: 3 Sirines with same tactics as in Lighthouse area.
- Neera's Red Wizards (Skull Traps and MMs), Neera briefly accepted into the party for gem bag.
- Neira (Blindness followed by returning dart).
- Nashkel Mines: Invisibility, Wand of Paralyzation on Mulahey before minions could arrive.
- Nimbul: left to Amnian soldiers until he panicked, then finished off with Magic Missile.- Valley of the Tombs: tombs raided with PfUndead, Narcillicus wand scorchered to death.
- Deep South: Star Sapphire & Ring of Fire Resistance, PfMagic scroll from Hafiz, Samuel picked up for Lena.
- Amazon ambush while traveling invisibly: potion of freedom + Web, Skull Traps, Magic Missiles, dart.- Tranzig: Shield & Improved Invisibility, damage spells.
- Molkar ambush: same as amazon ambush, with initial focus on Halacan.
- Silke: Web followed by ranged magical and physical attacks.
- Claw of Kazgaroth.
Highlighted: Bandit Camp.
Tthis was a messy affair. Buffs were potion of defense, oil of speed, and potion of freedom, Shield, MI, II. Battle was initiated with a Web. Wynter managed to cast one or two Skull Traps, and he Slowed several enemies (as they would save against the Web time and again). He got rid of Venkt with Skull Traps and his dart, and accidentally slew Ender Sai as well, which cost him a -10 reputation dip. When the Web expired, Wynter suffered an almost inevitable Hobgoblin poisoned critical, which he remedied with an elixir of health, only to suffer a second poisoned arrow a few moments later. Wynter's run would have ended with the second critical if it weren't for his Ioun Stone crit protection. Without such protection I think he would have just entered the tent, emptied the chest and walked off, which was what he ended up doing anyway. Health had dropped into single digit territory as he left the tent.Thankfully his aura was clear on time for a second elixir of health, and Wynter got himself into safety (Invisibility) before the bandits closed in on him. He roamed about the camp for a while with the enemies somehow sensing his presence. They followed him around. Wynter nevertheless re-entered the tent (hoping the other bandits wouldn't pursue him there), quaffed a potion of absorption, looted Tazok's chest, quaffed an invisibility potion, and left. (The bandits did indeed not follow Wynter into the tent.)
- Cloakwood: all encounters until Mines skipped.
Highlighted: Drasus & co:
Wynter opened with a few Fireballs cast from beyond visual range, saw Genthore coming for him alone, buffed with Shield and MI to be protected as well as possible against the warrior's throwing axes and finished his foe with wand scorchers and a Skull Trap.Rezdan had gone Invisible. Wynter dispelled this using a Detect Invisibility scroll and finished the wizard with a Skull Trap.I used quick-save here to determine Rezdan's whereabouts: waiting for the message "You cannot save at this time.... Monsters are about" to make sure Rezdan was within range. Kysus and Drasus were webbed. Kysus saved twice before he first got held. Wynter first kept his distance and threw a Skull Trap at the remaining duo. When Kysus got held, Wynter finished him with a wand scorcher.Drasus was treated to frost wand charges but quaffed a potion of magic shielding as soon as he could, prompting Wynter to go invisible in order to wait for that potion's effect to wear off. Wynter was low on damage spells, on wand fireballs (for attacks from outside the fog of war), and on disablers. One disabler he still had memorized was Grease. Thankfully it worked wonders on Drasus, allowing Wynter to finish his foe with Magic Missiles and a Chromatic Orb, cast from scrolls.Wynter decided not to enter the Mine yet.
- Durlag's Tower: wand of fire bought from Erdane (for twelve fireballs he would want throw at Davaeorn's henchmen).
- Perdue, Karlat (Blinded and finished with range attacks)
- Two Ankhegs, with one of them painfully reminding Wynter that he ought to have arrived with his Cloak of Displacement and Claw of Kazgaroth equipped instead of his CHA boosting gear.
Highlighted: Davaeorn
Wynter fought no one on the upper floors. He buffed with 2 potions of magic protection, an oil of speed, a potion of defense, and potions of absorption and fire resistance (2). This might have been overkill, but I'm pretty sure I've seen Remove Magics remove some buffs whilst not affecting others on my Thieves. Either way, Wynter safely triggered Davaeorn's traps, and the latter's Remove Magic wouldn't remove a single buff. Wynter slew at least one of the Battle Horrors with the Wand of Frost, and all the guards (in groups) with wand fireballs. Davaeorn went invisible once or twice. Wynter wasted one Detect Invisibility scroll, but then made sure his remaining scroll(s) were put to better use with the quick-save trick. He finished his foe with his returning frost dart.[spoiler]
Wynter is currently in Baldur's Gate where he's already acquired a DEX tome at the Thieves Guild and lots of potions and scrolls from Halbazzar.
