@Grond0 Wimp is borderline masochism I would say At least you didn't need to spend time rolling at character creation
Goodluck on your run, how many mage spells will you be able to get per level with 9 int? Are you also playing wtih resting restriction? Just to go into full on masochist mode
I've lost a bit of motivation, was thinking of another run with a shaman but I can foresee so many problems in ToB and maybe even late SoA that i'm doubting it. Perhaps another run as totemic -> fighter, or the tried and trusted zerker-> thief. I would like to play through as a vanilla monk but the non magical fists at xp cap are painful as wel as general lack of damage and bad AC. Too bad the EE didn't add any monk items to BG1.
I've been looking at the improved shamanic dancing mod, do you guys think its too op? I found the monastic orders of faerun mod a bit too op for monks for example.
Goodluck on your run, how many mage spells will you be able to get per level with 9 int? Are you also playing wtih resting restriction?
@billy_pilgrim no limit on spell learning as I'm not restricting the use of potions to boost intelligence. There's also no limit on rests, but casting spells per se is dangerous as a wild mage - eventually those surges are going to catch up . Hence Wimp won't be using spells that heavily.
Guys, I am stuck on the Chromatic demon in watchers keep as a Solo mage. What is the best method for dealing with him?
@comebackhome I think he's vulnerable to elemental damage opposite to his current form, e.g. use fire damage when he's looking icy. I've not done it, but would have thought that if you take along a selection of wands you could wear him down.
Legit question about challenges: Is it generally more or less difficult to overcome challenges like this with larger parties? My google-fu is rather lacking, but I've come across a lot of solo trilogy videos, where I haven't found one with the protagonist plus five of any of the joinable NPCs yet. Hat's off to anyone taking these challenges up, but I'm thinking that having less/no weak links and making strong characters more powerful a lot faster might have something to do with this. Am I wrong?
I'd say it's true, but only for specific parts of the game.
In BG1/SoD, not so much because there's a level cap. When you hit BG2, it starts to be true, specially in SoA, where there's a significant drop in difficulty, mainly because of HLAs. SoA just wasn't meant to be tackled with HLAs.
However, in ToB, the difficulty slaps you right back in the face, because it WAS design for HLAs. Soloing is now much harder than group playing, because you hit the level cap real fast without gaining much anymore, whereas your group continue to grow to reach the levels you got as a solo player. Plus, in ToB, there is so much good equipment, that the advantage of stacking all the best gear on one character also diminish greatly.
In general, I'd say that soloing is harder, because a single mistake means game over. There's just so little room for mistake when soloing.
Wimp's continuing to make decent progress - still waiting for that deadly surge ...
Charming a worg helped persuade Ardrouine to give a reputation increase, but I stupidly forgot that Charleston Nib wouldn't be impressed by Wimp's low charisma. However, Brage was less picky and offered a free lift to Nashkel. Blinding some tasloi near Brage had given Wimp her first surge, but with no dangerous effects.
Still travelling safely to avoid the most dangerous ambushes, Wimp went to Nashkel Mine to charm Greywolf. Wimp was lucky to get his XP there after Greywolf was poisoned by a kobold and only hit by a critical from the pseudo-dragon when he had 1 HP remaining. Further reputation gains were made by saving Arabelle (the familiar attacking the xvarts one at a time to avoid their cow-killing scripts activating), killing some half-ogres for Bjornin and finding items for Firebead and Mr Colquetle.
Next there was another XP glut as Wimp travelled to the basilisk area and waited while the familiar wore down the monsters. Korax was recruited to help with Mutamin, but Kirian's party were left alone (mainly because of the hassle of carrying away any of their equipment).
With reputation now up to 19, Wimp ventured briefly into the Cloud Peaks to charm Krumm into helping the Dryad there. She then bought up a number of scrolls and took them to the FAI where she learnt them all with the help of 4 potions of genius. Even though that gives very little XP in BG1 the learning experience was still enough to take her to level 7 (where once again she got 0 HPs).
Soon after that she was ambushed by lots of kobolds, including 3 kobold commandos. As she would have been unlikely to survive attacks by those she used a potion of invisibility.
At Durlag's Tower she used some of her own spells on a couple of battle horrors, though the main damage was done by a wand of frost - (s)he also managed a sex change with a surge while doing that. The familiar crunched up more basilisks on the roof to help Wimp to level 8 and she also picked up the tome there using strength and MSD against the trap (she just sold it though rather than using it).
