@Wise_Grimwald, congrats on making it through SoD! That's pretty impressive... first time blind no-reload? I'm hoping @Blackraven and I can successfully follow you.
He chose to surrender Bridgefort to the crusaders, avoiding a potential confrontation with a half-orc called "the Barghest".
He then charged the Bridge defenders with overwhelming force. 5 skelly warriors, everyone hasted and buffed to the hilt. The potion cost was heavy, but it turned out that the crusaders had mostly abandoned the Bridge, leaving only a token force to try and blow it up.
Cavan secured the Bridge with little effort. He is slightly concerned that the Barghest may return to challenge him later.
@Wise_Grimwald, congrats on making it through SoD! That's pretty impressive... first time blind no-reload? I'm hoping @Blackraven and I can successfully follow you.
What is your record progress in BG2?
Not that great in no-reloads. I have finished the game but not no-reload. I probably would have if I hadn't kept adding mods to make it more interesting. I particularly liked adding NPC mods, but others like ToD and SCS made it more interesting. I will probably find that I get confused by the fact that things in the mods aren't included.
I have never played it in EE so perhaps on this occasion I won't add mods as it will be new anyway.
Playing it Neutral will also make a change. I've always played a good character in the past.
EDIT Just discovered why people say that it is buggy. Starlight, a cleric cannot wear either the splint or chainmail. I have just realised that I will have to delete files from previous installations in my documents folder and re-install yet again.
Sounds like it might be time to succeed, @Wise_Grimwald. Good luck + intelligence!
I've finished vanilla BG2 once, with reloads. Once with the old-school Tactics mod, with many reloads. But never ToB under any circumstance. Last time I tried, I gave up because the Staff of the Magi in vanilla felt like cheating.
Patience hasn't been one of my virtues... but age is helping.
I'm now spending loads of time buffing before foreseeable conflicts. I'm keeping my Bhaalspawn's aura clear most of the time, using it to counter disablers.... it's definitely increasing my progress.
I think I'm now committed to including SoD into every new attempt. It is a worthy addition to the saga. I feel like I need to do more runs with new companions to get more of the meat of it. I'm also wondering what SCS would do to it....
Odds are, I've got lots of rats left to kill in Candlekeep!
Goibniu and his party started clearing the first level of the asylum with the help of some summons - and while I'm still sometimes using aerial servants and invisible stalkers, the party also has access to warrior skeletons now, thanks to Luna's experience progress. They were used, among other things, against the pit fiend (which has ended one of my previous randomized party runs):
Meanwhile, Goibniu was solving some riddles. Eventually, the party moved on to the second level, where Donar had to fight another beholder:
The party obtained the crystal from the kobolds and the hand from Dace. The undead were killed via protection scroll once again.
Goibniu entered the third asylum level. After a quick encounter with Bodhi and some minor battles, the fight against the three clay golems was won with the help of magical blunt weapons (saved mostly for this very occasion), summons and various offensive and defensive buffs:
More boots of speed! Now, Goibniu had to pass various tests and finally encountered Irenicus. The battle was rather weird - I dealt some early damage to the mage, then retreated to position my party and deal with the clones. However, suddenly, the battle was over, the party had won:
I'm not sure how, since Irenicus hadn't been taking any damage for a while according to the combat log. The best explanation I have is that his speech trigger was somehow delayed and I had actually defeated him very early on (though the game refused to acknowledge it for a while).
Anyway, the party also cleared the City of Caverns. Not much to say here; Summons and ranged attacks, mostly. Usually, at this point in the game, I wouldn't still be using a lot of ranged weapons (only on a couple of specific character classes), but since my party has very low hp, ac etc., staying away while summons take most of the hits is propably for the best. Plus, ranged weapons are still quite useful in situations like this:
Just a quick update on my latest FMT Dice with the 18/00 str roll:
Was very smooth sailing, too smooth in fact. Even though I didn't break my own rules for the run it just got a tad too meta a tad too often, using the perfect amount of resources for every encounter, traveling invis when I should etc etc.
So Dice was struck down by restartitis. It doesn't even offer a save..
As Goibniu enters the Underdark, it occurred to me that, Beamdog really needs a Tom Lehrer-themed BG2EE achievement if a character successfully poisons a Hook Horror (most pigeon-like monster I can think of) in the Underdark.
(Move along. OCD Geek with obscure reference issues.)
Hax is alive is well. The intent of this run (to see the 3 male romances squabble) has been altered by a stone golem. Jaheira was badly hurt and slowed and I wasn't sure what to do. Spells not much use against a golem. Well the stone golem decided to chunk Jaheira - RIP Jaheira.
I now realize I should have turned off AI and had Hax turn her invisible - that definitely might have saved her - oops! (I forget about that option since many times I would think of it is against enemies that see thru invis and thus not useful then).
What's ironic is I might not see any squabbles at all - Viconia and Aerie both have low HP and easily can get chunked if I'm not careful.
In any case, Hax is working his way through D'Arnise Keep. Definitely don't need another mage, so after we sell our stuff and get our reward from Nalia, we will probably recruit Mazzy - Minsc has just been taking too much damage, a bona fida tank like Mazzy might help. We need better shields, but not enough money yet.
Goibniu, human paladin, update 25 I'm not sure how, since Irenicus hadn't been taking any damage for a while according to the combat log. The best explanation I have is that his speech trigger was somehow delayed and I had actually defeated him very early on (though the game refused to acknowledge it for a while).
There is a speech trigger delay in that encounter. Typically I will use a GWW on Jon for most of a round to 'kill' him before retreating back out of harm's way and waiting for him to realise it's time to go ...
As mentioned in my last post, BG2 EE is still very buggy. My imported cleric Starlight cannot use armour of any type, though so far my barbarian Seluna is fine.
I used Gog Galaxy for the installation so it should be the latest version.
To make them work correctly do I import Seluna as per usual and then in multi-player mode create a cleric called Starlight and edit her in EE Keeper to make her stats as they should be?
Edit: I have discovered what has caused the problem. In BG1 she was a Silverstar of Selune from the Clerical remix. In Dragonspear this was changed to just Cleric.
Upon import this kit was changed to Grizzly.
There appear to be two answers: Install Clerical Remix into BG2 EE, or change the class to base class.
Changing class to base class improves things, (She can use armour) but I will see what effect installing Clerical Remix has.
wise, any mod with sod will cause issues because the dlc has its own files that are not part of bg1 or 2... as for the import, use the sod_final save if you need \ want to bring over any of the party equipment into bg2, there is a post on this that tells you what items carry over if you want to know.
I’m taking my time again, J died to save a drow then we asked Imoen to kite the first Battle horror... Sarah killed it and grabbed most the experience so we talked some bar fly out of a fight to finish my level. I did consider staying with stalker for another level but we need healing now, so I dualed to cleric... Sarah is now third level and managed to pickpocket a nice cape.
Permafrost was gifted to Glacies, an old knight when she rescued an elf enchanters child from the mews of the ogre that had been terrorising an elf settlement. Returning the child to his mother, Glacies was then rewarded with Permafrost, replacing her sword that had been broken in the ensuring fight for the child. The sword has since been passed down from knight to apprentice (squire) before being lost in the shadow king wars... ... That is until today.
Permafrost is a + 2 simitar that does extra ice damage against targets When fighting Ogres the sword may send their soul to the ice plains on any critical hit, any ogre suffering this fate will be frozen solid and killed outright.
For those of you, who familiar with (remember or even care) I would like to inform that Impish Face, my gnomish Fighter/Illusionist, whose run was started back there at Bioware forums long long ago, still full and well. He was last seen in the Demon's Maze of Watcher's Keep at the doorsteps of Ka'rashur's chamber. Then he suddenly vanished. Some vague rumors say that he is on a vacations somewhere on Eora and quite pleased with that. I'm intending to finish this run one way or another someday but at the moment I'm itching to try my new setup:
- EasyTuTu for BG1/ToSC; - Ascension for BG2 SoA/ToB; - Spell Revisions v.4 beta 13 by @Demivrgvs. This is the first time I ever try this mod and so quite thrilled; - Revised SCS by @Aasim (aka Kreso). This is a modification of SCS, based on v.30 so that AI could benefit from SR's changes, tweaks and new spells. Also somewhat new for me as I'm still stick with v.21 of SCS. As usual, full pre-buffs and all tactical challenges; - aTweaks with (for BG2) PnP Fiends but not altered statistics (i.e. with SCS ones) and with Fiendish Gating. - Polytweak (for BG2) by Polytope. The most notable changes are PNP Mind Flayer attacks, so they no longer drain Int but rather 25% HP per hit and able to finish any char in one round (this attacks don't bypass Stoneskins though) and improved Umber Hulks (no longer susceptible to Death Spell / Cloudkill instant death). A must have mod for me. - Jimfix by GrimJim. Prevent silent prebuffs, add spell school notifications to the combat log, add expiration notifications for buffs. Another must have. - Item Randomiser. I can no longer play BG without that. - Some other tweaks (max HP for all creatures, 100% spell learning etc.), Infinity Animations (mostly for restored vanilla BG1 characters animations).
