An Archer will definetly be able to beat SoD @Blackraven even though no-reload will make things a bit "trickier"! My Ranger with Racial Enemy Demons was the easiest and fastest Big B takedown ever (~50 Inv. Potions only). You can get 80 Void Arrows +3 (bonus magic damage!) from the Void Stones in Bridgefort and there are 40 more Arrows +3 in the Underground Passage right before going down to Hephernaan (If i remember correctly even STR 25 was not enough to open the chest!). Cleric/Thief is always cool and also one of my favourites. About the Wizard Classes i still dont care. At the end its up to you!
The first group guarding Porios was lured away from the door so Korgath could go invisbile and slip past them. Answer 2 peaced Porios and everyone surrendered. With some loot (Cloak and Potions) Korgath moved down to the Undead infested tomb. With PfU and stealth he slipped through while disarming all traps on his path. He then used the door mechanism and got lucky in charming the Assassin on his first try out of stealth. Both went invisible and sneaked through the nearby guards. Thanks to disarming the dispel trap Korgath had not to rebuff and positioned the Assassin right behind Korlasz.
As charming with Algernons Cloak did not work (even no save shown in the log!) he immediately fired an Arrow of Dispelling while his new friend attacked from behind. Too bad Korgath rolled a 1 so the backstab was eaten by the Stoneskin of Korlasz. The Assassin still managed to get in one 10 damage hit after the second Arrow removed her protections before the enemy archers stunned him. As Korgath was still safe in the backrow he switched to Acid Arrows who hit quite hard: 9/9 + 13/8 + 14/8 damage with one more critical miss and one spell failure in between was enough to bring Korlasz down to "injured" so the surrender talk triggered. Quite amusing: After everyone started leaving the building an arrow that had been fired right before resignation managed to hit Korgath for 14 damage. Pah - only a scratch!
Time to get all the loot and end some mini-quests before moving on to Baldurs Gate!
NOTE: Its quite interesting that a Dual Class character will start SoD with more than 161k XP. The XP from killing Sarevok is added up as the game thinks that the XP cap is not reached. Krell for instance started with 193005 XP which pushed him right up to level 10!
@Blackraven have you tried a shaman? You'll find some familiar tactics from cleric/thief there, but also some new things to try out if you've not used the spirit summons much. You also mentioned the possible problems of crowd control in SoD and the availability of short bows should help with that ...
Korgath did some questing in the Coastway Crossing – nothing super special:
Teleria: This wicked Mage is turning people into stones to build up another Mutamin Garden. This cannot be. Korgath tricked her badly abusing backstabbing and restealthing immediately so she will not turn hostile before going down! Too bad: The freed statues did not drop no PfU or PfM this time. But the invisibility potion will also do the job! Too good: Once Teleria is dead without triggering the talking you can kill the Golem without any retaliation! With the Stone Golem Figurine (great summon!) Korgath moved on!
Tsolak the Vampire: Korgath wanted to join Isabella hunting down the vampire but misklicked during the talking.Suddenly Ikros (Mage) and Isabella (Fighter) turned hostile and the fight started. With the help of Tsolak this looked like an easy win once Ikroths protections were removed by Arrows of Dispelling. But in the middle of the heat the vampire managed to charm Ikros. This should have been good but a mid-air arrow hit Ikros right away turning him hostile again – as well as Tsolak! Now Korgath had to fight all three of them!! He switched between kiting with Acid Arrows and backstabbing while protecting himself from the vampire CC. Ikrot went down to a mighty 72 backstab, the already badly wounded Isabella followed him shortly after. Thanks to leveldraining Korgath now switched back to Acid Arrows and kited down Tsolak who never got the chance getting close. The vampire retreated and Korgath followed using the wooden dowel to kill the vampire once and for all. Korgath grabbed the loot – shaked his head once more – and retunred back to Takos who was already waiting for his lost heirlooms. His reward: The Biter +2 Dart and the Mirror of Identification!
Ancient Menhirs: That one was easy as Korgath could sneak up to all of them without fighting any spiders. Talked to the freed Crommus and got information about his hidden equip in the Mines!
Dwarven Mine: The start went quite bad as only Brother Deepvein survived the waves of Undead even though buffed up Korgath tried his best to beat the hordes down. Anyway: With PfU he moved deeper into the Mines where he found information about Coldhearth he planned turning into a Lich. Back to Brother Deepvein he recieved „The secrets revealed“ stone that proved to be very useful against the Coldhearth Lich as it cuts down its spellwpower and constantly damages it over time. While the Lich was unable to act Korgath shooted it down with more Acid Arrows grabbed his Phylactery (the second from the left) and rushed to the eternal flames burnings its soul. With the reward of 22k XP Korgath reached level 8/10! End of story? No! Cause on his way out a big group of around thirty undead blocked the door so Korgath was forced to hack them down one after another. Thanks to several Shadowed Souls who healed everyone up again this took so long that he was forced to use another PfU. On the good side Korgath earned 15K XP – not bad.. On his way out of the Mines he convinced Brother Deepvein to join him in the battle against the Crusade later on. More Dwarven Friends are always welcome – no?
Meeting Caelar: This one was easygoing as Korgath went invisible right when the named Crusaders tried to cut him down. The talking triggered and thanks to the destroyed bridge it was clear that the Coalition Troups would have to find another way to Dragonspear Castle!
Time to head on to Bridgefort and the Temple of Cyric!
Morentherene: He skipped the Dragon as the Green Dragonscale Shield is not essential for him!
Ziatar: For the Half-Dragon Korgath buffed up and triggered the talking. Once the battle started he closed the nearby door and lured Ziatar out. Well – at least he tried! Cause this time she staid in her room and only followed after going in vision for several times – with her two Mages following. This also meant that closing the door to prison the spellcasters did not work this time – bad start. Korgath retreated and stealthed to get a closer look. Once the Mages moved away from her he lured Ziatar to the entrance area – this time alone – and started the kiting with Acid Arrows. Once the Half-Dragon was badly wounded and used Sanctuary Korgath switched to melee mode and tanked her without problems. Ziatar went down so Korgath could free the prisoned Priestress once again!
Neothelid: With his protections still up he took a quick look at the beast and moved out again – closing the door behind him. Half a minute later the strange beast teleported near to him. Time for Korgath to start the hit & run game while he always made sure not running too far away so the Neothelid would only be bothered to go up and down – forgetting about his mind control and Mordi Swords. Luck was on his side as Korgath critted five times for 50+ damage each. Shortly after the beast went down for 20k XP!