Besides procuring a DEX tome, Wynter had more business to take care of in the city, such as adding tomes of INT (Ramazith stunned with Wand of Paralyzation) and WIS (Chantalas Ulbright pickpocketed by ferret) to his collection, finding and selling two of ol' Balduran's items, slaying Doppelgangers, and nearly getting himself killed by an Ogre Mage and its pet Carrion Crawlers. This last feat was quite astonishing. One moment the Invoker was standing between his soon-to-be-foes, invisible and getting ready for battle with the quaffing of a potion of freedom,and the next the Ogre Mage was aware of Wynter standing next to him. I really have no idea what had made Wynter become visible, or otherwise prompted the dialogue with the Ogre Mage. Maybe my mouse did something I didn't want it to (I've noticed it behaving strangely as of late). The consequences were very serious. Wynter tried to run, he was still hasted but didn't enjoy warp speed with the combined effects of the boots and an oil of speed, due to the potion of freedom. However, the Ogre's Horror caught up with him before he could quaff a potion of magic shielding (he had a muddy aura). Miraculously he saved against a Charm, survived two Magic Missiles, and avoided most of the Carrion Crawlers' attacks.Once back in control of himself, he immediately drank an invisibility potion, then healed, buffed, and finished his enemies with a Cloudkill.Cloudkill was also Wynter's opening move at the Iron Throne. It killed not-yet-shapeshifted Emissary Tar, and injured most of the others. Knowing himself outnumbered, and aware that his spell buffs weren't going to last long enough, Wynter decided not to fight all his enemies at the same time. He drew Naaman, Diyab, Aasim, and Alai downstairs one after the other, and made liberal use of his wands (Fire, Paralyzation) to defeat them and pick up a coveted Minor Sequencer scroll amongst other loot. He approached Thaldorn invisibly, and quaffed an invisibility potion when he was done talking, as he heard a voice from the shadows sayin "Sorry, friend, but you and I've got a date, down under." (One of the Shennaras had located Wynter.)
Before traveling to Candlekeep to meet the Iron Throne leaders, Wynter undertook a little excursion to an ice island somewhere in the Trackless Sea. Invisibility, and spell and potion buffs allowed him navigate the dungeon without having to fear its traps. Wynter made sure he covered the whole floor, triggering the traps while he could. He went straight for Dezkiel but couldn't find him. My characters don't often go to the ice island, but for Wynter it was the only place where he could get his hands on a Stoneskin scroll. I had him fight the other wizards, playing fair against the first three (Andris, Beyn, Marcellus). Wynter engaged them fully buffed, which at this stage of the game meant Shield, PfE, Blur, MI, MGoI, II, and had them waste their spells on a summoned Skeleton and wand summons. Of course Andris's Remove Magic was successful, whereas Wynter's attempts at stripping the opposition's protections failed, so the latter ended up staying out of his enemies' sight. When Andris seemed out of spells, and Wynter approached, the former still had a Flame Arrow that burnt away half of Wynter's HPs, but that would be Andris's last feat. Wynter wand-scorchered his foe to death.Andris dropped a Remove Magic scroll, a nice find for Wynter who hadn't encountered that scroll before. (I believe Davaeorn is supposed to have one, but I must have missed it this time.) As I couldn't be bothered with fighting the other mages fair and sqaure, I had Wynter read a green PfMagic scroll and just cruise the dungeon with his wands and the occasional scroll-cast spell. This may not bode well for BG2: I dislike repeated resting, and I tend to lose interest in sophisticated buffing/stripping chessgames and much prefer to just get to business asap, even with my mages.
With all mages down, and still no sign of Dezkiel, I consoled the latter into the game. Wynter then had him fight wand summons while waiting for his foe's protections to expire. Again, this is starting to become repetitive, the Wand of Fire finished the job.
Back in Baldur's Gate another thrilling experience awaited the Invoker. Ferret failed to pickpocket Resar's Fireshield: Blue scroll, the last scroll Wynter desired for a final scribing session, so the Invoker ended up slaying the Haalruan with MMMs and a Skull Trap.Hostile Thieves were Cloudkilled but Alatos had a nasty surprise for Wynter on the way out
Before the gates of Candlekeep Wynter quaffed a potion of clarity to counter Ogre Mages' Charms, but he would have done better with a potion of magic blocking because Magic Missiles and Melf's Acid Arrows seriously injured the wizard before he found shelter in the citadel.[spoiler]
Wynter returned to Baldur's Gate to see Slythe waste his invisibility potions on wand-summoned Hobgoblins. The Stoneskinned wizard lured the assassin through the Blushing Mermaid onto the streets, where a wand-scorcher killed a courtesan for a late, irrelevant reputation drop, and back to the Undercellars, where he finished his foe with a Magic Missile right in front of a second Slythe and Krystin.(Due to a bug the two respawn if Charname leaves the Undercellars and returns.)
I was worried about the Ducal Palace but Wynter had an easy time there. He had made use of an aTweaks ability that allows wizards as of level 9 to scribe scrolls of memorized spells (costs gold though and the memorized spell is used up for that day). He summoned five Skeletons (from scrolls), buffed with the usual potions (violet, agility, mind focusing, fortitude, magic protection, defense, power, speed, regen), and with several spells (Stoneskin, MI, Blur, Fireshields, II), Hasted the Skeletons, cast Invisibility on Liia, and prevailed.Both Dukes survived; Belt received some healing from Wynter after the Greater Doppelganger Mage had injured him and others with a Fireball. Sarevok did not reach Belt, and thus the story continued in the Undercity.