She pushed her luck a bit by using spells to kill the ghasts at the Valley of the Tombs (not necessary to do as the wand of summoning can be got just by overlapping the container and using the inventory screen while invisible).
To speed things up a bit the first group of sirines at the Lighthouse were attacked by summons, before Algernon's Cloak sorted out the next lot. As Wimp's ability with missiles is so bad though the flesh golems were left alone. Unlike the wisdom tome she gleefully made use of the constitution tome - reducing her HP penalty from -2 to -1 per level.
Legit question about challenges: Is it generally more or less difficult to overcome challenges like this with larger parties?
In addition to what @Arctodus said the difficulty is affected by what you mean by challenges. If you're playing no-reload then you tend to be much more vulnerable than in a party where the odd failed saving throw by a front-liner isn't instantly fatal. The fact that solo games are much faster weighs in on the other side, as you don't need to maintain concentration for so long, but completing a game without mistakes is still pretty hard.
Wimp consolidated a few equipment stashes into a single container at Beregost before dealing with a few encounters missed out previously in the Cloud Peaks on her way to pick up the charisma tome. She had a near escape there when a big critical from a blinded Gnarl on the familiar took it to near death and it briefly lost morale before recovering its senses before Gnarl could find it to attack again.
The last cache of treasure on offer was in the ankheg nest. Rather than use a potion of invisibility, or risk an invisibility spell surging, Wimp used up a monster summoning charge there to get rid of the ankheg next to the treasure. Regrettably she'd just sold that loot when she had her first gold destroyed surge - seeing about 11,000 gold evaporate there (funds had been building up with the aim of recharging the monster summoning wand). To avoid that type of loss it would have been technically possible to build up a huge stock of equipment and sell everything in one go - but just managing the movements of equipment she's done with a base strength of 3 has been quite enough of a hassle!
Deciding it was time to crack on with the main quest, Wimp made her way to the Nashkel Mine. She passed through that invisibly, though had to renew her spell when the kobold shaman used an Oracle. In Mulahey's cave she rested to cure trap damage, then charmed the cleric at the first attempt and chuckled as she watched him be killed by his own skeleton warrior.
Back in Nashkel, Nimbul was also charmed and set up to be chopped into pieces by Minsc. After getting a lift to the Bandit Camp, Wimp charmed Taurgosz to get his equipment before using a potion of insulation to top up Mulahey's boots against trap damage in the main tent - a potion of invisibility was then used to make a quick exit. She rested after that at the FAI to get another strength spell available, but casting that produced the first direct damage surge she's encountered so far - luckily she was still wearing Mulahey's boots which cancelled half the lightning damage and her HPs were good enough to survive.
After passing invisibly through the Cloakwood (most of her travelling has been done while visible to avoid needing to cast spells, but while that's still possible in the Cloakwood using the ring of free action to defend against spider webs I decided to risk the surges to avoid the hassle) she charmed Drasus & co one by one and sent them to be killed by the nearby guards. Drasus himself though managed to recover from the charm while badly wounded (possibly as a result of his berserk wearing off, though I've noticed plenty of times before that characters with custom scripts have a nasty tendency to throw off charms) and rather than rest and start over again Wimp used up a couple of monster summoning charges to finish him off.
All the loot was stashed in a container while Wimp went invisibly through the mine. She got down to Davaeorn's level - and then realised she had no realistic options to kill the battle horrors there. Some time later she got back to the mine with a couple of frost wands and Davaeorn's guard pulled the battle horrors away to be iced. Wimp tried to sight Davaeorn, but was hurt by a trap before getting into sight and had to rest and heal before recharming the guard and sending it in to kill the mage (whose script never fires if he's not seen a party member) - that got Wimp her final BG1 level. The guard also pulled the mustard jelly away to allow Wimp to loot a couple of chests before she left. She didn't flood the mine yet though in case she needs to generate some more money at a later date.
Baldur's Gate awaits - will Wimp's luck continue to hold there?
In Baldur's Gate, dexterity also hit the dizzy heights of 4 before another lot of potions allowed Wimp to extend her spell repertoire. I was concerned about the amount of cash Wimp could potentially get through (even without any more destroyed gold), so was looking to minimise the resources used in encounters. Ramazith was the first victim and represented a real bargain - lots of gains there at the cost of a single lot of summoned monsters.
A couple of skeleton warriors helped kill an ankheg and recover Nester's dagger, but Wimp decided then to investigate the Iron Throne invisibly and report for duty in Candlekeep as soon as possible (moving around will be a bit easier if strength is pushed up to 4). Skeleton warriors sorted out the Seven Suns before Duke Eltan sent Wimp into an ogre magi trap - fortunately she was just quick enough on the ball with a potion of invisibility to prevent her being targeted.