Full Weidu for BG1/ToSC:
// 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] ~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025 ~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025 ~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens ~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks ~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced ~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 13 ~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects ~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds ~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls ~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended) ~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes ~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II ~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars ~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches ~1PP/1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons ~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves ~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields ~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core) ~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core) ~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core) ~1PP/1PP.TP2~ #0 #209 // 1ppv4: Attachable wings (core) ~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core) ~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches ~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects ~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals ~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes ~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20 ~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20 ~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v20 ~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20 ~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20 ~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20 ~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20 ~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20 ~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v20 ~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20 ~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20 ~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: 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 #1090 // Exotic Item Pack: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16 ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v16 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30forSR ~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): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Allow player to choose NPC proficiencies and skills: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30forSR ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #153 // PnP Fiends -> Give aTweaks scripts to all fiends but do not alter statistics: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #262 // Altered XP rewards from locks, traps and scrolls -> No XP rewards from locks, traps and scrolls: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50 ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.1 ~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.1 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #150 // Pit Fiends -> All get the NWN animation: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #210 // Cambion/Isair Animation -> All cambions: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #260 // Alu-Fiend/Madae Animation -> All alu-fiends: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #400 // Distinctive Undead: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #410 // Skeleton Warriors -> Barrow Wight animation: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #450 // Seer Animation -> Some beggars and slaves: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #550 // More Icewind Dale Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #600 // More Icewind Dale II Animations: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #8030 // BG1 Animations for NPCs -> Most relevant creatures: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5 ~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9520 // BG1 Animations for Exported PCs -> Patch all PCs without prompting: v5 ~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT ~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod ~SETUP-TUTUGUIFONT.TP2~ #0 #0 // Baldurs Gate fonts for TutuGUI ~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.8 ~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: v6.8
Some house rules - competionist run: no area unexplored, no enemy left to live; play fair, let enemies' pre-buffs fire, no preemptive out-of-sight bombardment, no area change abuse (I might flee in desperate situations but not use that trick to soak enemies' spells out).
Some of you might already know, that my most favorite character is gnomish Cleric/Illusionist. I had one unmodded no-reload run with him ended in the second phase of Throne fight being swarmed by Mel's Slayer Shadows. He was a cheerful lad and led a group of musicians named Band of Six only to fell at one step before geting their first Grammy. The years passed by and his apprentice grew up. I hope he will succeed where his mentor failed and so "The Tale of Grim Face" begins:
So the party got our replacement for Jaheira - Mazzy. Minsc has been put in the 3rd position with his Lilacor and Hax is in front with Mazzy. With this new line-up, we aren't draining our potion container dry anymore. The team just completed Umar Hills Temple area - was pretty clean for the team. We aren't booting Nalia yet, we will wait until we finish her quests before doing so. Incidentally Hax has the fighter strong-hold. Shade Lord died fast.
With 3 mages in the party, Hax was not going to be cowed by an over-grown shadow dragon. The plan was to use lightning bolts and single target direct damage (magic missiles, melf's etc.), with Mazzy and Minsc running the distraction. Hax would also try to blind the dragon. We don't have lower resist yet, so we know we were going to be resisted, but if we kept at it they would hit/stick part of the time. This left what to do with Viconia. Rather than have her try to hit a high AC target like Thaxxy, we had Viccy use her magic missile wand - guaranteed hit if it's not resisted. We did massive buffs, most important probably being protection of lightning on everyone, chaotic commands on some people and of course resist fear. No summons were used (would be dangerous with all our lightning bolts flying around). This worked great!
Will keep at it. Am finally seeing the bickering between Aerie and Viconia. Not sure who to go with in the end, but probably Viconia (because I usually choose her the least, in no small part because she rarely is in my parties).
wise, any mod with sod will cause issues because the dlc has its own files that are not part of bg1 or 2... as for the import, use the sod_final save if you need \ want to bring over any of the party equipment into bg2, there is a post on this that tells you what items carry over if you want to know.
I know how to use modmerge for SoD which solves most problems.
In BG2 I have now installed Divine Remix and BG2 Tweaks.
I used EE Keeper to make Starlight a Silverstar of Selune again.
For the duration of the Siege of Dragonspear she was a standard cleric. I can live with that.
I was pleased that I did not lose ALL my equipment but a bit disappointed that the shields that were made in Dragonspear, the ones made from dragonskin and the hide of a boring beetle were lost. Some good arrows were also lost on importation, but at least Starlight has her sunburst bullets and Imoen has a dart that will do poison damage. It's not powerful, but will interrupt spells.
The only armour for Seluna that will import is some splint mail +1. All the good stuff was lost upon import.
The parts of Tweaks that were installed were the convenience parts.
Going to the Graveyard District for the first time I cleared the upper tombs, mainly using melee with a potion of speed (I did rather cheesily though resort to leaving a mislead clone outside the shadow fiend tomb). Uncle Lester taught his nephew a lesson, but then found he had nothing further to live for. The Crypt King required a lot of running round in a small space throwing MMMs (renewing those outside the tomb).
In the lower area skeleton warriors attacked Pai'Na while I stayed invisible (to avoid any mishaps with poisonous spiders). Kitthix and the ioun stone were both nice prizes from that encounter. The Southern Tombs were also cleared on the way to vampire HQ. I meleed the clay golem there before staking a vampire to get to level 15. Tanova used all her spells up on one skeleton, but managed to finish it off in melee - a second was too much for her, however. More skeletons cleared out downstairs and, after Kitthix webbed Lassal, I rested to be able to recruit skeletons again for Bodhi. She proved harder to hit than I expected though and killed 3 skeletons and the berserk warrior before finally taking a telling shot while chasing me round a table.
After fobbing Aran off with the excuse that the cheque's in the post I just need to restock supplies, I went to clear the temple sewers. The rakshasa lasted only seconds and Tarnor's gang not too much longer. Mekrath's failure to protect against magical weapons left him helpless and his yuan-ti guards were no match for skeleton warriors. Finally in that area I opened up access to the lich and attacked it using a scroll of PfU and an oil of speed. The liches at the City Gates and Bridge District went the same way before I realised that I should stock up on scrolls of MMM. The first oil of speed ran out while doing that and was immediately replaced. Hurrying on to Kangaxx I added a couple of potions of mind focusing and a potion of power before meleeing his original form. MMMs were then used for the demi-lich, along with improved haste to try and overcome his regeneration. I was lucky in that none of the MMM spells were lost to surges and Kangaxx died at the end of the 5th of my 6 memorized spells (without the need for the scrolls just bought). That got me up to level 16 - with unadjusted spell saving throw now down to 1 I would have to be really unlucky to die to a surge in future ...
Returning to the temple sewers I undertook the Unseeing Eye quest. The beholders at the bridge were dealt with by sending in a stream of summons before the Empathic Manifestation was healed (dangerous as that requires casting in combat - with the possibility of a no-save hold surge). Downstairs it took about 10 charges from the wand of monster summoning, but the lich eventually ran out of spells. Things were easier in the beholder hive after resting - a single lot of skeleton warriors cleared the area with the help of a skull trap on the blind priests that got me up to level 17. The Unseeing Eye then failed to complete a spell. After returning the Rift Device Gaal got stuck in a web.
Clearing up a few loose ends Mencar's group were also webbed, before Brennan Riesling was surrounded to prevent him running off. The kidnappers were sorted out and the pantaloons recovered and the Dawn Ring returned to the Temple of Lathander. Next up will be the Planar Prison.
aTweaks with Gating + SCS HP for Demons? SRv4? Tweaked SCS? You must be crazy! I'll join you (just to get to freakin' level 4 ) GL, you're gonna need it. Note that aTweaks demons won't (I think) use PWs vs Deflections, but they'll toss Dispels like there's no tomorrow.....
aTweaks with Gating + SCS HP for Demons? SRv4? Tweaked SCS? You must be crazy! I'll join you (just to get to freakin' level 4 ) GL, you're gonna need it. Note that aTweaks demons won't (I think) use PWs vs Deflections, but they'll toss Dispels like there's no tomorrow.....
Yeah, I know - something like that, it seems But as you know I'm already familiar with aTweaks + Gating + SCS (no SCS HP for Demons though and that's quite a difference - no more Deathblow/Greater Deathblow spam for them). Spell Revisions are a blind experience so what else one might desire for greater fun, huh? Glad to have you by my side and thanks for your support, tips and best wishes. To you the same!
Selûna has gone through the portal and has rejected the help of Yoshimo. I'd forgotten how easy the dungeon is without mods. Next time I will have to install SCS I think. The downside of no SCS is having less experience. However, it is well past time that I completed the run no-reloads so I will try it as it is this time. She completed the dungeon with no problem as having a cleric she didn't need to use a single potion or scroll.
Thanks Aasim. He's now at the stage where, barring some really exceptionally unlucky surge, the only thing that can stop him is poor play - so no doubts there
Wild mage {6} (update 5)
I entered the Planar Prison invisible and hasted and got out of sight before the Bounty Hunter finished true sight. Some summons then helped finish off the mage before he could buff and the others soon joined him. Those summons moved east in the prison, ignoring the cells and lasted long enough to clear the way to the Master of Thralls (with a bit of help from the wand of fire). After resting, I got around to making use of improved chaos shield for the first time while generating more skeletons to sort the Master out - he couldn't even hit them in response. Cracking the orb got me to level 18 - as if skeleton warriors were not enough future enemies can now be faced with a planetar! The Warden's spell turning reflected a bit of fire damage from MMMs back, but the spell soon expired - as did the Warden.