Akanna: Before engaging the High Priestress Korgath charmed one cultist and used him to lure out the deadly Aerial Servants. After closing the door to cut them out the F/T had an easy game with the helpless priest who could not touch him in any way. With the Wardstone in his backpack it was time to sneak out again – Bridgefort is waiting!
If the variables are correct (and they should be, if you saw HM and Imoen), then there're two possibilities: 1) There's a mod installed that modifies the script. 2) Your gender is ATTACK_HELICOPTER neither MALE nor FEMALE for a reason I can't begin to imagine. Not even the cursed belt or a wild surge could do it, I think?
Ha! That's it! My character's gender is "Other!"
I used EEKeeper to change it since Frisk's gender is ambiguous in Undertale. I never thought it would have an impact on scripts.
I switched it back to female via EEKeeper and it fixed the problem.
And people say SoD is full of SJW agenda, while in reality playing other genders breaks the game
Infiltrating Hephernaan was more troublesome than before. Why? Because in front of the Underground Passage Korgath accidently triggered a trap so all Crusaders went hostile. With Mages porting in (casting Oracle and Dispel Invissibility right away) he gulped an invisibility potion and switched to the Whispers of Silence Cloak. He manually opened the door and sneaked into the underground.
Next trouble came when he tried to escape from Hephernaan as Korgath waited too long going invisible after the talking. His Guards rushed in blocking the exit - damn it. Korgath had to show himself once more, retreated and went invisible again - this time he managed to slip past the reinforcements and got out of this hell.
Thanks to all the quests and vendors he build up a decent item collection for the coming Crusader Waves:
Head: Baldurans Helm and Kiels Helmet Gloves: Legacy of the Masters Neck: Lon´s Amulet (Bless) Armor: Full Plate Armor +1 and Shadow Armor Weapons: Drizzts Scimitars and Corinths Bow +2 (Luck on crit, +1 AC) Finger: Ring of the Crusade (+1 AC & Save, +3 vs Demons) and Ring of Purity (+2AC vs evil, +10 HP, Chant) Back: Cloak of Balduran / Nymph Cloak / Whispers of Silence Boots: Paws of the Cheetah Waist: Anti piercing, blunting and slashing Girdles / Cloverleaf Belt (Luck)
There are some others like Greenstone Amulet but mostly he uses the stuff above! However: Arrows Detonation and Dispelling are ready as well as Ankheg, Myconid and Golem summons - should be a walk in the park no?
Time for some rest before going in. Looks like i am learning - no?
... cause i went straight for the Crusader Waves. Wave 1,2 & 3 were destroyed so GG - no? No, cause the game thought to be funny crashing once more. Okay, no problem - lets do it again:
WAVE 1 Seven Traps injured all Trolls and Ogres quite well so together with four Ankhegs Korgath blasted them away with Arrows of Detonation. The Dwarven Battlerager died but with the rest of the Dumathoin´s still standing they cleaned the house easily.
WAVE 2 Some more Ankhegs and the Wizard Slayers soaked all attention while Korgath dispelled the protections of all enemy mages before switching to Detonation Arrows. They easily burned down so Korgath rushed in - protected from magic - to hack the nearly dead rest apart. Easy going!
WAVE 3 For this one Battle Mages and Myconids proved to be enough. Korgath burned once more 19 Detonation Arrows until he swichted to close combat for the remaining priests who had hidden themselves in Sanctuary. Once they returned he made short work of them. WAVE 4 Hiding behind his immortal friends Korgath used the rest of his Detonation Arrows from safe distance while always keeping an eye on backstabbers and incoming CC. Not a real fight. Stop! Thats not true! Cause right at the end a big lightning hit Korgath out of nowhere from the Piercer of Boils damaging him for 106 damage (Magic Protection expired right before and as i thought that the battle is over i did not refresh it - ups!). Thanks to the good gods that i always kept his HP near max - 165 with Potion of Power. Hah!!
Looks like that a F/T has a "easy" time dealing with the Crusader Waves. Unless the game plays unfair and escapes with a crash!
Only Avernus and Big B open. Maybe i should rest NOW!
Dazbog, a NG half-elf Beastmaster, with a solid 94 roll, is ready to face this challenge. Full SCS + Item Randomiser. I've come to a conclusion that when I don't know where items are the game feels fresh.
WeiDU log:
// 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] ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30 ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: Beta 4 ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 4 ~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: 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
When Dazbog summoned the Pseudo Dragon, his HPs went from 14 to 48. I don't feel this is right and EE-Keepered HPs to 26 (12 from the familiar, like not on LoB).
I want to go with random HP rolls (as I always do) and would like to hear the input on how you gentlemen play on LoB: Max HP on lvl-up, or not?
I play with max hp on level up. You'll have a lot less hp than any critters you'll fight even on max hp, so giving yourself that little break is ok in my book.
Don't forget that, on LoB, you need to be a high level fighter to have as much hp as a diseased gibberling...
Rolling a Beastmaster @JuliusBorisov? Thats pretty cool. Not to forget: Welcome to the show!
Oh, i wouldnt complain too much about the bonus HP from Familiars. The challenge will be hard enough so getting a little bit extra should be welcomed no?
I always play with max HP on level up but at the end its up to you!
What a mess! The Siege of Dragonspear got out of control after i waited for nearly half an hour. Once Ashatiel went down to straight tanking (and dispelling in between!) it was time to take a closer look at the battlefield:
The result after gaining the most useful potions:
62x Potion of Power (!) 9x Potion of Invisibility 26x Potion of Invulnerability 8x Potion of Extra Healing 3x Potion of Speed 1x Potion of Magic Protection
Thats a lot of Power! Not to forget the dozens of magic items around - so much gold!
In another run i tried to wait one hour and more but the fight turned into chaos once hundreds (?) of Crusaders streamed out of the Castle and my MC was unable to get in. The lesson he learned: Never get too greedy!
Avernus and Big B are still waiting but as i am getting tired its better to wait until tomorrow no?
EDIT: I updated the OP adding @JuliusBorisov to the challenger list and @semiticgod for beating BG1!