Wynter rested and, with the violet potion still effective, rebuffed with the same potions as at the Ducal Palace. He had heavily buffed Angelo shoot his wad at summons, before he fried the Flaming Fist commander with his wand. Semaj and Tazok were done in with Fireballs shot from a distance; Diarmid was wand-scorchered to death. Wynter killed the Skeleton Warriors with his staff while protected from Undead. His Boots of Speed combined with oils of speed ensured the wizard's movement advantage over Sarevok. That didn't keep him from taking a heavy blow after he proved overoptimistic in calculating his time for firing a Magic Missile at his foe,but other than that there was never a doubt which Bhaalspawn was going to prevail, even though Wynter had to tap into his scrolls collection to submit his foe.
Thus Wynter became my first single-class mage and my first character in a nightmare run to no-reload his way through BG1. It hasn't been my most refined playthrough, with a few unnecessary close calls (Bandit Camp, Alatos, Ogre Mages, Sarevok), and with heavy reliance on items (wands, scrolls) although that was largely due to a lack of spells in large battles.
Shawn and Kourtney have cleared Dragon's Eye. It was definitely more challenging than expected. I don't know how large the mobs normally are, but on Insane I actually ran into fairly large groups. Taylor sang her heart out, distracting and confusing the enemy. Alessia would throw out Slows as needed. Now that my guys have more HP, I'm a little less careful about burning them with her Breath attack, which is quite helpful due to its AoE damage.
On the 4th level, we found a pretty cool staff for Alessia. The Summoner's Staff +3, with charges to cast Flame Arrow, Monster Summoning IV, and Invisible Stalker. Coupled with the skeleton horde Hrothgar can summon, and Taylor's Berserker Horn, I can amass a large army very quickly.
We laboriously made our way through the final level. It felt like we had to rest after every other room...I summoned my horde, buffed up as much as possible with potions and spells, and then took on Yxunomei. I had Kourtney cast two Walls of Moonlight (which I later found out was redundant). I'm not sure if it worked as intended, because they hit the walls and stopped advancing (maybe because of the second wall?). Once they take damage from the first wall, they get 10 rounds of immunity from it, so the second wall won't hurt them. I'm guessing that's why they stopped moving, they weren't able to pass through the second wall because of the immunity. I could be wrong, but it seems like that's what happened.
I got lucky with the skeleton summons because about half of them were Archers. With the snakes pinned down by the walls, I pelted them with arrows, which proved to be really effective. By the time the walls dissipated the remaining Yuan-Ti were severely hurt.
Once Yxunomei came into melee range, she was toast.
We made our way back to Kuldahar, which had been overrun by Orogs. We cleared them all out and went to see Arundel. RIP. Next up is the Severed Hand!
I'm toying with starting another BG run, but I honestly cannot settle on a class for my PC, so we'll see if that ever gets off the ground =/
Wynter got himself killed by a snare in Irenicus' bedroom. As an avid Thief player I'm fairly familiar with the locations of many of the game's traps, but not in most cases not with what they do. Wynter was protected by MI, MGoI and Stoneskin. Apparently that wasn't enough. Maybe it was one of those acid blob traps that did him in? I shouldn't have soloed with a single class mage with my lack of trap knowledge. Perhaps I won't try again until I have a comprehensive trap guide with locations and characteristics, at least not in nightmare mode.
I think I'm going to continue a run I started a couple of weeks ago with a Dragon Disciple, Saoni,so I might as well tell y'all something about her and cover her progress so far.
She was randomly generated using the WotC dice roller to determine gender, race, class/kit (out of classes/kits I hadn't played yet), and alignment, but I rerolled for nice stats and adjusted them. Her starting spells were Shield and Spook. Starting prof was daggers.
As my first Sorcerer and also the first character I exposed to insane difficulty mode, she started out as a bit of an experiment, with power and abilities being more of interest to me than role-play. She power-leveled to level 5 by soloing XP-heavy areas. But later the adventure became much role-played as a result of her decision to form a party. And not just any party, but one of free-spirited, fun-loving people, without her caring about her companions' usefulness. Saoni is not a woman with a mission. Having a good time is her main concern. It's the journey that matters, not the destination and all that.
Anyway, the first thing she did, in her powergaming days, was killing Shoal. Rather risqué to go there straight from Candlekeep and High Hedge, as some of my solo Mages would later teach me, but that kind of fits her style. As does her early tackling of Tarnesh with her breath that had him panic after her into the FAI. She blinded him there with a Chromatic Orb, her third level 1 spell (picked when she reached level 3), and finished him off with her throwing daggers. Saoni would put that spell to great use btw. It's amazing how often enemies fail their save despite the +6 save bonus.