The planetar got a first outing at the Guarded Compound where he ambushed enemies attempting to follow me down the stairs. I attempted to go on to the Twisted Rune, but didn't have a rogue stone, so instead ventured to Trademeet. The genies fell immediately before I quickly ran through the druids to get to Faldorn and open up the last of the Trademeet shops. I should have bought a few things there after reputation climbed to 20, but the berserk warrior had other ideas. I thought it would come back under control shortly after the original enemies were dead, but I wasn't watching closely and annoying the militia there kept him attacking until they were dead and reputation was trashed. I restored that at the temple only to find when returning that the efreeti had also apparently had a bad hair day in that battle! I did, however, manage to clear the tomb without problems with the help of a first use of the air elemental.
Back in Athkatla I returned to the Twisted Rune and entered that. Using a PfU scroll immediately after talking to Shangalar allowed him to be shot down. A first attempt to produce a planetar only got a bloodstone amulet, but the second was successful and it quickly killed Shyressa and Revanek before Layene's meteor swarm did the job on Vaxall before the planetar could do so. A pit fiend made the planetar run around scared until it unsummoned and I waited for the pit fiend to disappear as well (taking my 19th level during that) before discovering that Layene had been killed at some point earlier in the contest - leaving the Staff of the Magi on the ground.
Moving on to Umar skeleton warriors dealt with most of the undead in the temple, but left the liches to a planetar. Putting the Symbol of Amaunator back together got me to level 20. The ability to produce summons unhindered meant Thaxy was no problem, but I took a slight risk in generating a planetar to sort out the Shade Lord.
With reputation back up to 20 I returned to Trademeet to finish shopping there, including picking up Adratha's stock of potions of power.
I had thought of going on to Spellhold then, but decided to do the Planar Sphere first. The first step there was packaging Valygar neatly for travel in a backpack. On arrival at the Sphere there was a delay in killing the clay golem caused by an identity crisis, but the wolf nosed the door closed to provide time to recover until a planetar could successfully be summoned. Skeletons dealt with the halflings and a few more enemies, but couldn't hit fire elementals so I meleed those before resting to get a planetar back for the golems. Putting together my own golem was then enough for level 21. A skeleton cut down Lavok while I watched invisibly before going to get a demon heart. Tolgerias survived an initial attack, so the planetar made a rare use of some summoned insects to shut him down. The hot room yielded the Staff of Fire, just to cover the unlikely event that I ever run out of summons, and soon after that Lavok was breathing his last outside.
After sending some Knights back to their home sphere I told some young apprentices to make a dagger and a ADHW scroll. Buoyed by their success they were willing to have a go at making a staff of power as well - and rather to my surprise they were successful, though at a small cost to themselves.
A few more potions of genius were taken before looking in my scroll case to see what I'd picked up recently. Learning a few spells from that selection got me to level 22 - which is more than enough to make my next stop Spellhold.
Selûna has gone through the portal and has rejected the help of Yoshimo. I'd forgotten how easy the dungeon is without mods. Next time I will have to install SCS I think. The downside of no SCS is having less experience. However, it is well past time that I completed the run no-reloads so I will try it as it is this time. She completed the dungeon with no problem as having a cleric she didn't need to use a single potion or scroll.
@ussnorway Yes. I wish you intelligence in your new run. @Grond0 Best of intelligence at Spellhold. Seluna has helped out at the circus, killed Amalas, and has now looked into the other entertainment available at the Copper Coronet and discovered some slavers. She has defeated some, but has now discovered that there are some more. Seluna and Starlight have both just reached level 11. Starlight has therefore just regained some (not all) of the spellslots that she lost due to losing wisdom increasing equipment upon importing from Dragonspear.
Edit
She has just got Lilacor and is about to find Nalia before trying to free the rest of the slaves. The myconids almost killed Starlight due to the entire party (All two of them) getting confused.
Such a cozy place this thread is, with all the action and the cheering and support going on. I've recently moved to a new place. Don't have internet there yet, and my shapeshifting Cleric/Illusionist Owanna hasn't made much progress in SoD either. I hope to report on her soon. For now best of luck to Serg and Aasim with their new attempts, and to the others with their promising-looking runs in SoA. Grond0, leave the poor play to me
Heere it be - a swashbuckler who succeeded in getting past level 4.
Weidu log:
~EET/EET.TP2~ #0 #0 // Initialise EET (first mod in install order): 1.0 RC6 ~EET_CORE.TP2~ #0 #0 // Core EET (game importation): 1.0 RC6 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.51 BETA (requires ToB): v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB): v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #101 // Ascension Portraits - Bodhi: v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #102 // Ascension Portraits - Original Balthazar by Cuv: v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues by shawne: v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended EE Epilogues by shawne: v1.5 BETA_20160601 ~ASCENSION/SETUP-ASCENSION.TP2~ #0 #999 // Remove Anyone Identifier in EA.ids: v1.5 BETA_20160601 ~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119 ~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 9 ~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9 ~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20 ~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 20 ~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20 ~CRITICALS/CRITICALS.TP2~ #0 #3 // Revised Grandmastery: Beta 1 ~CRITICALS/CRITICALS.TP2~ #0 #4 // Revised Constitution bonuses and Hit point rolls: Beta 1 ~CRITICALS/CRITICALS.TP2~ #0 #5 // Revised Strenght bonuses: Beta 1 ~CRITICALS/CRITICALS.TP2~ #0 #6 // Revised XP bonuses and progression: Beta 1 ~CRITICALS/CRITICALS.TP2~ #0 #7 // swashbucker revised: Beta 1 ~CRITICALS/CRITICALS.TP2~ #0 #9 // dispelable IR potions: Beta 1 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #11 // Revised High Level Abilities -> Choose which classes get revised HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #101 // Fighter HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #102 // Barbarian HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #103 // Ranger HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #104 // Paladin HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #105 // Cleric HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #106 // Druid HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #107 // Monk HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #108 // Wizard HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #109 // Bard HLAs: beta 4.05 ~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #110 // Thief HLAs: beta 4.05 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 13 ~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 13 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1250 // Move NPCs from Baldur's Gate: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3194 // Alter Hostile Rest Spawns -> Disable completely: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): Beta 5 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): Beta 5 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6104 // Potions for NPCs -> All of the potions dropped by slain enemies break and are lost: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30forSR ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30forSR ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #0 // Teleport spell: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1 // Consistent NPC appearance: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #10 // 3E Thief Sneak Attack: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #11 // Adjust FPS and fix audio skipping in cutscenes: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #13 // Put Sword of Chaos +2 in Sarevok's inventory: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #15 // Disable item shattering for enemies: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #16 // Adjust BG1 weapon shattering: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #26 // Add Priest of Tempus kit for Priests: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #27 // Add racial enemies from IWD: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #28 // Remove junk from global scripts: 1.3 ~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #29 // Restore TotSC textscreens: 1.3 ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2 ~EET_END.TP2~ #0 #0 // Alternative EET GUI (SoD) ~EET_END.TP2~ #0 #1 // Finalise EET (last mod in install order)
This is my own swashbucker kit. He still keeps most of his properties (good AC, good melee), looses damage bonus, and can't set traps. Description:
SWASHBUCKLER: Whereas many warriors brave battle encased in suits of armor and wielding large and powerful weapons, swashbucklers rely on speed, agility, and panache. Swashbucklers dart in and out of the fray, wearing down opponents with lunges and feints, all while foiling the powerful attacks against them with a flick of the wrist and a flash of the blade. Their deft parries and fatal ripostes are carnage elevated to an art form. Some may be arrogant and devil-may-care, but behind this veneer lie people deeply dedicated to their craft. Those of smaller races are particularly driven to prove that the right mix of discipline and daring is the perfect counter to size and strength, and enjoy nothing more than taking down lumbering brutes and bullies. Combining fancy footwork with quick and precise lunges, swashbucklers dart in and out of battle, harassing and thwarting their opponents. These fast and agile combatants serve as protectors for spellcasters and flank mates for rogues and slayers, while waiting for the opportunity to show panache and score the killing blow on some lumbering hulk. Swashbucklers often face death with wry humor, mocking it with jabbing wit.
Advantages: - is considered ambidexterous (+2 off-hand THAC0) - starts with +2 bonus to Armor class, which increases by one every 4 levels, up to +6 at level 17 - gains +1 bonus to his Breath saves at levels 2, 10 and 19 - from level 4, Swashbucklers gain "Swift parry" ability. Each of their melee hits has a 20% chance to grant the swashbuckler an immediate extra attack and a +2 AC bonus vs melee for 3 seconds. This ability improves at levels 12 and 19, granting the swashbuckler +1 luck and +2 to his critical chance damage for it's duration. - at level 14, gains a permanent +1 Luck bonus. - at level 15, can use "Evasion" HLA 1x/day Disadvantages: - cannot backstab nor benefit from backstab multiplier increasing items. - cannot set traps
I tried soloing a few times for some easy level-ups, but it always ended in a failure to a critical hit. This time I gathered a party. First Kagain, then Viconia.
With them, killed Droth. This is important since he leaves one of the very few items available that give Critical Hit Protection (regular headgear doesn't in my install). Silence was the big winner here, even if Kagain barely survived melee whacking.