Personally I accept the higher HPs from familiars given that the increase is intentional in LoB (and remember familiars are potentially more useful in fighting than on core as they not only have higher HPs, but also don't suffer double damage). I always leave HP rolls as random though as I find that's an interesting thing to monitor during a run. These days I do find it sometimes a bit painful to play BGT though as HPs in that are just as likely to be lower than the theoretical average as higher - unlike in EE where HP rolls are skewed upwards.
Incidentally, I see you've chosen a half-elf. Just beware that means you can't achieve immunity to sleep and charm due to the way the 30% resistance has been implemented, so don't rely on the Greenstone Amulet when fighting sirines for instance ...
How viable exactly is Harm against Big B for no-reload purposes? I know my cleric/mage can't use it (only druids can get level 6 spells with the normal SoD XP cap), but it seems like it would be extremely important if landing Harm was a reliable way of killing Big B.
I think we've already broken BG1 (we can hit the level cap at no risk, and we have reliable strategies for the Ducal Palace fight and Sarevok), and most of Shadows of Amn is pretty straightforward, so it looks like the critical bottlenecks for this challenge are Ascension Melissan and Siege of Dragonspear.
If we can break those challenges, a no-reload run should be quite doable.
By the way @JuliusBorisov I said that I accept the higher HP for familiars in LoB. If you don't want to take that though, you might want to be aware that an unmodded psuedo-dragon in BGEE has only 12 HPs, i.e. the character gets a bonus of 6 (LoB gives 2xbase+20 to familiars - so bonus rises to 22). Your mods obviously default the familiar to the SoA version (with base HPs of 24, rising to 68 in LoB).
With all this action going on, I think I'll see if I can join the throng in SoD. I'll do a bit of familiar-farming of my own by restarting my illusionist (dualling to fighter at level 3).
Freda the illusionist got off to a bad start when she sent her pseudo-dragon towards Xzar ready to attack him - only for the mage to open a conversation (leading to him escaping with Montaron). The familiar did its job against Shoal though, making short work of her - allowing Freda to dual to fighter.
Freda successfully learnt invisibility (I nearly always leave that random these days, not even using potions). In Beregost I tried something new by attacking Marl after calming him down - in the EE I found that costs reputation, so not a great trade (unlike with Zhurlong in a similar situation). However, other tasks around Beregost got her up to fighter level 3 despite Silke expiring from spider poison a milli-second before a magic missile took effect. One amusing point was charming the Flaming Fist leader to the south of Beregost - his companions are scripted to follow him so their AI was struggling to deal with the urge to both run away and keep close (killing them still took a while though after the leader's sword broke!).
At the FAI a couple of guards were charmed to kill Tarnesh and Landrin got his goods back. That pushed XP up far enough that returning a bowl to Tenya got Freda to level 4 and recovered her mage abilities. She celebrated by relieving Dushai of his ring (though failed to learn web).
Invisibility was used to rob the ankhegs and get a bit of reputation back. Despite Melicamp's death some more reputation quests were completed on the way down to find Drizzt and pick up his scimitars - to give Freda an option to melee rather than relying on a barely proficient sling. They'll be put into action against some basilisks next.
Harm on no-reload is NOT viable against Big B for several reasons @semiticgod : The casting of "Magic Resistance" takes so long that Big B sometimes goes invisible before - spell lost. Even if you get lucky and you can lower him to 40% MR you need to land Harm (thanks to Iron Skin and summon distraction casting it works most of the time). If i remember correctly even my Berserker7/Druid would need to roll a 20 AND hope that it passes his MR. Thats a 3% chance of bringing him down to 1 HP IF everything works fine!
I thought that SoD already is broken - it is not?
With all the proven tactics around beating it regularly with no-reload will be just a matter of time!
Good to see you back on the run @Grond0 - hope you can join the SoD train soon!
Korgath will face Big B today - i am more than ready this time!
Not to my knowledge, at least not in the way BG1 and BG2 are. The pet basilisk strategy breaks the start of BG1, Algernon's Cloak breaks the Ducal Palace, and although I failed to execute it, I understand that other people know how to divide and conquer the Sarevok fight. As for BG2, the game is open enough that we can get lots of HLAs before tackling the tougher fights.
We don't have a method for hitting the XP cap early in SoD, so I'd assume that reaching max level in time for Big B requires completing potentially dangerous side quests. I suppose you could use the pet basilisk strategy late in SoD, because there's an 8,000 XP vampire not far from a Greater Basilisk that we could farm if we brought in a lot of Stone to Flesh scrolls from BG1. But that's not until late in the game.
SoD also tends to have large clusters of enemies, and the LoB bonuses scale dramatically with multiple enemies. I don't think my cleric/illusionist has the tools to take down large enemy groups without using a Wand of Monster Summoning (which is expensive) or doing a lot of kiting.
Harm on no-reload is NOT viable against Big B for several reasons @semiticgod : The casting of "Magic Resistance" takes so long that Big B sometimes goes invisible before - spell lost. Even if you get lucky and you can lower him to 40% MR you need to land Harm (thanks to Iron Skin and summon distraction casting it works most of the time). If i remember correctly even my Berserker7/Druid would need to roll a 20 AND hope that it passes his MR. Thats a 3% chance of bringing him down to 1 HP IF everything works fine!
I thought that SoD already is broken - it is not?
With all the proven tactics around beating it regularly with no-reload will be just a matter of time!
Good to see you back on the run @Grond0 - hope you can join the SoD train soon!
Korgath will face Big B today - i am more than ready this time!
Yeah, that might work @Victor_Creed_SFV: Precasting True Sight - and hoping that it breaks a potential Imp. Invisibility. But its still a very low chance. On a normal run you can try it over and over again but on no-reload it exposes you for several rounds. Your bet!
Beside Big B (which needs just some practice) the rest of SoD is broken @semiticgod - at least after playing it dozens of times now. You dont need to do all side quests for max XP. The most dangerous - the Dwarven Mines + Lich - can be countered by PfU. About the rest - as you can see in my last runs - i care only if there are some big items around. And even then you often do not have to fight for them (for instance Ring of the Crusade and Ring of Purification).
You can also skip most enemy clusters via invisibility or stealth. For instance: I did not fight a single enemy group in the Forest of Wyrms or the Caves below - only the big ones aka Ziatar, Neothelid and Akanna. The rest is just optional (even though you wont get the Dragon Shield or the Rhino Beetle Shield). Same for Bridgefort: You can either draw into a very long siege battle or just skip and surrender. The effects are minor (Jegg Hillcarver wont show up in Coalition Camp and the bosses will join during the Siege of Dragonspear).