She then quested between Beregost and Nashkel, experimenting a bit more with her dragon breath (range, damage, casting time).and attained level 4 (spell pick: Invisibility) at some point.
Soon after that she traveled to Mutamin's garden where the four Basilisks in the south gave their lives for the Elf to reach level 5 (spell picks: PfE, MI). She managed to slay five more Basilisks but her PfPetrification ran out before she could deal with the last (Greater) Basilisk and Mutamin. Rather than buying blue scrolls at the High Hedge, Saoni decided to invisibly instruct Korax to attack those two. The Ghoul delivered, but got itself killed not much later by Kirian & Co, a party that Saoni decided not to confront yet. This is where the powergamey chapter ended and where a new phase in her adventuring life started.
In Beregost Saoni happened to meet a fellow wizard, Neera, whom she decided to aid against a group of Red Wizards that were after her. Neera didn't survive the encounter, but Saoni (with Shield as her only buff, very risky again) successfully disrupted the Thayvian wizard once before he successfully cast a Grease at her, which prompted the Elf to go invisible. One Chromatic Orb stunned the Thayvian wizard, and another one a bodyguard so in the end, she handled the situation with relative ease.I then used the console to 'resurrect' (i.e. spawn a new) Neera whose proposal to join Saoni was accepted by the Elf. I'm aware that this is technically a cheat, but it's next to impossible keeping Neera alive at insane difficulty and with BG2Tweaks' ToB-style NPCs, pursuant to which NPCs immediately level-up upon joining, with the caveat that all creature files are moved down to their lowest experience version. Either way, consoling a Wild Mage into the party doesn't necessarily make things easier, to put it mildly.
The two girls did something rather unwise, namely accepting Garrick's offer to protect his mistress for a feww hundred GP. They soon found out that Silke had played both the girls and Garrick. It wasn't the thespian who required protection, but the men she supposedly feared. The girls didn't like being set up and battle ensued. Saoni (Chromatic Orb) and Neera (Magic Missile) thwarted Silke's first spellcasting attempt together, and Saoni also disrupted attempt number two.Neera suffered a hit that badly injured her; she quaffed an invisibility potion tp prevent further harm. She then drank a healing potion and together the girls did some more damaging and disrupting with another Chromatic Orb / Magic Missile combo, followed by a Spook (Saoni) and an Aganazzar's Scorcher.Saoni protected both Neera and herself from Evil, and that may have helped Neera save against her own Wild Surge: a Burning Hands that set not only Silke but also herself on fire.Silke, still going strong, put Neera to Sleep and went after Saoni. The latter went Invisible to interrupt the Bard's process of casting a spell at her.The battle continued with Saoni launching another Chromatic Orb at Silke, and Silke seeing a Magic Missile wasted on Shielded Saoni.Silke proceeded with casting Ghost Armor, but that didn't help her against Saoni's next Chromatic Orb, which stunned the Bard, leaving her helpless before Saoni's throwing daggers.What a delightful battle!
Garrick joined the party and promptly awarded Saoni with a pink cloak that made the pretty Elf look comelier than ever. Neera woke up, but the trio rested a bit more. The next day they decided to explore the area west and southwest of Beregost. Neera explained an accident similar to the one she had had with Silke, had been the cause of her self-imposed exile from her community in the High Forest.
The companions slew a Wolf to save chickenated Melicamp, and traveled to the High Hedge to have his master Thalantyr restransform him. Saoni's fiery breath helped the party to the required spell component,but Thalantyr failed to restore his apprentice.
There's a bit more to tell, but I have other things to do, so that will have to wait.
I also planned on making this an underused spell run, abstaining from Stoneskin and Greater Malison and PFMW and such, but decided against it early in Athkatla because I didn't like having my spells disrupted by random critical hits from out of nowhere.
Chateau Irenicus is very tough for a solo SCS character, and 2.0 makes it even tougher now that a Radiant Mephit's Color Spray no longer lets the target wake up on being hit. I use Wraith Form to tank the Duergar since it grants immunity to their nonmagical weapons. Charm Person helps out when I don't have Wraith Form active.
Animate Dead failed to deal with the Otyugh. I figured that the Skeleton Warrior's immunity to disease (or at least poison damage) would help, but the Otyugh did enough crushing damage that it didn't matter. Yi Grovana ended up getting diseased anyway and had to wait out the damage.
Wraith Form cleared the way in the library, and a Fireball scroll slew the Duergar Mage before he could hit me with Charm Person or Horror. A Flame Arrow scroll then brought down Ilyich--Wraith Form disables spellcasting, but not scrolls--and by the time Yi Grovana became vulnerable to normal weapons, the enemy was in shambles.
As usual, I threw out summons to absorb the Mephits' attacks in the Mephit Portal room. When my summoned critters expired and a Radiant Mephit was left, I had Yi Grovana run around pelting the last portal with bullets, never stopping long enough for the Radiant Mephit to fire off a Color Spray.