Took Jaheira and killed Khalid (a mistake on my part, he'd be useful as a backup fighter and mage - he's a f/m in my game). Got to Nashkel w/o difficulties, accepted Dorn in the party and kicked Kagain out, due to lack of long-term prospect for the dwarf. Also took Edwin, he's to be my only mage in BG1. Hence we went to kill Dynaheir, no trouble - Dorn has a very decent AC and critical hits don't hurt as much anymore. Rest of the party simply fires missiles from afar.
Did Dorn's first quest. The chick there leaves behind Amulet of Spell Warding - with IR, this can cast Spell Deflection 1x/day. A very good item.
Ankheg required a Pro Acid scroll bought from High Hedge - other than that, no issues. We're past the one-lucky-hit-and-yer-dead part.
Bought some stuff from the north village, including Greenstone Amulet. A bit too powerful, but whatever. Also killed Dushai. Took on the sirens, Dorn gets +1 CON tome.
Next, basilisks.
Lindin&co were hit by massive disable barrage including Web, Entangle and Blight. Dorn, with RoFA chopped them to pieces.
Same thing with Molkar. Ergus got held there, but SCS usually prioritizes active targets..
Next, some Durlag's, up to dwarf guardians - those are a bit too risky to tackle this soon. We even had problems with Greater Dopes there - I had to run and heal for the first time vs them.
Still, no casualties.
With that done, returned to the main plot. Mulahey's goons didn't spawn for some reason (possibly a bug of sorts), but it doesn't matter since they're kind of pathetic if you're not level 2 or lower.
The assassins just above are important for one reason alone - Defender of the Second armor provides Critical Hit protection - now my protagonist can wade in melee and make use of Swift Parry ability. He isn't yet proficient in dual-wielding so it won't trigger much, but his THAC0 is much better if he's meleeing.
Now we've just killed Tranzig and are en route to Bandit Camp.
Arriving at Brynnlaw a planetar killed Perth allowing me to review his book of truly finite spells - which went directly from fireball to burning hands.
Moving into Spellhold I gave up a spare point of dexterity before defeating Bhaal with MMMs. The loss of Bhaal powers was counter-balanced by the immediate acquisition of a bag of holding. Inside the Asylum the lich survived long enough for a planetar to disappear. I put up a simulacrum for the first time as cover and, although that was fingered to death, the lich died straight afterwards to a first use of energy blades. I got to level 23 from the enchanted book before quickly moving through the rest of the Asylum. Another casting of energy blades exhausted Jon's HPs within a round, but as usual I had to wait until after Wanev's time stop for him to realise that. That took me up to level 24 and I managed to run away before the Murderers arrived.
There was a glitch when I tried to take ship with Saemon, but found the Horn was not in it's expected place. It was then after 4.00 am though and I decided that Cayia must be an early riser - and after resting in the inn that proved to be correct. Moving on to the City-of-Caverns there were no problems completing the imps' game or acquiring the Cloak of Mirroring from the priestess. The Prince got the chance to reflect on his good fortune in inheriting the Throne - though only briefly.
In the Underdark burying a balor got me to level 25 before the Western Tunnels were cleared. Vithal isn't easy to kill for most solo characters, but a wilting did the job for me this time. In the beholder hive the first elder orb imprisoned a planetar, but failed to survive an unlucky 13th fireball from out of sight. I didn't bother clearing the rest, but just picked up the Greenstone Amulet invisibly and left.
I also left the illithid alone, so after reporting to Adalon I did a bit more shopping in the drow city before letting a planetar spring N'ashtar's ambush on the way to save Phaere (getting to level 26 there). The remaining tasks for the drow didn't take long before I beat a hasty exit after watching a botched demon summoning ceremony. Adalon was left alive to treasure her eggs while I made my way back to Athkatla.
In the City I picked up a bit of stored equipment and bought some more spells - learning those pushing me up to level 27. I tested chain contingency to see if it was possible to store multiple copies of chaos shield in that, but confirmed that that particular bit of cheese has been taken away in the EE. That means it's no longer possible to guarantee a wild mage spell casts normally by using Nahal's Reckless Dweomer, but I will try and bear up under the disappointment! At this level the only surge likely to be directly fatal is a no-save hold and that can be avoided by keeping a chaos shield up at all times when casting.
It shouldn't take long now to finish off the remainder of SoA.
Party has made more progress. Umar Hills stuff has all been taken care of, and also now so has Trademeet. We killed the genies, mainly to get the Shield of Harmony right away. Nalia's final quest (her kidnapping by Isea) has finally been completed - she has been booted out. During Trademeet, we let Cernd be in the party. But once Faldhorn was defeated, we got rid of him. He showed his weakness by being killed by Myconids. For the first time, Viconia needed to memorize a raise dead spell - to get Cernd back up and running. For the duel with Faldhorn, I forgot to buff Cernd (woops). So Cernd quickly summoned help, two nymphs. The nymphs managed to hold Faldhorn - that of course spelled her doom. We let go of Cernd after that.
I had to choose between Aerie and Viconia for Hax's romance - the only choices pro-Viconia weren't very nice to Aerie, so looks like my romance for sure is Aerie this run.
We blew a lot of gold this session. Hax splurged on the Blackblood Club, which killed many of the trolls. Hax needed a good thief weapon for 1-hand backstabs, which meant club due to Hax's proficiencies. We got another club (Gnasher I think), so now Hax can duel-wield those when he wants to. However, most of the time he'll use Shield of Harmony, since Hax's saves aren't all that great. He also got the BotIB to boost his defense.
Here's the general weapon usage for the party: Mazzy - usually the +3 short sword, but sometimes Arbane, such as when fighting enemies that can hold. She doesn't dual-wield, so uses Shield of the Lost in conjunction with this. Minsc - While he used his Elven Court Bow during clearing the Druid Grove, he's back to using Lilacor - confusion and charm immunity is just so helpful for the big guy. Hax - He has quite a few different weapon configurations depending on what's needed, but his default will be the Blackblood Club with SoH for AC and the immunities. Aerie - a basic +2 sling. She only gets in melee (Giantkin Hammer) in ambushes or when her MMM's run out. Viconia - She uses the Dragonbane Sling (+3). For melee she uses the Mauler's Arm. The party is currently pretty weak, so if we have looting issues she will equip her mace so she can help carry the loot.
Back in the vampire lair Bodhi stood no chance against an improved hasted and improved invisible planetar (taking me to level 28). Elhan used the Lanthorn to open up Suldanesselar and I moved through avoiding much of the potential combat - but still got to level 29 prior to attacking Nizi. The dragon died as a result of a vorpal hit, though he was quite low on HPs anyway so I'm not sure whether it was the vorpal itself that proved fatal. The Avatar cleared the temple before I moved on to the Tree. After killing the elementals unaided I left the berserk warrior with Jon as a sacrifice before despatching the final parasite. The efreeti gave a further distraction while I nipped around behind him and killed a simmy and mislead - a planetar then finished off the real thing. In hell I picked up: - +20% elemental resistance - immunity to normal / +1 weapons - +10% magic resistance - +13 HPs - +2 strength / -1 dexterity However, I made a big error when accidentally turning in the final tear before resting and was thus down on spells and with no summons pre-cast. To compensate, I used the staff to put up a long-lasting spell trap before running and shooting the demons after making a rare use of potions. Firetooth gives a strength bonus, so it didn't take long to do that and provide an opportunity to bring out some summons - including a first use of a hakeashar to drain the Slayer's spells. I then put up my only planetar available and attacked using energy blades for support (and breaching protections). I suspect that combination did enough damage to remove the slayer's HPs, but as often seems to happen in that fight he didn't want to give up and it took a round or two after I thought he was toast for Jon to come up with his immortal words(just missing "oh b@gger" at the end).
Arriving in ToB I did manage to remember to rest before Illasera arrived, though she's not much of an opponent anyway. After turning the script back off (quite why it assumes players will want to add a script when transferring from SoA I don't know) I went to do the first pocket plane challenge. Two planetars and the odd wilting helped deal with that, getting me to my 30th (and penultimate) level.
@Grond0 Now is NOT the time to lose your concentration.
@Corey_Russell The romance with Aerie was quite funny when Korgan was in the party, but I didn't like the fact that she jumps into bed with you and gets hot with you without so much as a "by your leave." That once happened to me in RL and I wasn't happy. There should be consent IMO even in games. If the character is evil, of course consent might be missing, but not for a good character. There seems to be an assumption that the bloke will ALWAYS say yes, and whilst that is often the case, it isn't always.
Comments
What is your record progress in BG2?
He chose to surrender Bridgefort to the crusaders, avoiding a potential confrontation with a half-orc called "the Barghest".
He then charged the Bridge defenders with overwhelming force. 5 skelly warriors, everyone hasted and buffed to the hilt. The potion cost was heavy, but it turned out that the crusaders had mostly abandoned the Bridge, leaving only a token force to try and blow it up.
Cavan secured the Bridge with little effort. He is slightly concerned that the Barghest may return to challenge him later.
Cavan has now reached the Siege Camp.
I have never played it in EE so perhaps on this occasion I won't add mods as it will be new anyway.
Playing it Neutral will also make a change. I've always played a good character in the past.
EDIT
Just discovered why people say that it is buggy.
Starlight, a cleric cannot wear either the splint or chainmail. I have just realised that I will have to delete files from previous installations in my documents folder and re-install yet again.