Fast leveling in SoD is not essential - at least not for any Warrior Classes. But if you care: You can clear the whole Dwarven Mines abusing PfU so you will hit the 500K XP cap pretty soon (there might be faster ways).
You can also abuse the Nymph Cloak quite heavily to turn enemies on each other. The Bridgefort Siege Battle will be a joke for instance. The Crusader Attacks on Coalition Camp too IF you can find a way to prevent the charmed Troops from disappearing somehow. You can charm nearly all of Hephernaans Guards and watch how they their apart the incoming reinforcements (at least for some time). Like @chimaera showed Mages can Feeblemind even a lot of boss monsters for instance the Green Dragon Morentherene. There are many more options to rush through SoD without "too many problems" - once you got some metagame knowledge! For me SoD is somehow easier than SoA as i still lack a lot of details there!
Korgath is getting ready soon - time to put an end to Big B!
After picking up Bhaal CLW in Nashkel, Freda made her way to Firewine Bridge to sneak through to Meilum and charm him for his bracers. Then it was on to the basilisk area for a quick run round. The basilisks don't recognise the natural immunity of familiars and mainly stay in ranged mode against them - making it easy to kill them in melee. Mutamin's pet lesser basilisk was in its less usual position near the statue, but by running away quickly Freda managed to drag the basilisk away without Mutamin. After a few attempts (working from invisibility) Mutamin was charmed and fed to a gnoll and the same sort of thing happened in due course to Kirian & co (I opted against the more risky alternative of using Korax, despite successfully learning stinking cloud).
At Durlag's Tower Freda used blindness to require a couple of battle horrors to get a critical to hit her and then sniped in and out to melee them (with the familiar acting as an invisible blocker to prevent them running too far away). The second of those got 3 criticals - forcing her to make a first use of her fire wand to finish it off safely. That battle horror dropped another web scroll, but Freda failed with that again. More basilisks on the roof then took her comfortably up to level 7 to get an extra bit of APR. I was wondering whether triggering the fireball trap would be a bit too risky there without the ring of fire resistance, but then remembered that Freda had the Icingdeath sword . Rather than burn a potion of magic shielding to defend against the charm trap guarding the tome, she left that there for now.
Freda did the rounds of the remaining reputation quests, along with a few other encounters en route. She found another web scroll as a random drop from a Flind, but failed to learn that once more. A further copy was obtained from Narcillicus (after pulling away and meleeing a couple of mustard jellies) - and guess what, failed again .
The final target before heading for the Nashkel Mine was the Lighthouse. To speed things up there I used a couple of lots of summoned monsters for the first time. That led to a bit of carelessness, however, when I didn't realise the final sirine in the first group had a dire charm left and had to hurriedly take a potion of magic shielding (as opposed to staying at the edge of vision and just running back in order to waste the spell). I recovered a bit more value from the potion though by using it to trigger the charm trap in the cave as well.
In relation to XP if you want to maximise that for SoD early you can just petrify a few more basilisks in BGEE . The XP cap means you don't get the benefit of that immediately, but you should find the XP resurfaces at the start of SoD.
Korgath moved into Avernus – but luck wasnt always on his side...
The Demon Waves on the bridge can be tanked but as there is still a small chance that they get lucky rolls (which would cause a suprising death or forces several charges of Durlags Goblet) Korgath switched to the hit & run abusing stealth and map retreating (using Whispers of Silence to avoid dispelling!). This took some time but as only the Barbed Defense of Hamatulas (works like a piercing Fire Shield) and the Erinyes Archers (can attack through invisibility) could damage him he was on the safe side all the time.
Once the second wave died (switching to full tank equipment after the big demons were gone) he solved the riddle and chose to take the Acid Longsword +3 (10% chance to slow enemy, +1d3 acid damage). The demons in the elevator went down easily so it was finally time to buff up: Protection from Magic, Potion of Storm Giant Strength, Potion of Invulnerability, Oil of Speed, Potion of Regeneration, Potion of Power.
Once the talking ended Big B dispelled Caelar (who was removed from party) while Korgath threw in 4 Myconids while shooting his Void Arrows +3 (remember that the description is wrong: It deals 4-9 bonus magic damage not 3!!). He moved around all demons trying to catch him and continued with summoning until the demons started to kill them too quickly. With Caelar also going down Korgath switched to hit & run – satisfied that he managed to deal over 150 damage in the starting phase.
Thanks to 129 Potions of Invisibility and one fully charged Sandthief Ring it was now all about timing. Rush in to Big B whenever he was not crowded by Demons and attack out of invisibility. Thanks to a 60% Hit Chance (55% when switching to Kiels Helmet) he went in over and over again. Everything worked fine – until Big B dropped to „nearly dead“.
From now on luck went against Korgath: The Erinyes managed to get in lucky hits while he was constantly rolling bad numbers and missed nearly every attack. In between Korgath had to rebuff his protections and heal up again using several charges from Durlags Goblet. All of this gave Big B time to regenerate up to „badly wounded“ again. Damn!
Even worse: On one of his attacks he stayed half a second too long so that Big B landed a 52 damage slash AND the Erinyes managed to roll a 20 bringing him down to 28 HP. As he was forced to drink another Invisibility Potion immediately healing (beside the regeneration potion) was out of reach for several seconds. Korgath tried to use the Pillars in breaking vision with the Erinyes so they could not shoot again. With seconds running slower than ever Korgath clicked on Durlags Goblet like crazy when he saw another arrow coming from the second Erinyes (they can damage for 30+ damage with one of their special arrows) who had sneaked by unseen. A shocking moment later it missed and Durlags Goblet finally procced. Phew!
At full health again luck turned in his favour again! He managed to backstab Big B for 72 damage cause the big one was calling in another demon and not taking attention of Korgath. A big error! From now on Korgath rolled big numbers again and even though he had to rebuff his magic protections once more Big B could not escape his fate. With another 57 damage backstab (never turn your back to Korgath!) Big B got hit hard falling to the ground like a rolling thunder!
Finally its done! One hour of sweating and clicking around like crazy. But this time luck was on our side. Braxx and Krell got their revenge – rest in peace good friends. Korgath himself will also take a rest before moving on to SoA – Good Night!
EDIT: Does this really work @Grond0? Even the XP from Sarevok did not transfer to SoD so i always start with 161k XP. The only exception are Dual Class characters as i described before. Has anyone tested it?