In the catacombs Wimp used spells to loot the tombs. She hadn't brought along any containers though so had to leave some treasure behind - and that also meant it wasn't worthwhile targeting Prat's party. After letting the familiar claim another couple of basilisk scalps she whizzed invisibly past the ogre magi again. Before she got to the City though she tried to renew a strength spell - and some more gold disappeared in a puff of dust (this time losing about 14k - the plan to recharge a monster summoning wand taking a further kicking there).
Looking to generate some cash Wimp attacked Arkion & Nemphre. The latter nearly proved fatal when she disappeared into a wall while being attacked by a pair of skeleton warriors. By moving around Wimp could see where she was, but not attack her and the delay that caused resulted in Wimp's improved invisibility running out. Fortunately she survived the resulting magic missile. After a few straight-forward encounters there was another problem when Wimp tried summoning skeleton warriors to sort out Jalantha. Somehow Jalantha appeared next to her out of nowhere and attacked while Wimp was casting - a single hit took her from 44 down to 14 HPs, but luckily Jalantha chose to switch to a spell rather than continue attacking in melee and Wimp was able to use a potion to disappear just in time.
I thought Wimp would have a good chance of killing Lothander for his equipment, but a couple of the dire wolf summons refused to attack and the others, even hasted, were only sufficient to get him to near death before he disappeared. Marek caused no problems though and Wimp did finally cash in some equipment and go to recharge the monster summoning wand. She intended to sell both the wisdom tomes she had, but as one of them was only worth 1 gold piece she actually used that herself . After those purchases she once more lost some gold when trying to travel back to the City, but this time only 2k or so. It would be nice to get a robe of the archmagi, so she might do a few more encounters to raise funds for that before heading for Slythe.
The heavy mob would include berserkers, barbarians and dwarven defenders. On the sneakier side Harpagornis' bounty hunter is the only class to have completed the full challenge. I suspect a shadow dancer could also do a lot of damage, though it would take a considerable amount of patience ...
If @Grond0 played Berserker/Mages and Sorcerers, he'd probably have completed no-reload runs more times than most of us had pressed the pause button.
I've actually tried a sorcerer in this challenge quite a few times and never got beyond the SoD prologue. Admittedly I know how to do so, but actually doing it without making mistakes is a problem for me.
doing it without making mistakes is a problem for me.
Ahhhh - never have truer words been spoken.
Wimp had done plenty more combats before finally moving on to the palace. There, she charmed the doppleganger mage, which is a tactic I've not tried before. I had been expecting to be able to leave the palace and rest after the other dopplegangers were dead, but found that wasn't possible (I should have rested prior to starting the fight). As a result Wimp found herself carrying too much gear for her strength and, to be able to move around, put some of it on the floor.
Eventually the mage transformed and was duly beaten up by guards and one more lot of summons and Wimp went to find Liia (Belt having died in the earlier combat), but guess what Wimp had not done before speaking to Liia ...
Hey guys, I'm fiddling around with my install once again. I thought perhaps you guys might know a way around this, I'm trying to install monastic orders of faerun mod, which basically changes monks a bit. The items it adds are stupid, but it more or less fixes the non magical fists problems, which should allow for a BG1 playthrough. The mod isn't working properly, and I think its because of EET, now because this mod changes kits if I want to do an install without EET do I need to install it in both my game folders, and will the character be able to import over to the next game. Or is adding the kit to BG1 enough, and will it work off that save file?
Since people following this thread have a very strong solo experience, I thought it's best to ask here for an advice...
I soloed long ago vanilla BG+ToSC with a dualed F/T and BG2+ToB with a monk, but now I plan to take a solo character through the entire saga (just core rules however) and I would like to know if there's a general consensus about the best class overall considering 2 requirements: - able to complete every quest (besides those involving companions of course) - stay strong through the entire saga My first choice would be F/M, but maybe there are other powerful combos that I'm not aware of because it doesn't seem to be the first choice of the people who took the solo challenge...
Just a short hello from the lazy one. Good to see Fafnir back on the run @chimaera - Melissan is already trembling! For me the challenge will be paused for "quite some time" as real life soaks a lot of attention and other games look much more interesting at the moment. If someone for instance is playing "Battlerite" (yeah, i am really bad at this) he is welcome to add me to his friends list. My Nick there is "Eklun". How fitting - no?