I've finished vanilla BG2 once, with reloads. Once with the old-school Tactics mod, with many reloads. But never ToB under any circumstance. Last time I tried, I gave up because the Staff of the Magi in vanilla felt like cheating.
Patience hasn't been one of my virtues... but age is helping.
I'm now spending loads of time buffing before foreseeable conflicts. I'm keeping my Bhaalspawn's aura clear most of the time, using it to counter disablers.... it's definitely increasing my progress.
I think I'm now committed to including SoD into every new attempt. It is a worthy addition to the saga. I feel like I need to do more runs with new companions to get more of the meat of it. I'm also wondering what SCS would do to it....
Odds are, I've got lots of rats left to kill in Candlekeep!
Spellhold.
Goibniu and his party started clearing the first level of the asylum with the help of some summons - and while I'm still sometimes using aerial servants and invisible stalkers, the party also has access to warrior skeletons now, thanks to Luna's experience progress. They were used, among other things, against the pit fiend (which has ended one of my previous randomized party runs):
Meanwhile, Goibniu was solving some riddles. Eventually, the party moved on to the second level, where Donar had to fight another beholder:
The party obtained the crystal from the kobolds and the hand from Dace. The undead were killed via protection scroll once again.
Goibniu entered the third asylum level. After a quick encounter with Bodhi and some minor battles, the fight against the three clay golems was won with the help of magical blunt weapons (saved mostly for this very occasion), summons and various offensive and defensive buffs:
More boots of speed! Now, Goibniu had to pass various tests and finally encountered Irenicus. The battle was rather weird - I dealt some early damage to the mage, then retreated to position my party and deal with the clones. However, suddenly, the battle was over, the party had won:
I'm not sure how, since Irenicus hadn't been taking any damage for a while according to the combat log. The best explanation I have is that his speech trigger was somehow delayed and I had actually defeated him very early on (though the game refused to acknowledge it for a while).
Anyway, the party also cleared the City of Caverns. Not much to say here; Summons and ranged attacks, mostly. Usually, at this point in the game, I wouldn't still be using a lot of ranged weapons (only on a couple of specific character classes), but since my party has very low hp, ac etc., staying away while summons take most of the hits is propably for the best. Plus, ranged weapons are still quite useful in situations like this:
Next time: The Underdark.
Enuhal
Was very smooth sailing, too smooth in fact. Even though I didn't break my own rules for the run it just got a tad too meta a tad too often, using the perfect amount of resources for every encounter, traveling invis when I should etc etc.
So Dice was struck down by restartitis. It doesn't even offer a save..
(Move along. OCD Geek with obscure reference issues.)
Hax is alive is well. The intent of this run (to see the 3 male romances squabble) has been altered by a stone golem. Jaheira was badly hurt and slowed and I wasn't sure what to do. Spells not much use against a golem. Well the stone golem decided to chunk Jaheira - RIP Jaheira.
I now realize I should have turned off AI and had Hax turn her invisible - that definitely might have saved her - oops! (I forget about that option since many times I would think of it is against enemies that see thru invis and thus not useful then).
What's ironic is I might not see any squabbles at all - Viconia and Aerie both have low HP and easily can get chunked if I'm not careful.
In any case, Hax is working his way through D'Arnise Keep. Definitely don't need another mage, so after we sell our stuff and get our reward from Nalia, we will probably recruit Mazzy - Minsc has just been taking too much damage, a bona fida tank like Mazzy might help. We need better shields, but not enough money yet.
I used Gog Galaxy for the installation so it should be the latest version.
To make them work correctly do I import Seluna as per usual and then in multi-player mode create a cleric called Starlight and edit her in EE Keeper to make her stats as they should be?
Edit: I have discovered what has caused the problem. In BG1 she was a Silverstar of Selune from the Clerical remix. In Dragonspear this was changed to just Cleric.
Upon import this kit was changed to Grizzly.
There appear to be two answers: Install Clerical Remix into BG2 EE, or change the class to base class.
Changing class to base class improves things, (She can use armour) but I will see what effect installing Clerical Remix has.
Another slow start,
Hear text as mp3,
I’m taking my time again, J died to save a drow then we asked Imoen to kite the first Battle horror... Sarah killed it and grabbed most the experience so we talked some bar fly out of a fight to finish my level. I did consider staying with stalker for another level but we need healing now, so I dualed to cleric... Sarah is now third level and managed to pickpocket a nice cape.
Returning the child to his mother, Glacies was then rewarded with Permafrost, replacing her sword that had been broken in the ensuring fight for the child.
The sword has since been passed down from knight to apprentice (squire) before being lost in the shadow king wars...
... That is until today.
Permafrost is a + 2 simitar that does extra ice damage against targets
When fighting Ogres the sword may send their soul to the ice plains on any critical hit, any ogre suffering this fate will be frozen solid and killed outright.
For those of you, who familiar with (remember or even care) I would like to inform that Impish Face, my gnomish Fighter/Illusionist, whose run was started back there at Bioware forums long long ago, still full and well. He was last seen in the Demon's Maze of Watcher's Keep at the doorsteps of Ka'rashur's chamber. Then he suddenly vanished. Some vague rumors say that he is on a vacations somewhere on Eora and quite pleased with that. I'm intending to finish this run one way or another someday but at the moment I'm itching to try my new setup:
- EasyTuTu for BG1/ToSC;
- Ascension for BG2 SoA/ToB;
- Spell Revisions v.4 beta 13 by @Demivrgvs. This is the first time I ever try this mod and so quite thrilled;
- Revised SCS by @Aasim (aka Kreso). This is a modification of SCS, based on v.30 so that AI could benefit from SR's changes, tweaks and new spells. Also somewhat new for me as I'm still stick with v.21 of SCS. As usual, full pre-buffs and all tactical challenges;
- aTweaks with (for BG2) PnP Fiends but not altered statistics (i.e. with SCS ones) and with Fiendish Gating.
- Polytweak (for BG2) by Polytope. The most notable changes are PNP Mind Flayer attacks, so they no longer drain Int but rather 25% HP per hit and able to finish any char in one round (this attacks don't bypass Stoneskins though) and improved Umber Hulks (no longer susceptible to Death Spell / Cloudkill instant death). A must have mod for me.
- Jimfix by GrimJim. Prevent silent prebuffs, add spell school notifications to the combat log, add expiration notifications for buffs. Another must have.
- Item Randomiser. I can no longer play BG without that.
- Some other tweaks (max HP for all creatures, 100% spell learning etc.), Infinity Animations (mostly for restored vanilla BG1 characters animations).
Full Weidu for BG1/ToSC:
// 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]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #106 // Use Caster Level On Mirror Image [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
~SETUP-TUTUFIX.TP2~ #0 #2 // Restored BG1 Loadscreens
~SETUP-TUTUFIX.TP2~ #0 #3 // BG2 Ammo Stacks
~SETUP-TUTUFIX.TP2~ #0 #4 // Totemic Druid Spirit Summons are Balanced
~SETUP-TUTUFIX.TP2~ #0 #5 // BG1 Summoning Spells
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 13
~SETUP-TUTUSOUNDS.TP2~ #0 #0 // Casting Sounds -> Restored BG1 Casting Sounds And Special Effects
~SETUP-TUTUSOUNDS.TP2~ #0 #2 // Restored BG1 Combat Sounds
~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
~1PP/1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons
~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves
~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)
~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
~1PP/1PP.TP2~ #0 #209 // 1ppv4: Attachable wings (core)
~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals
~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #7 // The BG1 NPC Project: Kivan's "Kivan and Deheriana Companions" portrait: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20
~BG1NPC.TP2~ #0 #25 // Jason Compton's Accelerated Banter Script: v20
~BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Bardic Reputation Adjustment: v20
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20
~BG1NPCMUSIC/BG1NPCMUSIC.TP2~ #0 #0 // The BG1 NPC Project Music Pack -> Install All Audio: v5
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: 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 #1090 // Exotic Item Pack: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v16
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v16
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30forSR
~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): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3000 // Replace BG1-style elemental arrows with BG2 versions: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4100 // Allow player to choose NPC proficiencies and skills: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6102 // Potions for NPCs -> Half the potions dropped by slain enemies break and are lost: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30forSR
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #153 // PnP Fiends -> Give aTweaks scripts to all fiends but do not alter statistics: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #217 // Bard songs break invisibility -> All Bard songs break invisibility: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #262 // Altered XP rewards from locks, traps and scrolls -> No XP rewards from locks, traps and scrolls: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #324 // Use Icewind Dale's Dimension Door animation -> Fast animation speed, shorter delay between animation start and creature appearance/disappearance: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #500 // Slightly expanded storage capacity for containers -> Use the recommended storage capacity value (999): v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.50
~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.50
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #0 // Fix Sunfire power levels: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #100 // Check for and fix incorrect spell animations: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #400 // Prevent silent prebuffs: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #201 // Add spell school notifications to the combat log -> All spells with a casting time greater than 1: v2.1
~JIMFIX/SETUP-JIMFIX.TP2~ #0 #300 // Add expiration notifications for buffs: v2.1
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #0 // Infinity Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #25 // Humanoid Animation Fixes: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #50 // Distinctive Genies: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #150 // Pit Fiends -> All get the NWN animation: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #210 // Cambion/Isair Animation -> All cambions: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #260 // Alu-Fiend/Madae Animation -> All alu-fiends: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #400 // Distinctive Undead: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #410 // Skeleton Warriors -> Barrow Wight animation: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #450 // Seer Animation -> Some beggars and slaves: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #500 // More Base Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #550 // More Icewind Dale Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #600 // More Icewind Dale II Animations: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #8030 // BG1 Animations for NPCs -> Most relevant creatures: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9000 // Fix Areas -> Creature References: v5
~INFINITYANIMATIONS/SETUP-INFINITYANIMATIONS.TP2~ #0 #9520 // BG1 Animations for Exported PCs -> Patch all PCs without prompting: v5
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
~SETUP-TUTUGUIFONT.TP2~ #0 #0 // Baldurs Gate fonts for TutuGUI
~RANDOMISER/RANDOMISER.TP2~ #0 #500 // Randomly replace the WIS tome normally found in TotSC with one of the 6 available types: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #530 // Randomise scrolls: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #570 // Randomise the appearance of cursed items: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #1300 // Randomise items -> Mode 2: Randomise with WeiDU. No items are lost: v6.8
~RANDOMISER/RANDOMISER.TP2~ #0 #5075 // Slimes have no items equipped: v6.8
Some house rules - competionist run: no area unexplored, no enemy left to live; play fair, let enemies' pre-buffs fire, no preemptive out-of-sight bombardment, no area change abuse (I might flee in desperate situations but not use that trick to soak enemies' spells out).