Awesomeley done @Harpagornis. I don't quite understand what you mean hoping true seeing breaks Imp Invis, the only way to protect from it is having SI Divination there is no MR or save vs it. So if you precast True Seeing (it lasts for 1 turn ) then cast MR at Big B he has a 22/24% chance of resisting Harm via MR which should be no big deal since you get 2 casts of that at level 12. Main problem would be hitting him with it, since there is no critical strike in BG1 But at least one could maximise the roll with Potion of Power and duhm.
Yeah, True Sight should work. I only meant that if Big B goes invisible right after True Sight dispels and the Magic Resistance cast is not finished. And: He can use Imp. Invisibility at will and it also happened to me that he went invisible again after dispel (very rarely).
Potion of Power works with Harm, Enrage too but DoHM did not boost my THAC0 in any way - too bad!
Nice job @Harpagornis ! A well deserved win in my opinion.
Like @semiticgod, I don't think that SoD is broken down as much as BG1, at least not for every class. How would you approach the Coalition Camp attack with a cleric/mage or a pure cleric ? And Big B for that matter ? Druids has Fire Elementals to help them against Coalition Camp. They also have very good weapons for free in the Drizzt's scimitar. Not an option for clerics. So yeah, there's still work to do.
Okay, maybe i should i have formulated it a bit clearer @Arctodus : For the classes i prefer to play its broken! Better?
Pure Clerics and Monks will be tougher but i lack experience with these classes. For Clerics Big B should be doable thanks to Martyr's Morningstar +2. Monks can use +3 weapons but the lack of helms will make it a nightmare. For Coalition Camp the big question is if there is any way to prevent charmed troops from disappearing. Maybe there is another way...
Freda went through the Nashkel Mine invisible (quickly recasting when the kobold shaman used Oracle). I mis-clicked on the conversation with Mulahey though and had to use the cloak repeatedly to charm his supporting army until a skeleton finally killed him (after he'd broken his weapon to become much more vulnerable). Freda yet again failed to learn web there though. However, stinking cloud + blind eventually worked on Nimbul.
There was an oddity when fighting Tranzig - a second version of him suddenly appeared downstairs, not following an area transition. I guess that a previous transition had duplicated him and his clone upstairs had heard the noise and come down to investigate. That was potentially a pretty nasty situation, but fortunately the cloning was done at a point when Tranzig only had a couple of spells left and Freda finished both off without too much trouble (Dunkin being charmed and sacrificed in the process to allow a reunion with his dead friend Marl).
Freda got a lift to the bandit Camp with Raiken and entered Tazok's tent invisibly. The lightning trap hit him twice - doing 60 damage despite Mulahey's boots - and I decided not to risk casting invisibility, but use a potion to escape. Outside, Taurgosz was charmed and danced around a hobgoblin elite until he no longer needed his shiny armor. Next up will be the Cloakwood.
Comments
The first group guarding Porios was lured away from the door so Korgath could go invisbile and slip past them. Answer 2 peaced Porios and everyone surrendered. With some loot (Cloak and Potions) Korgath moved down to the Undead infested tomb. With PfU and stealth he slipped through while disarming all traps on his path. He then used the door mechanism and got lucky in charming the Assassin on his first try out of stealth. Both went invisible and sneaked through the nearby guards. Thanks to disarming the dispel trap Korgath had not to rebuff and positioned the Assassin right behind Korlasz.
As charming with Algernons Cloak did not work (even no save shown in the log!) he immediately fired an Arrow of Dispelling while his new friend attacked from behind. Too bad Korgath rolled a 1 so the backstab was eaten by the Stoneskin of Korlasz. The Assassin still managed to get in one 10 damage hit after the second Arrow removed her protections before the enemy archers stunned him. As Korgath was still safe in the backrow he switched to Acid Arrows who hit quite hard: 9/9 + 13/8 + 14/8 damage with one more critical miss and one spell failure in between was enough to bring Korlasz down to "injured" so the surrender talk triggered. Quite amusing: After everyone started leaving the building an arrow that had been fired right before resignation managed to hit Korgath for 14 damage. Pah - only a scratch!
Time to get all the loot and end some mini-quests before moving on to Baldurs Gate!
NOTE: Its quite interesting that a Dual Class character will start SoD with more than 161k XP. The XP from killing Sarevok is added up as the game thinks that the XP cap is not reached. Krell for instance started with 193005 XP which pushed him right up to level 10!
Teleria: This wicked Mage is turning people into stones to build up another Mutamin Garden. This cannot be. Korgath tricked her badly abusing backstabbing and restealthing immediately so she will not turn hostile before going down! Too bad: The freed statues did not drop no PfU or PfM this time. But the invisibility potion will also do the job! Too good: Once Teleria is dead without triggering the talking you can kill the Golem without any retaliation! With the Stone Golem Figurine (great summon!) Korgath moved on!
Tsolak the Vampire: Korgath wanted to join Isabella hunting down the vampire but misklicked during the talking.Suddenly Ikros (Mage) and Isabella (Fighter) turned hostile and the fight started. With the help of Tsolak this looked like an easy win once Ikroths protections were removed by Arrows of Dispelling. But in the middle of the heat the vampire managed to charm Ikros. This should have been good but a mid-air arrow hit Ikros right away turning him hostile again – as well as Tsolak! Now Korgath had to fight all three of them!! He switched between kiting with Acid Arrows and backstabbing while protecting himself from the vampire CC. Ikrot went down to a mighty 72 backstab, the already badly wounded Isabella followed him shortly after. Thanks to leveldraining Korgath now switched back to Acid Arrows and kited down Tsolak who never got the chance getting close. The vampire retreated and Korgath followed using the wooden dowel to kill the vampire once and for all. Korgath grabbed the loot – shaked his head once more – and retunred back to Takos who was already waiting for his lost heirlooms. His reward: The Biter +2 Dart and the Mirror of Identification!
Ancient Menhirs: That one was easy as Korgath could sneak up to all of them without fighting any spiders. Talked to the freed Crommus and got information about his hidden equip in the Mines!