I never play F/M cause Mages are banned for me. But it should be a very good pick throughout the saga. F/T is pretty powerful too and one of my favoured picks. Totemic Druid dualed to Fighter at 18 is also quite strong as Eklun has shown. At the end its up to you!
@Almahnsor the best character will depend on the terms of your game - for instance the game difficulty, whether you allow reloading and whether you want to rest regularly to recharge spells and abilities. A F/M is certainly a strong option, but I suggest you make your choice based on the character you would like to play - you'll have a much better chance of taking it all the way through the game if you identify with the character than just because it's the 'best'. Other possible things you might want to consider could include: - pretty much any multi-class - berserker dualled to mage or thief or just dwarf berserker - swashbuckler dualled to fighter
This was a sad day for Squirrellover the No Reload M/C, since she died to Meilum after getting impatient too quickly. My strategy was to charm with Algernon's and on Save vs Breath exit the map to the right and rest and come back. After something like 6 tries I got impatient and decided to all in with Doom and blind but with slow cast speed and a very low level char with 34 hp even mirror image didn't let me finish the doom cast and after getting hit I was too stubborn to run and died.
I then tried the basilisk loop with a revived Squirrellover (starting at Candlekeep with 0 progress I hope that is ok to recycle chars to save rerolling?) But somehow the 8 hours scroll vs petrification turned the lesser basilisk hostile again. I got impatient again and went to Tenya which I did ok against with the former squirrel, but this time I messed up interrupting her skeleton cast my familiar died and so did squirrel.
Hard luck @Victor_Creed_SFV. I didn't play any BG for a few weeks, but did have a go at this with my sorcerer the other day. Everything seemed to be going well and she was up to level 7 when deciding to go to the basilisk area. I'd already done the Nashkel Mine and Nimbul, so she had a quasit familiar and I decided to let that clear the basilisks - only for it to immediately get petrified . I thought I'd used a quasit before there, but must have been thinking of a different familiar. The Adventurer's Guide says that all the familiars are immune to petrification, but if anyone is thinking of using them against basilisks you might want to check them first to see whether the quasit is the only one where that statement is incorrect ...
I've been trying @semiticgod 's Basilisk loop the last couple of days and finally had a partial success after messing up on minor details before.
How do you guys prevent the basilisk from attacking in melee? After getting about 80k xp both my greaters died from a melee attack from my charmed lesser and I couldn't really find a way to choose which attack the basilisk uses.
@Victor_Creed_SFV: It involves a lot of pausing in my case. I like to put an invisible or summoned creature in between the greater and lesser basilisk to hold them off, and I make sure to pause immediately after the greater basilisk gets petrified. Then I just order the lesser basilisk to walk away until I can use the Stone to Flesh scroll on the greater basilisk. Once the greater basilisk is un-petrified, I have the lesser basilisk attack it again.
I've also noticed that it helps to keep the lesser basilisk at a certain distance from the greater basilisk. If I see the lesser basilisk walking towards the greater basilisk, I know that it's trying to engage in melee, so I select it again and order it to walk a few steps back or to the side before I let it attack again.
I normally only use one greater basilisk at a time, leaving others dead or simply petrified and out of my line of sight. Having two greater basilisks on the map tends to involve more micromanagement than just the one.
@semiticgod Very interesting, thx! Most of that I did minus having an invisible creature in between both Basilisks. Whenever my charmed basilisk walked towards the Greater this meant certain deeath, I ordered it to walk away but it just kept coming. But I'm almost 100% certain an invisible familiar would prevent this, I will try tomorrow again, since sadly enough after getting to max xp my M/C died again totally unnecessary trying to get Stoneskin from the Island thingy. I had a level 5 Cleric spell slot but just didn't realize I need to put it on prot from lightning and a lightning bolt one shot me with 78 hp...
Comments
Goodluck on your run, how many mage spells will you be able to get per level with 9 int? Are you also playing wtih resting restriction? Just to go into full on masochist mode
I've lost a bit of motivation, was thinking of another run with a shaman but I can foresee so many problems in ToB and maybe even late SoA that i'm doubting it. Perhaps another run as totemic -> fighter, or the tried and trusted zerker-> thief. I would like to play through as a vanilla monk but the non magical fists at xp cap are painful as wel as general lack of damage and bad AC. Too bad the EE didn't add any monk items to BG1.
I've been looking at the improved shamanic dancing mod, do you guys think its too op? I found the monastic orders of faerun mod a bit too op for monks for example.