Some of you might already know, that my most favorite character is gnomish Cleric/Illusionist. I had one unmodded no-reload run with him ended in the second phase of Throne fight being swarmed by Mel's Slayer Shadows. He was a cheerful lad and led a group of musicians named Band of Six only to fell at one step before geting their first Grammy. The years passed by and his apprentice grew up. I hope he will succeed where his mentor failed and so "The Tale of Grim Face" begins:
to be continued...
So the party got our replacement for Jaheira - Mazzy. Minsc has been put in the 3rd position with his Lilacor and Hax is in front with Mazzy. With this new line-up, we aren't draining our potion container dry anymore. The team just completed Umar Hills Temple area - was pretty clean for the team. We aren't booting Nalia yet, we will wait until we finish her quests before doing so. Incidentally Hax has the fighter strong-hold. Shade Lord died fast.
With 3 mages in the party, Hax was not going to be cowed by an over-grown shadow dragon. The plan was to use lightning bolts and single target direct damage (magic missiles, melf's etc.), with Mazzy and Minsc running the distraction. Hax would also try to blind the dragon. We don't have lower resist yet, so we know we were going to be resisted, but if we kept at it they would hit/stick part of the time. This left what to do with Viconia. Rather than have her try to hit a high AC target like Thaxxy, we had Viccy use her magic missile wand - guaranteed hit if it's not resisted. We did massive buffs, most important probably being protection of lightning on everyone, chaotic commands on some people and of course resist fear. No summons were used (would be dangerous with all our lightning bolts flying around). This worked great!
Will keep at it. Am finally seeing the bickering between Aerie and Viconia. Not sure who to go with in the end, but probably Viconia (because I usually choose her the least, in no small part because she rarely is in my parties).
In BG2 I have now installed Divine Remix and BG2 Tweaks.
I used EE Keeper to make Starlight a Silverstar of Selune again.
For the duration of the Siege of Dragonspear she was a standard cleric. I can live with that.
I was pleased that I did not lose ALL my equipment but a bit disappointed that the shields that were made in Dragonspear, the ones made from dragonskin and the hide of a boring beetle were lost. Some good arrows were also lost on importation, but at least Starlight has her sunburst bullets and Imoen has a dart that will do poison damage. It's not powerful, but will interrupt spells.
The only armour for Seluna that will import is some splint mail +1. All the good stuff was lost upon import.
The parts of Tweaks that were installed were the convenience parts.
Imoen is much better looking thief/conjurer
They are now up and ready to go.
Going to the Graveyard District for the first time I cleared the upper tombs, mainly using melee with a potion of speed (I did rather cheesily though resort to leaving a mislead clone outside the shadow fiend tomb). Uncle Lester taught his nephew a lesson, but then found he had nothing further to live for. The Crypt King required a lot of running round in a small space throwing MMMs (renewing those outside the tomb).
In the lower area skeleton warriors attacked Pai'Na while I stayed invisible (to avoid any mishaps with poisonous spiders). Kitthix and the ioun stone were both nice prizes from that encounter. The Southern Tombs were also cleared on the way to vampire HQ. I meleed the clay golem there before staking a vampire to get to level 15. Tanova used all her spells up on one skeleton, but managed to finish it off in melee - a second was too much for her, however. More skeletons cleared out downstairs and, after Kitthix webbed Lassal, I rested to be able to recruit skeletons again for Bodhi. She proved harder to hit than I expected though and killed 3 skeletons and the berserk warrior before finally taking a telling shot while chasing me round a table.
After fobbing Aran off with the excuse that
the cheque's in the postI just need to restock supplies, I went to clear the temple sewers. The rakshasa lasted only seconds and Tarnor's gang not too much longer. Mekrath's failure to protect against magical weapons left him helpless and his yuan-ti guards were no match for skeleton warriors. Finally in that area I opened up access to the lich and attacked it using a scroll of PfU and an oil of speed. The liches at the City Gates and Bridge District went the same way before I realised that I should stock up on scrolls of MMM. The first oil of speed ran out while doing that and was immediately replaced. Hurrying on to Kangaxx I added a couple of potions of mind focusing and a potion of power before meleeing his original form. MMMs were then used for the demi-lich, along with improved haste to try and overcome his regeneration. I was lucky in that none of the MMM spells were lost to surges and Kangaxx died at the end of the 5th of my 6 memorized spells (without the need for the scrolls just bought). That got me up to level 16 - with unadjusted spell saving throw now down to 1 I would have to be really unlucky to die to a surge in future ...Returning to the temple sewers I undertook the Unseeing Eye quest. The beholders at the bridge were dealt with by sending in a stream of summons before the Empathic Manifestation was healed (dangerous as that requires casting in combat - with the possibility of a no-save hold surge). Downstairs it took about 10 charges from the wand of monster summoning, but the lich eventually ran out of spells. Things were easier in the beholder hive after resting - a single lot of skeleton warriors cleared the area with the help of a skull trap on the blind priests that got me up to level 17. The Unseeing Eye then failed to complete a spell. After returning the Rift Device Gaal got stuck in a web.
Clearing up a few loose ends Mencar's group were also webbed, before Brennan Riesling was surrounded to prevent him running off. The kidnappers were sorted out and the pantaloons recovered and the Dawn Ring returned to the Temple of Lathander. Next up will be the Planar Prison.
aTweaks with Gating + SCS HP for Demons? SRv4? Tweaked SCS? You must be crazy! I'll join you (just to get to freakin' level 4 )
GL, you're gonna need it. Note that aTweaks demons won't (I think) use PWs vs Deflections, but they'll toss Dispels like there's no tomorrow.....
Good to see @Grond0 jammin' his WM again....
I'd forgotten how easy the dungeon is without mods.
Next time I will have to install SCS I think. The downside of no SCS is having less experience.
However, it is well past time that I completed the run no-reloads so I will try it as it is this time.
She completed the dungeon with no problem as having a cleric she didn't need to use a single potion or scroll.
Wild mage {6} (update 5)
I entered the Planar Prison invisible and hasted and got out of sight before the Bounty Hunter finished true sight. Some summons then helped finish off the mage before he could buff and the others soon joined him. Those summons moved east in the prison, ignoring the cells and lasted long enough to clear the way to the Master of Thralls (with a bit of help from the wand of fire). After resting, I got around to making use of improved chaos shield for the first time while generating more skeletons to sort the Master out - he couldn't even hit them in response. Cracking the orb got me to level 18 - as if skeleton warriors were not enough future enemies can now be faced with a planetar! The Warden's spell turning reflected a bit of fire damage from MMMs back, but the spell soon expired - as did the Warden.
The planetar got a first outing at the Guarded Compound where he ambushed enemies attempting to follow me down the stairs. I attempted to go on to the Twisted Rune, but didn't have a rogue stone, so instead ventured to Trademeet. The genies fell immediately before I quickly ran through the druids to get to Faldorn and open up the last of the Trademeet shops. I should have bought a few things there after reputation climbed to 20, but the berserk warrior had other ideas. I thought it would come back under control shortly after the original enemies were dead, but I wasn't watching closely and annoying the militia there kept him attacking until they were dead and reputation was trashed. I restored that at the temple only to find when returning that the efreeti had also apparently had a bad hair day in that battle! I did, however, manage to clear the tomb without problems with the help of a first use of the air elemental.
Back in Athkatla I returned to the Twisted Rune and entered that. Using a PfU scroll immediately after talking to Shangalar allowed him to be shot down. A first attempt to produce a planetar only got a bloodstone amulet, but the second was successful and it quickly killed Shyressa and Revanek before Layene's meteor swarm did the job on Vaxall before the planetar could do so. A pit fiend made the planetar run around scared until it unsummoned and I waited for the pit fiend to disappear as well (taking my 19th level during that) before discovering that Layene had been killed at some point earlier in the contest - leaving the Staff of the Magi on the ground.
Moving on to Umar skeleton warriors dealt with most of the undead in the temple, but left the liches to a planetar. Putting the Symbol of Amaunator back together got me to level 20. The ability to produce summons unhindered meant Thaxy was no problem, but I took a slight risk in generating a planetar to sort out the Shade Lord.