Dwarven Mine: The start went quite bad as only Brother Deepvein survived the waves of Undead even though buffed up Korgath tried his best to beat the hordes down. Anyway: With PfU he moved deeper into the Mines where he found information about Coldhearth he planned turning into a Lich. Back to Brother Deepvein he recieved „The secrets revealed“ stone that proved to be very useful against the Coldhearth Lich as it cuts down its spellwpower and constantly damages it over time. While the Lich was unable to act Korgath shooted it down with more Acid Arrows grabbed his Phylactery (the second from the left) and rushed to the eternal flames burnings its soul. With the reward of 22k XP Korgath reached level 8/10! End of story? No! Cause on his way out a big group of around thirty undead blocked the door so Korgath was forced to hack them down one after another. Thanks to several Shadowed Souls who healed everyone up again this took so long that he was forced to use another PfU. On the good side Korgath earned 15K XP – not bad.. On his way out of the Mines he convinced Brother Deepvein to join him in the battle against the Crusade later on. More Dwarven Friends are always welcome – no?
Meeting Caelar: This one was easygoing as Korgath went invisible right when the named Crusaders tried to cut him down. The talking triggered and thanks to the destroyed bridge it was clear that the Coalition Troups would have to find another way to Dragonspear Castle!
Time to head on to Bridgefort and the Temple of Cyric!
Morentherene: He skipped the Dragon as the Green Dragonscale Shield is not essential for him!
Ziatar: For the Half-Dragon Korgath buffed up and triggered the talking. Once the battle started he closed the nearby door and lured Ziatar out. Well – at least he tried! Cause this time she staid in her room and only followed after going in vision for several times – with her two Mages following. This also meant that closing the door to prison the spellcasters did not work this time – bad start. Korgath retreated and stealthed to get a closer look. Once the Mages moved away from her he lured Ziatar to the entrance area – this time alone – and started the kiting with Acid Arrows. Once the Half-Dragon was badly wounded and used Sanctuary Korgath switched to melee mode and tanked her without problems. Ziatar went down so Korgath could free the prisoned Priestress once again!
Neothelid: With his protections still up he took a quick look at the beast and moved out again – closing the door behind him. Half a minute later the strange beast teleported near to him. Time for Korgath to start the hit & run game while he always made sure not running too far away so the Neothelid would only be bothered to go up and down – forgetting about his mind control and Mordi Swords. Luck was on his side as Korgath critted five times for 50+ damage each. Shortly after the beast went down for 20k XP!
Akanna: Before engaging the High Priestress Korgath charmed one cultist and used him to lure out the deadly Aerial Servants. After closing the door to cut them out the F/T had an easy game with the helpless priest who could not touch him in any way. With the Wardstone in his backpack it was time to sneak out again – Bridgefort is waiting!
Next trouble came when he tried to escape from Hephernaan as Korgath waited too long going invisible after the talking. His Guards rushed in blocking the exit - damn it. Korgath had to show himself once more, retreated and went invisible again - this time he managed to slip past the reinforcements and got out of this hell.
Thanks to all the quests and vendors he build up a decent item collection for the coming Crusader Waves:
Head: Baldurans Helm and Kiels Helmet
Gloves: Legacy of the Masters
Neck: Lon´s Amulet (Bless)
Armor: Full Plate Armor +1 and Shadow Armor
Weapons: Drizzts Scimitars and Corinths Bow +2 (Luck on crit, +1 AC)
Finger: Ring of the Crusade (+1 AC & Save, +3 vs Demons) and Ring of Purity (+2AC vs evil, +10 HP, Chant)
Back: Cloak of Balduran / Nymph Cloak / Whispers of Silence
Boots: Paws of the Cheetah
Waist: Anti piercing, blunting and slashing Girdles / Cloverleaf Belt (Luck)
There are some others like Greenstone Amulet but mostly he uses the stuff above! However: Arrows Detonation and Dispelling are ready as well as Ankheg, Myconid and Golem summons - should be a walk in the park no?
Time for some rest before going in. Looks like i am learning - no?
... cause i went straight for the Crusader Waves. Wave 1,2 & 3 were destroyed so GG - no? No, cause the game thought to be funny crashing once more. Okay, no problem - lets do it again:
WAVE 1
Seven Traps injured all Trolls and Ogres quite well so together with four Ankhegs Korgath blasted them away with Arrows of Detonation. The Dwarven Battlerager died but with the rest of the Dumathoin´s still standing they cleaned the house easily.
WAVE 2
Some more Ankhegs and the Wizard Slayers soaked all attention while Korgath dispelled the protections of all enemy mages before switching to Detonation Arrows. They easily burned down so Korgath rushed in - protected from magic - to hack the nearly dead rest apart. Easy going!
WAVE 3
For this one Battle Mages and Myconids proved to be enough. Korgath burned once more 19 Detonation Arrows until he swichted to close combat for the remaining priests who had hidden themselves in Sanctuary. Once they returned he made short work of them.
WAVE 4
Hiding behind his immortal friends Korgath used the rest of his Detonation Arrows from safe distance while always keeping an eye on backstabbers and incoming CC. Not a real fight. Stop! Thats not true! Cause right at the end a big lightning hit Korgath out of nowhere from the Piercer of Boils damaging him for 106 damage (Magic Protection expired right before and as i thought that the battle is over i did not refresh it - ups!). Thanks to the good gods that i always kept his HP near max - 165 with Potion of Power. Hah!!
Looks like that a F/T has a "easy" time dealing with the Crusader Waves. Unless the game plays unfair and escapes with a crash!
Only Avernus and Big B open. Maybe i should rest NOW!
Dazbog, a NG half-elf Beastmaster, with a solid 94 roll, is ready to face this challenge. Full SCS + Item Randomiser. I've come to a conclusion that when I don't know where items are the game feels fresh.
WeiDU log:
// 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]
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4040 // Make party members less likely to die irreversibly: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4110 // Allow NPC pairs to separate: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4120 // NPCs go to inns: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4130 // Move NPCs to more convenient locations: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5050 // Stackable ankheg shells, winterwolf pelts and wyvern heads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5060 // Ensure Shar-Teel doesn't die in the original challenge: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages -> Mages cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests -> Priests cast some short-duration spells instantly at start of combat, to simulate pre-battle casting: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6103 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v30
~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v30
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #50 // Avatar Morphing Script: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #110 // Icon Improvements: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #182 // Unique Containers -> Unique icons and names: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #190 // Use Character Colors Instead of Item Colors -> For all shields and helmets: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #1080 // Add Bags of Holding: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2090 // Change Experience Point Cap -> Remove Experience Cap: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: Beta 4
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): Beta 4
~RANDOMISER/RANDOMISER.TP2~ #0 #510 // Randomly not randomise items: 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
When Dazbog summoned the Pseudo Dragon, his HPs went from 14 to 48. I don't feel this is right and EE-Keepered HPs to 26 (12 from the familiar, like not on LoB).