I delayed resting for a long time, using potions to deal with trap damage. I snuck past the Salt Mephit--who can stun-lock you without offering a saving throw--and used Wraith Form to tank the northeasternmost Duergar, with Protection from Evil and Remove Fear to block the Duergar Mage's Charm Person and Horror spells. We escape the first dungeon in good shape, though we did lose a lot of potions in the process.
Apparently the most recent update, 2.1, fiddling with the dialog.tlk file. All strings unique to SCS show up as invalid, whether they're potion texts or pre-cast spells or tweaked item names.
Wraith Form is devastating to the Slavers, who all use nonmagical weapons, but I do suffer a fair amount of damage from the enemy mages. A hostile Remove Magic failed to remove my buffs, preserving my Free Action, Protection from Evil, and Remove Fear spells. I was still vulnerable to Blindness, but I made my saves despite repeated castings from the enemy gnome.
Wraith Form also granted me immunity to the spiders in Pai'Na's lair. As in vanilla, the spiders only have 1 APR with bad THAC0, but if you get hit and fail a save vs. death at +1, you suffer 5 damage per second for 30 seconds. It's the highest-damage attack in the entire trilogy, 1d6+150 on a failed save, and could easily slay any character with sufficiently bad luck. Immunity to normal weapons, however, blocks the attack outright. Pai'Na forced me to drink my only Potion of Invulnerability when she cast Charm Person or Mammal, as I realized that my saves weren't strong enough to guarantee survival (there was a 5% chance of failure). After that, all she had were Summon Insects spells.
The Suna Seni ambush was not hard. I entered the battle invisible, summoned some critters, and threw out a Stinking Cloud followed by a Holy Smite, crushing the enemy fighters. Bullets finished off Suna Seni and Eldarin. When the cloud cleared, the only enemy remaining was the mage, who could not breach Yi Grovana's defenses.
Finally, I scribed all the scrolls I had collected and decided to go ahead and use some of my more favorite spells, including Stoneskin. I went to deal with Mencar Pennypincher and the gang, disarming Smelly Porkslicer with Remove Curse, webbing the enemy group via a Minor Sequencer, and chewing up Mencar himself in spider form. I got blinded, unfortunately, but a hostile Remove Magic dispelled everything on me except spider form shortly after SI: Abjuration ran out, allowing me to drink a Potion of Invisibility, slip away, re-buff myself (partially; I already cast my best buffs), and return, no longer blind, to poison the survivors.
As for the Kobolds, the solution would probably to refrain from fighting them (something I tend to do anyway), i.e. travel inivisible, lure them away with summons etc. I should try Nightmare sometime.
Saoni, CN Elven Dragon Disciple, 2nd BG1 report
Saoni, Neera and Garrick were keen travelers, and Saoni was glad her companions were as carefree as she was. The trio accepted to restore order in the Nashkel Mines for Berrun Ghastkill, but postponed that job when they found the place beset with Kobolds. The companions considered the squamous yelpers tedious. Near the Mines they ran into Prism, and saved him from the clutches of Greywolf, with two of Saoni's Chromatic Orbs stunning the bounty hunter. They visited nearby Durlag's Tower but were put off by two Battle Horrors that required several of Chromatic Orbs and Magic Missiles before they fell. (Saoni reached level 6 here and picked Skull Trap as her first level 3 spell.) The friends also looted an Ankheg nest and a cave inhabited by Bears near a Xvart village, fetched a bowl for priestess Tenya, did Charleston Nib and Captain Brage a few favors, and they met Safana, a Swashbuckler in the Lighthouse Area, much to Garrick's delight.She joined the party helped them to Black Alaric's treasure and stayed on. The band rescued a boy from three Worgs and got into a fight with Arkushule, who cast Sleep at Neera and a failed Charm Person at Garrick before the latter's Magic Missiles and Saoní Chromatic Orbs did her in.
In my install, Thalantyr sells pets for mages, so Saoni got herself a cat before she returned to the Nashkel Mines with her friends to deal with the Kobolds. All went well until Safana became visible while disarming traps in front of a Kobold Shaman and a Chieftain and their subordinates. Saoni ended up destroying the critters with her breath weapon and one or two wand scorchers. Their master Mulahey was paralyzed with a wand before he could call his minions. Saoni slew him and then released Xan, a handsome, moonblade-wielding Elven battlemage (Fighter/Enchanter), who had been Mulahey's prisoner. The five finished a couple of Kobolds and left the mines. With the party's heroic status came new enemies, Nimbul, Lamalha and her gang, and Tranzig for instance.