With reputation back up to 20 I returned to Trademeet to finish shopping there, including picking up Adratha's stock of potions of power.
I had thought of going on to Spellhold then, but decided to do the Planar Sphere first. The first step there was packaging Valygar neatly for travel in a backpack. On arrival at the Sphere there was a delay in killing the clay golem caused by an identity crisis, but the wolf nosed the door closed to provide time to recover until a planetar could successfully be summoned. Skeletons dealt with the halflings and a few more enemies, but couldn't hit fire elementals so I meleed those before resting to get a planetar back for the golems. Putting together my own golem was then enough for level 21. A skeleton cut down Lavok while I watched invisibly before going to get a demon heart. Tolgerias survived an initial attack, so the planetar made a rare use of some summoned insects to shut him down. The hot room yielded the Staff of Fire, just to cover the unlikely event that I ever run out of summons, and soon after that Lavok was breathing his last outside.
After sending some Knights back to their home sphere I told some young apprentices to make a dagger and a ADHW scroll. Buoyed by their success they were willing to have a go at making a staff of power as well - and rather to my surprise they were successful, though at a small cost to themselves.
A few more potions of genius were taken before looking in my scroll case to see what I'd picked up recently. Learning a few spells from that selection got me to level 22 - which is more than enough to make my next stop Spellhold.
@Grond0 Best of intelligence at Spellhold.
Seluna has helped out at the circus, killed Amalas, and has now looked into the other entertainment available at the Copper Coronet and discovered some slavers. She has defeated some, but has now discovered that there are some more.
Seluna and Starlight have both just reached level 11. Starlight has therefore just regained some (not all) of the spellslots that she lost due to losing wisdom increasing equipment upon importing from Dragonspear.
Edit
She has just got Lilacor and is about to find Nalia before trying to free the rest of the slaves. The myconids almost killed Starlight due to the entire party (All two of them) getting confused.For now best of luck to Serg and Aasim with their new attempts, and to the others with their promising-looking runs in SoA. Grond0, leave the poor play to me
Weidu log:
~EET/EET.TP2~ #0 #0 // Initialise EET (first mod in install order): 1.0 RC6
~EET_CORE.TP2~ #0 #0 // Core EET (game importation): 1.0 RC6
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.51 BETA (requires ToB): v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB): v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB): v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB): v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB): v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB): v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #101 // Ascension Portraits - Bodhi: v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #102 // Ascension Portraits - Original Balthazar by Cuv: v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #103 // Restored Bhaalspawn Powers by David Gaider: v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #104 // Extended Epilogues by shawne: v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #105 // Extended EE Epilogues by shawne: v1.5 BETA_20160601
~ASCENSION/SETUP-ASCENSION.TP2~ #0 #999 // Remove Anyone Identifier in EA.ids: v1.5 BETA_20160601
~AC_QUEST/SETUP-AC_QUEST.TP2~ #1 #0 // Ascalon's Questpack: 2.00b_160119
~ITEM_REV/ITEM_REV.TP2~ #0 #0 // Item Revisions by Demivrgvs: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1030 // Store Revisions: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1042 // Revised Armor -> Without Movement Speed Penalties: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #10 // Revised Shield Bonuses: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #17 // Weapon Changes: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1080 // Enchantment Doesn't Affect Speed Factor of Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #11 // Dual Wielding Changes for Light and Heavy Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #18 // Revised Backstabbing -> Thief-only Weapons: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1200 // Revised Critical Hit Aversion: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #12 // Items of Protection Can Be Worn with Magical Armor: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1091 // Remove Weapon Restrictions from Multi-classed Divine Spellcasters -> Clerics and Druids: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #16 // PnP Equipment for Druids -> Druids and Fighter/Druids: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1060 // Kensai Can Wear Bracers: V4 Beta 9
~ITEM_REV/ITEM_REV.TP2~ #0 #1070 // Thieves Can Use Wands: V4 Beta 9
~KIT_REV/KIT_REV.TP2~ #0 #0 // Kit Revisions: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #110 // Revised THAC0 tables: Beta 20
~KIT_REV/KIT_REV.TP2~ #0 #120 // Revised Saving Throws: Beta 20
~CRITICALS/CRITICALS.TP2~ #0 #3 // Revised Grandmastery: Beta 1
~CRITICALS/CRITICALS.TP2~ #0 #4 // Revised Constitution bonuses and Hit point rolls: Beta 1
~CRITICALS/CRITICALS.TP2~ #0 #5 // Revised Strenght bonuses: Beta 1
~CRITICALS/CRITICALS.TP2~ #0 #6 // Revised XP bonuses and progression: Beta 1
~CRITICALS/CRITICALS.TP2~ #0 #7 // swashbucker revised: Beta 1
~CRITICALS/CRITICALS.TP2~ #0 #9 // dispelable IR potions: Beta 1
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #11 // Revised High Level Abilities -> Choose which classes get revised HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #101 // Fighter HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #102 // Barbarian HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #103 // Ranger HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #104 // Paladin HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #105 // Cleric HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #106 // Druid HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #107 // Monk HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #108 // Wizard HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #109 // Bard HLAs: beta 4.05
~REFINEMENTS/SETUP-REFINEMENTS.TP2~ #0 #110 // Thief HLAs: beta 4.05
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #0 // Spell Revisions: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #10 // Deva and Planetar Animations: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #20 // Mirror Image Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #30 // Dispel Magic Fix: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #50 // Remove Disabled Spells from Spell Selection Screens: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #55 // Spell Deflection blocks AoE spells: v4 Beta 13
~SPELL_REV/SETUP-SPELL_REV.TP2~ #0 #60 // Update Spellbooks of Joinable NPCs: v4 Beta 13
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #70 // Icewind Dale Casting Graphics (Andyr): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1010 // More Interjections: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1090 // Exotic Item Pack: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1250 // Move NPCs from Baldur's Gate: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2352 // Alter Multiclass Restrictions -> Install both of the above options: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3020 // Identify All Items: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3030 // Easy Spell Learning -> 100% Learn Spells: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited Ammo Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3090 // Increase Gem and Jewelry Stacking -> Unlimited Gem and Jewelry Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited Potion Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited Scroll Stacking: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3120 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Are Never Angry About Reputation: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3160 // Keep Drizzt's Loot, Disable Malchor Harpell: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3170 // No Drow Avatars On Party In Underdark: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3191 // Disable Non-Hostile Rest Spawns: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3194 // Alter Hostile Rest Spawns -> Disable completely: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3205 // Stores Purchase All Item Types: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): Beta 5
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): Beta 5
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5000 // Ease-of-use party AI: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5010 // Move Boo into Minsc's pack: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5020 // Remove the blur graphic effect from the Cloak of Displacement: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6024 // Add high-level abilities (HLAs) to spellcasters -> All eligible spellcasters in Throne of Bhaal and Shadows of Amn get HLAs (very challenging and not really recommended!): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6104 // Potions for NPCs -> All of the potions dropped by slain enemies break and are lost: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends -> Fiends have about 50 percent more hit points than normal: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies -> Genies have about 50 percent more hit points than normal: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6530 // Smarter celestials -> Celestials have about 50 percent more hit points than normal: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons -> Dragons have a substantial hit point increase: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6551 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic blocks all spells, including harmful ones, for a round (simulates D&D rules): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids can see through invisibility: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Give Ascension versions of Irenicus and Sendai SCS scripts and abilities: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Give Ascension demons SCS scripts and abilities: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8081 // Improved Bodhi (Tactics Remix) -> Original Tactics Improved Bodhi with SCSII scripting: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive (adapted from Quest Pack): v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Slightly Improved Watcher's Keep: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Enhanced Sendai's Enclave: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: v30forSR
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: v30forSR
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #0 // Teleport spell: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #1 // Consistent NPC appearance: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #10 // 3E Thief Sneak Attack: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #11 // Adjust FPS and fix audio skipping in cutscenes: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #13 // Put Sword of Chaos +2 in Sarevok's inventory: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #15 // Disable item shattering for enemies: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #16 // Adjust BG1 weapon shattering: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #26 // Add Priest of Tempus kit for Priests: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #27 // Add racial enemies from IWD: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #28 // Remove junk from global scripts: 1.3
~EET_TWEAKS/EET_TWEAKS.TP2~ #0 #29 // Restore TotSC textscreens: 1.3
~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
~EET_END.TP2~ #0 #0 // Alternative EET GUI (SoD)
~EET_END.TP2~ #0 #1 // Finalise EET (last mod in install order)
This is my own swashbucker kit. He still keeps most of his properties (good AC, good melee), looses damage bonus, and can't set traps.
Description:
Combining fancy footwork with quick and precise lunges, swashbucklers dart in and out of battle, harassing and thwarting their opponents. These fast and agile combatants serve as protectors for spellcasters and flank mates for rogues and slayers, while waiting for the opportunity to show panache and score the killing blow on some lumbering hulk. Swashbucklers often face death with wry humor, mocking it with jabbing wit.
