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"Maybe this time" [NO-RELOAD THREAD]: "The Tale of TEN THOUSAND Trials"



  • Mantis37Mantis37 Member Posts: 1,168

    Borco said:

    Knud, human transmuter, true neutral: Part 1 - Introduction

    It's time to give this challenge another shot. I considered various specialist mages for my run and transmuter came out as the most appealing choice. However, I had to ask myself three questions:

    1. Will I miss abjuration spells? Of course. Big time.
    2. Do I expect to fail? Absolutely. Most likely because of No. 1.
    3. Why do it at all? Because there'll be loads of fun to have (and hopefully share)!

    So what are we waiting for?! Let's memorize some Color Sprays and hit the Coast!

    Mods: SCS v31

    A transmuter would be particularly awesome in Baldur's Gate 2 if you had Spell Revisions installed, because in Spell Revisions Flesh to Stone has a saving throw penalty of -4, which would be -6 if Knud cast it. That would be enough to petrify even Throne of Bhaal enemies some of the time.
    Indeed. I was so unused to this occuring to party members that in a recent ToB battle I spent awhile trying to cast remove paralysis / free action etc. on a 'held' party member who I thought had been caught in some webs until I realised that they were in fact petrified!

  • BorcoBorco Member Posts: 325
    @Enuhal Congratulations! I'm really looking forward to catch up with your latest posts which I've been unable to follow lately.
  • lroumenlroumen Member Posts: 2,475
    Which classes and or kits are still not represented? Is the first page representative for that?
  • Grond0Grond0 Member Posts: 7,281
    edited January 2019
    Amazing roll @Blackraven - look after him o:).

    the halfling applied for a permanent position with an amazing backstab on Tarnesh:

    Is that a glitch? I think 30 damage from a double damage backstab by unbuffed Monty is rather exorbitant, no?
    It doesn't seem a lot for a critical hit - I think Monty could manage that against anyone, but Tarnesh may not have had a melee weapon equipped (in that case damage would be less than average).
  • semiticgoddesssemiticgoddess Member Posts: 14,903
    Condolences, @Borco. That's a rough way to lose a character.

    Those Shadows' weapons actually depend on game version--one of the updates (or perhaps a mod) changed their natural attacks to finally strike as magical weapons (+1), where previously the item was always flagged as nonmagical. Protection from Normal Weapons used to let mages tank the Shadows without worrying about stat drain, and druids could wipe out the entire dungeon with Conjure Fire Elemental. I think Shadow Fiends had the same weakness.
  • BorcoBorco Member Posts: 325
    @semiticgod That's actually the case with my install - Shadows and Shadows Fiends strike with non-magical weapons. So I suppose it must be a mod introduced change. Either way, their attacks did bypass the jelly form's immunity (not sure if it's coded in the same way as PfNW for instance). I'm running SCSv31 (beta).

    Anyway, I'll follow up on this in the lounge.
  • lroumenlroumen Member Posts: 2,475
    @Enuhal thanks for the overview!

    We should try to make that list a lot smaller.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,709
    @Borco Condolences.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,709
    @Grond0 It looks like you've been having fun with the Arcane Army. :)
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