I want to go with random HP rolls (as I always do) and would like to hear the input on how you gentlemen play on LoB: Max HP on lvl-up, or not?
Don't forget that, on LoB, you need to be a high level fighter to have as much hp as a diseased gibberling...
@JuliusBorisov Awesome to see another player joining !!
Oh, i wouldnt complain too much about the bonus HP from Familiars. The challenge will be hard enough so getting a little bit extra should be welcomed no?
I always play with max HP on level up but at the end its up to you!
The result after gaining the most useful potions:
62x Potion of Power (!)
9x Potion of Invisibility
26x Potion of Invulnerability
8x Potion of Extra Healing
3x Potion of Speed
1x Potion of Magic Protection
Thats a lot of Power! Not to forget the dozens of magic items around - so much gold!
In another run i tried to wait one hour and more but the fight turned into chaos once hundreds (?) of Crusaders streamed out of the Castle and my MC was unable to get in. The lesson he learned: Never get too greedy!
Avernus and Big B are still waiting but as i am getting tired its better to wait until tomorrow no?
EDIT: I updated the OP adding @JuliusBorisov to the challenger list and @semiticgod for beating BG1!
Personally I accept the higher HPs from familiars given that the increase is intentional in LoB (and remember familiars are potentially more useful in fighting than on core as they not only have higher HPs, but also don't suffer double damage). I always leave HP rolls as random though as I find that's an interesting thing to monitor during a run. These days I do find it sometimes a bit painful to play BGT though as HPs in that are just as likely to be lower than the theoretical average as higher - unlike in EE where HP rolls are skewed upwards.
Incidentally, I see you've chosen a half-elf. Just beware that means you can't achieve immunity to sleep and charm due to the way the 30% resistance has been implemented, so don't rely on the Greenstone Amulet when fighting sirines for instance ...
I think we've already broken BG1 (we can hit the level cap at no risk, and we have reliable strategies for the Ducal Palace fight and Sarevok), and most of Shadows of Amn is pretty straightforward, so it looks like the critical bottlenecks for this challenge are Ascension Melissan and Siege of Dragonspear.
If we can break those challenges, a no-reload run should be quite doable.
With all this action going on, I think I'll see if I can join the throng in SoD. I'll do a bit of familiar-farming of my own by restarting my illusionist (dualling to fighter at level 3).
Freda successfully learnt invisibility (I nearly always leave that random these days, not even using potions). In Beregost I tried something new by attacking Marl after calming him down - in the EE I found that costs reputation, so not a great trade (unlike with Zhurlong in a similar situation). However, other tasks around Beregost got her up to fighter level 3 despite Silke expiring from spider poison a milli-second before a magic missile took effect. One amusing point was charming the Flaming Fist leader to the south of Beregost - his companions are scripted to follow him so their AI was struggling to deal with the urge to both run away and keep close (killing them still took a while though after the leader's sword broke!).
At the FAI a couple of guards were charmed to kill Tarnesh and Landrin got his goods back. That pushed XP up far enough that returning a bowl to Tenya got Freda to level 4 and recovered her mage abilities. She celebrated by relieving Dushai of his ring (though failed to learn web).
Invisibility was used to rob the ankhegs and get a bit of reputation back. Despite Melicamp's death some more reputation quests were completed on the way down to find Drizzt and pick up his scimitars - to give Freda an option to melee rather than relying on a barely proficient sling. They'll be put into action against some basilisks next.
I thought that SoD already is broken - it is not?
With all the proven tactics around beating it regularly with no-reload will be just a matter of time!
Good to see you back on the run @Grond0 - hope you can join the SoD train soon!
Korgath will face Big B today - i am more than ready this time!
We don't have a method for hitting the XP cap early in SoD, so I'd assume that reaching max level in time for Big B requires completing potentially dangerous side quests. I suppose you could use the pet basilisk strategy late in SoD, because there's an 8,000 XP vampire not far from a Greater Basilisk that we could farm if we brought in a lot of Stone to Flesh scrolls from BG1. But that's not until late in the game.
SoD also tends to have large clusters of enemies, and the LoB bonuses scale dramatically with multiple enemies. I don't think my cleric/illusionist has the tools to take down large enemy groups without using a Wand of Monster Summoning (which is expensive) or doing a lot of kiting.
Beside Big B (which needs just some practice) the rest of SoD is broken @semiticgod - at least after playing it dozens of times now. You dont need to do all side quests for max XP. The most dangerous - the Dwarven Mines + Lich - can be countered by PfU. About the rest - as you can see in my last runs - i care only if there are some big items around. And even then you often do not have to fight for them (for instance Ring of the Crusade and Ring of Purification).
You can also skip most enemy clusters via invisibility or stealth. For instance: I did not fight a single enemy group in the Forest of Wyrms or the Caves below - only the big ones aka Ziatar, Neothelid and Akanna. The rest is just optional (even though you wont get the Dragon Shield or the Rhino Beetle Shield). Same for Bridgefort: You can either draw into a very long siege battle or just skip and surrender. The effects are minor (Jegg Hillcarver wont show up in Coalition Camp and the bosses will join during the Siege of Dragonspear).
Fast leveling in SoD is not essential - at least not for any Warrior Classes. But if you care: You can clear the whole Dwarven Mines abusing PfU so you will hit the 500K XP cap pretty soon (there might be faster ways).
You can also abuse the Nymph Cloak quite heavily to turn enemies on each other. The Bridgefort Siege Battle will be a joke for instance. The Crusader Attacks on Coalition Camp too IF you can find a way to prevent the charmed Troops from disappearing somehow. You can charm nearly all of Hephernaans Guards and watch how they their apart the incoming reinforcements (at least for some time). Like @chimaera showed Mages can Feeblemind even a lot of boss monsters for instance the Green Dragon Morentherene. There are many more options to rush through SoD without "too many problems" - once you got some metagame knowledge! For me SoD is somehow easier than SoA as i still lack a lot of details there!
Korgath is getting ready soon - time to put an end to Big B!