Advantages:
- is considered ambidexterous (+2 off-hand THAC0)
- starts with +2 bonus to Armor class, which increases by one every 4 levels, up to +6 at level 17
- gains +1 bonus to his Breath saves at levels 2, 10 and 19
- from level 4, Swashbucklers gain "Swift parry" ability. Each of their melee hits has a 20% chance to grant the swashbuckler an immediate extra attack and a +2 AC bonus vs melee for 3 seconds. This ability improves at levels 12 and 19, granting the swashbuckler +1 luck and +2 to his critical chance damage for it's duration.
- at level 14, gains a permanent +1 Luck bonus.
- at level 15, can use "Evasion" HLA 1x/day
Disadvantages:
- cannot backstab nor benefit from backstab multiplier increasing items.
- cannot set traps
I tried soloing a few times for some easy level-ups, but it always ended in a failure to a critical hit. This time I gathered a party. First Kagain, then Viconia.
With them, killed Droth. This is important since he leaves one of the very few items available that give Critical Hit Protection (regular headgear doesn't in my install). Silence was the big winner here, even if Kagain barely survived melee whacking.
Took Jaheira and killed Khalid (a mistake on my part, he'd be useful as a backup fighter and mage - he's a f/m in my game).
Got to Nashkel w/o difficulties, accepted Dorn in the party and kicked Kagain out, due to lack of long-term prospect for the dwarf. Also took Edwin, he's to be my only mage in BG1.
Hence we went to kill Dynaheir, no trouble - Dorn has a very decent AC and critical hits don't hurt as much anymore.
Rest of the party simply fires missiles from afar.
Did Dorn's first quest. The chick there leaves behind Amulet of Spell Warding - with IR, this can cast Spell Deflection 1x/day. A very good item.
Ankheg required a Pro Acid scroll bought from High Hedge - other than that, no issues. We're past the one-lucky-hit-and-yer-dead part.
Bought some stuff from the north village, including Greenstone Amulet. A bit too powerful, but whatever. Also killed Dushai. Took on the sirens, Dorn gets +1 CON tome.
Next, basilisks.
Lindin&co were hit by massive disable barrage including Web, Entangle and Blight. Dorn, with RoFA chopped them to pieces.
Same thing with Molkar. Ergus got held there, but SCS usually prioritizes active targets..
Next, some Durlag's, up to dwarf guardians - those are a bit too risky to tackle this soon.
We even had problems with Greater Dopes there - I had to run and heal for the first time vs them.
Still, no casualties.
With that done, returned to the main plot. Mulahey's goons didn't spawn for some reason (possibly a bug of sorts), but it doesn't matter since they're kind of pathetic if you're not level 2 or lower.
The assassins just above are important for one reason alone - Defender of the Second armor provides Critical Hit protection - now my protagonist can wade in melee and make use of Swift Parry ability. He isn't yet proficient in dual-wielding so it won't trigger much, but his THAC0 is much better if he's meleeing.
Now we've just killed Tranzig and are en route to Bandit Camp.
Arriving at Brynnlaw a planetar killed Perth allowing me to review his book of truly finite spells - which went directly from fireball to burning hands.
Moving into Spellhold I gave up a spare point of dexterity before defeating Bhaal with MMMs. The loss of Bhaal powers was counter-balanced by the immediate acquisition of a bag of holding. Inside the Asylum the lich survived long enough for a planetar to disappear. I put up a simulacrum for the first time as cover and, although that was fingered to death, the lich died straight afterwards to a first use of energy blades. I got to level 23 from the enchanted book before quickly moving through the rest of the Asylum. Another casting of energy blades exhausted Jon's HPs within a round, but as usual I had to wait until after Wanev's time stop for him to realise that. That took me up to level 24 and I managed to run away before the Murderers arrived.
There was a glitch when I tried to take ship with Saemon, but found the Horn was not in it's expected place. It was then after 4.00 am though and I decided that Cayia must be an early riser - and after resting in the inn that proved to be correct. Moving on to the City-of-Caverns there were no problems completing the imps' game or acquiring the Cloak of Mirroring from the priestess. The Prince got the chance to reflect on his good fortune in inheriting the Throne - though only briefly.
In the Underdark burying a balor got me to level 25 before the Western Tunnels were cleared. Vithal isn't easy to kill for most solo characters, but a wilting did the job for me this time. In the beholder hive the first elder orb imprisoned a planetar, but failed to survive an unlucky 13th fireball from out of sight. I didn't bother clearing the rest, but just picked up the Greenstone Amulet invisibly and left.
I also left the illithid alone, so after reporting to Adalon I did a bit more shopping in the drow city before letting a planetar spring N'ashtar's ambush on the way to save Phaere (getting to level 26 there). The remaining tasks for the drow didn't take long before I beat a hasty exit after watching a botched demon summoning ceremony. Adalon was left alive to treasure her eggs while I made my way back to Athkatla.
In the City I picked up a bit of stored equipment and bought some more spells - learning those pushing me up to level 27. I tested chain contingency to see if it was possible to store multiple copies of chaos shield in that, but confirmed that that particular bit of cheese has been taken away in the EE. That means it's no longer possible to guarantee a wild mage spell casts normally by using Nahal's Reckless Dweomer, but I will try and bear up under the disappointment! At this level the only surge likely to be directly fatal is a no-save hold and that can be avoided by keeping a chaos shield up at all times when casting.
It shouldn't take long now to finish off the remainder of SoA.
Party has made more progress. Umar Hills stuff has all been taken care of, and also now so has Trademeet. We killed the genies, mainly to get the Shield of Harmony right away. Nalia's final quest (her kidnapping by Isea) has finally been completed - she has been booted out. During Trademeet, we let Cernd be in the party. But once Faldhorn was defeated, we got rid of him. He showed his weakness by being killed by Myconids. For the first time, Viconia needed to memorize a raise dead spell - to get Cernd back up and running. For the duel with Faldhorn, I forgot to buff Cernd (woops). So Cernd quickly summoned help, two nymphs. The nymphs managed to hold Faldhorn - that of course spelled her doom. We let go of Cernd after that.
I had to choose between Aerie and Viconia for Hax's romance - the only choices pro-Viconia weren't very nice to Aerie, so looks like my romance for sure is Aerie this run.
We blew a lot of gold this session. Hax splurged on the Blackblood Club, which killed many of the trolls. Hax needed a good thief weapon for 1-hand backstabs, which meant club due to Hax's proficiencies. We got another club (Gnasher I think), so now Hax can duel-wield those when he wants to. However, most of the time he'll use Shield of Harmony, since Hax's saves aren't all that great. He also got the BotIB to boost his defense.
Here's the general weapon usage for the party:
Mazzy - usually the +3 short sword, but sometimes Arbane, such as when fighting enemies that can hold. She doesn't dual-wield, so uses Shield of the Lost in conjunction with this.
Minsc - While he used his Elven Court Bow during clearing the Druid Grove, he's back to using Lilacor - confusion and charm immunity is just so helpful for the big guy.
Hax - He has quite a few different weapon configurations depending on what's needed, but his default will be the Blackblood Club with SoH for AC and the immunities.
Aerie - a basic +2 sling. She only gets in melee (Giantkin Hammer) in ambushes or when her MMM's run out.
Viconia - She uses the Dragonbane Sling (+3). For melee she uses the Mauler's Arm. The party is currently pretty weak, so if we have looting issues she will equip her mace so she can help carry the loot.
Back in the vampire lair Bodhi stood no chance against an improved hasted and improved invisible planetar (taking me to level 28). Elhan used the Lanthorn to open up Suldanesselar and I moved through avoiding much of the potential combat - but still got to level 29 prior to attacking Nizi. The dragon died as a result of a vorpal hit, though he was quite low on HPs anyway so I'm not sure whether it was the vorpal itself that proved fatal. The Avatar cleared the temple before I moved on to the Tree. After killing the elementals unaided I left the berserk warrior with Jon as a sacrifice before despatching the final parasite. The efreeti gave a further distraction while I nipped around behind him and killed a simmy and mislead - a planetar then finished off the real thing.
In hell I picked up:
- +20% elemental resistance
- immunity to normal / +1 weapons
- +10% magic resistance
- +13 HPs
- +2 strength / -1 dexterity
However, I made a big error when accidentally turning in the final tear before resting and was thus down on spells and with no summons pre-cast. To compensate, I used the staff to put up a long-lasting spell trap before running and shooting the demons after making a rare use of potions. Firetooth gives a strength bonus, so it didn't take long to do that and provide an opportunity to bring out some summons - including a first use of a hakeashar to drain the Slayer's spells. I then put up my only planetar available and attacked using energy blades for support (and breaching protections). I suspect that combination did enough damage to remove the slayer's HPs, but as often seems to happen in that fight he didn't want to give up and it took a round or two after I thought he was toast for Jon to come up with his immortal words(just missing "oh b@gger" at the end).
Arriving in ToB I did manage to remember to rest before Illasera arrived, though she's not much of an opponent anyway. After turning the script back off (quite why it assumes players will want to add a script when transferring from SoA I don't know) I went to do the first pocket plane challenge. Two planetars and the odd wilting helped deal with that, getting me to my 30th (and penultimate) level.
@Corey_Russell The romance with Aerie was quite funny when Korgan was in the party, but I didn't like the fact that she jumps into bed with you and gets hot with you without so much as a "by your leave."
That once happened to me in RL and I wasn't happy.
There should be consent IMO even in games. If the character is evil, of course consent might be missing, but not for a good character.
There seems to be an assumption that the bloke will ALWAYS say yes, and whilst that is often the case, it isn't always.