The threat of Nimbul was neutralized with the Wand of Paralyzation, but dealing with Lamalha and friends took more of an effort. The party was invisible, and moved away from the enemy. Saoni was the first to break her invisibility. She had a chat with Xan about her Bhaalpowers while she fireballing her foes.When they came after her and Zeela Doomed her, Garrick killed Lamalha with a Magic Missile. Mirror Imaged Xan disrupted Zeela's spellcasting and slew the priestess soon after, but he also got poisoned repeatedly by Maneira's darts of wounding.Potions kept him going. Saoni took out an already injured Telka with a Chromatic Orb, and Xan closed in on Maneira. He soon had the upper hand, which caused the rogue to panic. Another of Saoni's Chromatic Orbs finished her off.In Beregost Tranzig actually put up a fight. First of all he had the audacity to shrug off a Chromatic Orb / Magic Missile combo from Saoni and Garrick (after hidden Safana had waited out his buffs). Dude didn't even panic. Downstairs he took another Chromatic Orb, another Magic Missile, and a Melf's Acid Arrow from Xan. Tranzig shrugged off the damage as if he were a warrior and then cast Sleep on Neera, and summoned War Dogs and Kobolds to kill the Half-Elf. Saoni prevented that with a Color Spray cast from scroll, which put the summons to sleep.The companions killed the summons, and a critical from Safana with her Returning Frost Dart finally caused Tranzig's morale to break. The kill went once more to Saoni with, you guessed it, a Chromatic Orb.
At the Nashkel Carnival Xan copied several scrolls into his spellbook using the red potion for guaranteed success. Failing to deselect Neera before entering Zordral's tent was punished severely by the wizard.The companions briefly retreated, and returned to overwhelm the wizard with a joint attack. At the temple of Helm they considered themselves lucky that Brother Nalin was able to patch Neera up.
Near the High Hedge, another Elf joined the party, Kivan the Archer. He didn't last long with the band though, his determination and vindictiveness didn't mesh well with the freewheeling companions. Still he was there long enough for him to be involved in a battle with Sahuagin on the North Coast, saving the lives of Keth'sim Dwin'anea's and Jozzi Seasnake. Their reward was a Boomerang Dagger +2, which became Saoni's main weapon. Xan (specialized in daggers) also used it against a couple of Sirines that inhabited the coast, albeit with mixed results.He was restored to health by Keldath Ormlyr, and would fare better against the Sirines in the Lighthouse Area (although he got Dire Charmed there once).
An ambush followed: Molkar, Drakar, Halacan and Morvin. As with Lamalha, Saoni was the first to reveal herself, antagonizing the four with some AoE fire. A Shield made her impervious to Halacan's Magic Missile, but she failed to disrupt Drakar's casting of a Hold Person. An preventive quaffing of an invisibility potion kept her safe when the spell held her in place.The Elf Skull Trapped the lot once the Hold effect had ended, suffered limited Lightning Bolt damage from Halacan, finished the Gnome with a Chromatic Orb, and the others with her throwing dagger from behind an invisible wall of comrades.
A second visit to Durlag's Tower saw the companions form more invisible walls to deal with a Battle Horror, a Doom Guard, and several Ghasts. (This is cheesy I agree, but it saves a lot of time.)
Bassilus went down in two attempts. The first one was aborted when some of his Skeletons started to attack. When those were out of the way, Safana's frost dart, Neera's wand scorchers, Garrick's Magic Missiles, Saoni's Chromatic Orbs, and Xan's boomerang dagger attacks were too much for the priest of Cyric. (Xan initially tried tanking Bassilus, but that didn't work out.)The company concluded some unfinished business in Beregost (Perdue, Karlat), to see Saoni reach level 7 (spell picks: Magic Missile, Blur, Remove Magic).
The party did well in the Cloudpeaks against Kirian and Vax and Zal, using lots of offensive spell power. Both Xan and Saoni could cast Skull Traps, Garrick's Magic Missiles were becoming potent at level 7, and Neera always stood ready with her Wand of Fire. Unfortunately Xan still struggled to be a good tank. Even with his Moonblade, a Ring of the Princes, Ghost Armor, and PfE his AC wasn't good enough to make the likes of Vax reliant on criticals to hit him. And Mirror Images aren't watertight in such situations either. The pessimist nevertheless demonstrated he was a valuable companion when an Ogre Mage waylaid the party after their Invisibilities had expired. Xan briefly spooked their foe, and Saoni managed to remove the monster's buffs, but that was all she could contribute because an instant later she was Horrored by the creature, as were Garrick and Neera.Saoni became the target of a Magic Missile, but then Xan and Safana really stepped up:The Ogre dropped a Laeral's Tear necklace, ample reward for the hassle.
On the bridge to the Gnoll Fortress Neera reminded her companions why she had been charged with wand duty, and why she wasn't supposed to cast any spells. What was meant to be a Magic Missile became a Wild Surge that fried Safana.Saoni, Garrick and Xan took care of the Ogrillons, and Invisibility was used to loot a Xvart cave.
Keldath got Safana back on her feet, and the party humored Garrick's request to visit the ruined Ulcaster school of magic, to learn about Myr'Cutio, a famous Bard that once lived there (according to a book he was given at the Nashkel Carnival). Myr'Cutio turned out to have prolonged his existence through undeath, a move that had done little for his conviviality. All he wanted was battle. His song horrified Neera, who was thankfully invisible at the time, so that she wouldn't alert nearby Kobolds and Hobgoblins. Xan tried to melee the undead Bard, but the latter had a drain life ability Xan couldn't protect himself from.Saoni and Xan ended up nuking their foe with Skull Traps and Fireballs cast from the edge of their enemy's line of sight.The spoils included a very nice set of Bardic Chain (AC4, does not interfere with spellcasting or pickpocketing) for Garrick. His Caster's Chain (AC5) became Xan's armor.