At Durlag's Tower Freda used blindness to require a couple of battle horrors to get a critical to hit her and then sniped in and out to melee them (with the familiar acting as an invisible blocker to prevent them running too far away). The second of those got 3 criticals - forcing her to make a first use of her fire wand to finish it off safely. That battle horror dropped another web scroll, but Freda failed with that again. More basilisks on the roof then took her comfortably up to level 7 to get an extra bit of APR. I was wondering whether triggering the fireball trap would be a bit too risky there without the ring of fire resistance, but then remembered that Freda had the Icingdeath sword . Rather than burn a potion of magic shielding to defend against the charm trap guarding the tome, she left that there for now.
Freda did the rounds of the remaining reputation quests, along with a few other encounters en route. She found another web scroll as a random drop from a Flind, but failed to learn that once more. A further copy was obtained from Narcillicus (after pulling away and meleeing a couple of mustard jellies) - and guess what, failed again .
The final target before heading for the Nashkel Mine was the Lighthouse. To speed things up there I used a couple of lots of summoned monsters for the first time. That led to a bit of carelessness, however, when I didn't realise the final sirine in the first group had a dire charm left and had to hurriedly take a potion of magic shielding (as opposed to staying at the edge of vision and just running back in order to waste the spell). I recovered a bit more value from the potion though by using it to trigger the charm trap in the cave as well.
The Demon Waves on the bridge can be tanked but as there is still a small chance that they get lucky rolls (which would cause a suprising death or forces several charges of Durlags Goblet) Korgath switched to the hit & run abusing stealth and map retreating (using Whispers of Silence to avoid dispelling!). This took some time but as only the Barbed Defense of Hamatulas (works like a piercing Fire Shield) and the Erinyes Archers (can attack through invisibility) could damage him he was on the safe side all the time.
Once the second wave died (switching to full tank equipment after the big demons were gone) he solved the riddle and chose to take the Acid Longsword +3 (10% chance to slow enemy, +1d3 acid damage). The demons in the elevator went down easily so it was finally time to buff up: Protection from Magic, Potion of Storm Giant Strength, Potion of Invulnerability, Oil of Speed, Potion of Regeneration, Potion of Power.
Once the talking ended Big B dispelled Caelar (who was removed from party) while Korgath threw in 4 Myconids while shooting his Void Arrows +3 (remember that the description is wrong: It deals 4-9 bonus magic damage not 3!!). He moved around all demons trying to catch him and continued with summoning until the demons started to kill them too quickly. With Caelar also going down Korgath switched to hit & run – satisfied that he managed to deal over 150 damage in the starting phase.
Thanks to 129 Potions of Invisibility and one fully charged Sandthief Ring it was now all about timing. Rush in to Big B whenever he was not crowded by Demons and attack out of invisibility. Thanks to a 60% Hit Chance (55% when switching to Kiels Helmet) he went in over and over again. Everything worked fine – until Big B dropped to „nearly dead“.
From now on luck went against Korgath: The Erinyes managed to get in lucky hits while he was constantly rolling bad numbers and missed nearly every attack. In between Korgath had to rebuff his protections and heal up again using several charges from Durlags Goblet. All of this gave Big B time to regenerate up to „badly wounded“ again. Damn!
Even worse: On one of his attacks he stayed half a second too long so that Big B landed a 52 damage slash AND the Erinyes managed to roll a 20 bringing him down to 28 HP. As he was forced to drink another Invisibility Potion immediately healing (beside the regeneration potion) was out of reach for several seconds. Korgath tried to use the Pillars in breaking vision with the Erinyes so they could not shoot again. With seconds running slower than ever Korgath clicked on Durlags Goblet like crazy when he saw another arrow coming from the second Erinyes (they can damage for 30+ damage with one of their special arrows) who had sneaked by unseen. A shocking moment later it missed and Durlags Goblet finally procced. Phew!
At full health again luck turned in his favour again! He managed to backstab Big B for 72 damage cause the big one was calling in another demon and not taking attention of Korgath. A big error! From now on Korgath rolled big numbers again and even though he had to rebuff his magic protections once more Big B could not escape his fate. With another 57 damage backstab (never turn your back to Korgath!) Big B got hit hard falling to the ground like a rolling thunder!
Finally its done! One hour of sweating and clicking around like crazy. But this time luck was on our side. Braxx and Krell got their revenge – rest in peace good friends. Korgath himself will also take a rest before moving on to SoA – Good Night!
EDIT: Does this really work @Grond0? Even the XP from Sarevok did not transfer to SoD so i always start with 161k XP. The only exception are Dual Class characters as i described before. Has anyone tested it?
I don't quite understand what you mean hoping true seeing breaks Imp Invis, the only way to protect from it is having SI Divination there is no MR or save vs it.
So if you precast True Seeing (it lasts for 1 turn ) then cast MR at Big B he has a 22/24% chance of resisting Harm via MR which should be no big deal since you get 2 casts of that at level 12.
Main problem would be hitting him with it, since there is no critical strike in BG1
But at least one could maximise the roll with Potion of Power and duhm.
Potion of Power works with Harm, Enrage too but DoHM did not boost my THAC0 in any way - too bad!
Maybe thats it?!
Like @semiticgod, I don't think that SoD is broken down as much as BG1, at least not for every class. How would you approach the Coalition Camp attack with a cleric/mage or a pure cleric ? And Big B for that matter ? Druids has Fire Elementals to help them against Coalition Camp. They also have very good weapons for free in the Drizzt's scimitar. Not an option for clerics. So yeah, there's still work to do.
Pure Clerics and Monks will be tougher but i lack experience with these classes. For Clerics Big B should be doable thanks to Martyr's Morningstar +2. Monks can use +3 weapons but the lack of helms will make it a nightmare. For Coalition Camp the big question is if there is any way to prevent charmed troops from disappearing. Maybe there is another way...
There was an oddity when fighting Tranzig - a second version of him suddenly appeared downstairs, not following an area transition. I guess that a previous transition had duplicated him and his clone upstairs had heard the noise and come down to investigate. That was potentially a pretty nasty situation, but fortunately the cloning was done at a point when Tranzig only had a couple of spells left and Freda finished both off without too much trouble (Dunkin being charmed and sacrificed in the process to allow a reunion with his dead friend Marl).
Freda got a lift to the bandit Camp with Raiken and entered Tazok's tent invisibly. The lightning trap hit him twice - doing 60 damage despite Mulahey's boots - and I decided not to risk casting invisibility, but use a potion to escape. Outside, Taurgosz was charmed and danced around a hobgoblin elite until he no longer needed his shiny armor. Next up will be the Cloakwood.