I decided to share my adventures. I intend to try a no reload BGEE1 - SoA - BGEE2. It will surely become a minimal reload soon enough, since SoA will be new territory and I haven't yet played BG2EE (I don't play the second part since a loong time ago). Also, it's my first time playing with SCS, so let's see.
Without further ado, here's my Fighter/mage elf
CONOR, THE ARCANE ARCHER (wannabe)
Conor was raised in Candlekeep, his head full of the stories about powerful elven warriors that melded archery and wizardry. Still a kid, all he knows about elves comes from books, so he has always said that he wants to follow his blood. Little he knows about his true heritage...
This is why he saw Gorion's request (worrying as it is) as exciting, and took the opportunity to buy the most impressive bow and armor than Winthrop would give him for his money. Two swords and as many arrows as he could carry, and he was ready to face the world!
Even a library rat with a pet rabbit can feel like an epic warrior equipped like this!
Now let's see what old Gorion wants...
Game notes:
The rules/settings I am using are
More adventures soon!
Best of luck with Conor!
Note that Enchanted Weapon won't make a +4 or +5 weapon strike as a +3 weapon. So you can't cast it on an enemy with a +5 weapon and block its attacks with Improved Mantle instead of PFMW, which would have been a fantastic trick.
Anyhoo, my current run now has an Enchanter Charname (since Emotion no longer lets the target wake up on hit) alongside an Invoker (since Chromatic Orb's instant death effects once again bypass magic resistance), a Necromancer (to bolster Wail of the Banshee), a Cleric of Tyr (Divine Favor stacks!), and a Cleric of Lathander (Boon of Lathander still stacks!). I will be playing in Legacy of Bhaal mode to justify the disgraceful things I will be doing with Wands of Lightning, and have enabled the bonus XP because otherwise LoB mode would just make the game slow and the long fights would be unrewarding.
CONOR, THE ARCANE ARCHER
After joining forces with two weirdos called Montaron and Xzar, everything was easier for Conor. He had the idea of going to the Friendly Arm Inn and meet Khalid and Jaheira, but on his way Xzar convinced him that who where those guys anyways, and that if it was a matter of being with friends I had him and Montaron already. Xzar probably didn't want to share the reward with anyone else, but he had a point... the areas East of Candlekeep had been easy enough with Montaron in the front line. So off they went directly to Nashkel.
One bar fight and many backstabs later, we were past Beregost and almost on Nashkel. Wow, Montaron is a beast!
With him doing the stabbing, Conor could focus on shooting arrows and learning a bit of magic from Xzar on the side. Such nice people! Or so he thought. In Naskhel, problems began.
The party was attacked by a bounty hunter in Nashkel's inn. The cleric-lady was nothing they couldn't handle, but she did managed to get Montaron confused before the magic missiles and arrows got her. I could do very little about the confusion spell, and Montaron, being the bloodthirsty halfling that he was, stabbed to death a patron of the inn. Great, that made me a really popular guy around there.
After the bar fight (it was self-defense!) and being a bit of a jerk to mister Colquetle, Conor was not the favorite person in Beregost either. Imoen had warned that these guys would be a bad influence. About time to go to the mines and clean my name doing some heroic stuff.
After killing dozens of kobolds, the party started to get too confident and they paid for it. Montaron went too fast too far down a hall and a trap went off. Horrified, I witnessed Montaron's demise.
Imoen blamed herself for not seeing the trap, but Montaron was getting too cocky. The party was sure going to miss him in the battles to come in the mine, but Xzar didn't seem too affected by the death of his companion, so they left the unburied body of the halfling and continued. Not for the first time, Conor wished he had joined Khalid and Jaheira. So did I. Now the arcane archer would have to tank for little Imoen and the mad wizard. Quoting Xan, whom Conor would meet soon, "we are doomed".
Notice her abnormally low INT. This is because I will be abusing the WoL trick to multiply the effects of Potions of Genius. I normally don't do this, but I already have other plans for using Wands of Lightning, so I may as well use them for this.
As an Enchanter, Poppy's enchantment spells, like Emotion will have an extra -2 penalty to the saving throw. Stack it with Chant, Doom, and Greater Malison, and we're looking at a -11 penalty for a Feeblemind spell. It's not enough to guarantee failed saves, but it makes a failed save very likely.
Then we have another familiar face, Sil, a Cleric of Lathander I will be dual-classing to mage.
Stacking Boons of Lathander with the Wand of Lightning is stupidly overpowered, especially since I'll be combining Righteous Magic with ogre form, which is why I'm playing Legacy of Bhaal mode. But since I'm dualing at level 11 for the extra casting of BoL, it will take a long time for Sil to come into her own.
Our other cleric is Laosha, a priest of Tyr.
Like BoL, Divine Favor stacks. Instead of granting +1 to hit, damage, saves, and APR, it only grants bonuses to hit and damage, and only lasts 2 rounds (!), but the bonus increases with levels. He will also be dual-classing into a mage, and after he recovers his levels, the bonus will be +3 per casting. It will work marvelously with spider form, Minute Meteors, and Mind Flayer form, since they already have high APR.
Then we have a Necromancer, Valos.
His necromancy specialization will strengthen his Wail of the Banshee spells late-game, which will be important given LoB mode's high enemy HP values. He will be a very, very, very late bloomer in this game, because even though we have bonus XP enabled, we don't actually get a Wail of the Banshee scroll until later on.
Finally, we have an Invoker, Espellier.
I picked this kit for the sole reason that Chromatic Orb's instant death effects bypass MR. The save bonus is going to make it very unlikely to hit even though she's an Invoker, but I really wanted to try it out. I would have dual-classed her at level 10, since fewer enemies are immune to petrification than slay (opcode 55), but I've got enough late dual-classes as it is.
Our last character slot is for NPCs. Accordingly, we bring Imoen into the party as our only thief.
Imoen is our ticket to the second level. I have a plan for getting us to safety without using a bunch of our spells. First, she sneaks off to get the Activation Stone. Then, she visits the Sewage Golem room to unlock the Otyugh room. A lucky Chromatic Orb and an Ogrillon take down the Mineral Mephit.
She then sneaks past the Otyugh, lures the Duergar out of the northeast hallway and into the Otyugh room (normally one of them blocks the way, so you have to move them or kill them to progress), and hurries past them while hasted. Her Stoneskins just barely keep her alive.
Now she can seize the Portal Key while the rest of the party, still in the first area of the dungeon, activate the southern portal. We get past the entire first level without resting once, and we collect a good portion of its goodies as well.
How do we deal with the Mephit Portal room? I can no longer lure them into the preceding room and lock them there, as they'll open the door, but since 2.0 lets us start the game already rested, we have more summoning spells, which keep us safe while Espellier attacks the Mephit Portals in spider form. Spider form does tremendous poison damage, and will be a critical asset for a long time.
What about the stun-locking Salt Mephit? We're out of summoning spells, so we don't bother with it.
I try to have Imoen disarm the next trap, but she accidentally pushes Laosha into it. The damage is just silly.
I could go back and finish the dungeon, since I haven't rested yet, but I decide to go ahead and move forward. This is the first time I've ever cleared Chateau Irenicus without resting once.
Now we can rest freely. We test out our disablers on the Hobgoblins below the Copper Coronet. It works marvelously, but we're powerless against enemies with immunities.
We have no magical weapons that don't deal piercing damage. Although the ogre form's weapon has an enchantment value of 1, it's actually flagged as nonmagical, and thus counts as a normal weapon. Spider form and flind form use magical weapons, but they deal piercing damage with poison and fire damage, respectively. Jellies are immune to piercing and poison and flind form only deals 1 fire damage. I decide to run away.
The slaver compound is better suited to our abilities. Espellier, our Invoker, tanks all the guards with Wraith Form.
This gives us plenty of time to disable the group. We have no thief, so I decide to trigger the acid trap with our highest-HP character. Turns out 80 HP wasn't enough.
It'll cost us 800 gold to raise her, since our other cleric isn't level 9 yet, but the battle is not lost. Poppy slays most of the enemies with poison, with our summons and other options playing a minor role.
I decide we need Jan to deal with that Prismatic Spray trap. Protection from Petrification will keep us from getting petrified, but it won't help us survive the spell damage.
I still see some oddities with the game text. Moving from 2.0 to 2.1 messed with SCS's strings.
One of the nice things about our setup is that both Greater Malison and Emotion bypass Minor Globe of Invulnerability, and poison bypasses Stoneskin thanks to EE, both of which are formidable obstacles in SCS.
I still don't think poison should bypass Stoneskin, but it's how the game works, and I tend to prefer working within the limitations of the game, even when they don't make sense... whether or not it works in my favor.
Pai'Na is next. How do we deal with a massive horde of 90-HP spiders and a magic-resistant Avenger? We enter invisible and send out Espellier in Wraith Form to absorb their attacks. Pai'Na uses a magical weapon, but the spiders do not, so Espellier is relatively safe.
Notice the Fire Shield. Espellier doesn't have many other good level 4 spells (scrolls cost so much money), so I used that to tack on a little extra damage while Espellier was tanking the enemy.
She still suffers poison damage and gets confused, but it buys us a tremendous amount of time, and Fire Shield makes things very unpleasant for Pai'Na. Our attempts to save Espellier using Neutralize Poison and Acclamation, the Cleric of Tyr ability that dispels the disablers that Remove Paralysis cannot, but the spiders get in the way. We can't reach her.
She eventually dies, but now our clerics are at level 9 and can cast Raise Dead.
We pay a visit to the Crypt King. Unfortunately, he has tons of immunities and lots of MR, but a Magic Resistance lowers the latter, and the former does not block Slow. We wear him down.
Later, we get accosted by bandits. Things go a lot worse than I ever imagined.