In BG1/SoD, not so much because there's a level cap. When you hit BG2, it starts to be true, specially in SoA, where there's a significant drop in difficulty, mainly because of HLAs. SoA just wasn't meant to be tackled with HLAs.
However, in ToB, the difficulty slaps you right back in the face, because it WAS design for HLAs. Soloing is now much harder than group playing, because you hit the level cap real fast without gaining much anymore, whereas your group continue to grow to reach the levels you got as a solo player. Plus, in ToB, there is so much good equipment, that the advantage of stacking all the best gear on one character also diminish greatly.
In general, I'd say that soloing is harder, because a single mistake means game over. There's just so little room for mistake when soloing.
Charming a worg helped persuade Ardrouine to give a reputation increase, but I stupidly forgot that Charleston Nib wouldn't be impressed by Wimp's low charisma. However, Brage was less picky and offered a free lift to Nashkel. Blinding some tasloi near Brage had given Wimp her first surge, but with no dangerous effects.
Still travelling safely to avoid the most dangerous ambushes, Wimp went to Nashkel Mine to charm Greywolf. Wimp was lucky to get his XP there after Greywolf was poisoned by a kobold and only hit by a critical from the pseudo-dragon when he had 1 HP remaining. Further reputation gains were made by saving Arabelle (the familiar attacking the xvarts one at a time to avoid their cow-killing scripts activating), killing some half-ogres for Bjornin and finding items for Firebead and Mr Colquetle.
Next there was another XP glut as Wimp travelled to the basilisk area and waited while the familiar wore down the monsters. Korax was recruited to help with Mutamin, but Kirian's party were left alone (mainly because of the hassle of carrying away any of their equipment).
With reputation now up to 19, Wimp ventured briefly into the Cloud Peaks to charm Krumm into helping the Dryad there. She then bought up a number of scrolls and took them to the FAI where she learnt them all with the help of 4 potions of genius. Even though that gives very little XP in BG1 the learning experience was still enough to take her to level 7 (where once again she got 0 HPs).
Soon after that she was ambushed by lots of kobolds, including 3 kobold commandos. As she would have been unlikely to survive attacks by those she used a potion of invisibility.
At Durlag's Tower she used some of her own spells on a couple of battle horrors, though the main damage was done by a wand of frost - (s)he also managed a sex change with a surge while doing that. The familiar crunched up more basilisks on the roof to help Wimp to level 8 and she also picked up the tome there using strength and MSD against the trap (she just sold it though rather than using it).
She pushed her luck a bit by using spells to kill the ghasts at the Valley of the Tombs (not necessary to do as the wand of summoning can be got just by overlapping the container and using the inventory screen while invisible).
To speed things up a bit the first group of sirines at the Lighthouse were attacked by summons, before Algernon's Cloak sorted out the next lot. As Wimp's ability with missiles is so bad though the flesh golems were left alone. Unlike the wisdom tome she gleefully made use of the constitution tome - reducing her HP penalty from -2 to -1 per level.
The last cache of treasure on offer was in the ankheg nest. Rather than use a potion of invisibility, or risk an invisibility spell surging, Wimp used up a monster summoning charge there to get rid of the ankheg next to the treasure. Regrettably she'd just sold that loot when she had her first gold destroyed surge - seeing about 11,000 gold evaporate there (funds had been building up with the aim of recharging the monster summoning wand). To avoid that type of loss it would have been technically possible to build up a huge stock of equipment and sell everything in one go - but just managing the movements of equipment she's done with a base strength of 3 has been quite enough of a hassle!
Deciding it was time to crack on with the main quest, Wimp made her way to the Nashkel Mine. She passed through that invisibly, though had to renew her spell when the kobold shaman used an Oracle. In Mulahey's cave she rested to cure trap damage, then charmed the cleric at the first attempt and chuckled as she watched him be killed by his own skeleton warrior.
Back in Nashkel, Nimbul was also charmed and set up to be chopped into pieces by Minsc. After getting a lift to the Bandit Camp, Wimp charmed Taurgosz to get his equipment before using a potion of insulation to top up Mulahey's boots against trap damage in the main tent - a potion of invisibility was then used to make a quick exit. She rested after that at the FAI to get another strength spell available, but casting that produced the first direct damage surge she's encountered so far - luckily she was still wearing Mulahey's boots which cancelled half the lightning damage and her HPs were good enough to survive.
After passing invisibly through the Cloakwood (most of her travelling has been done while visible to avoid needing to cast spells, but while that's still possible in the Cloakwood using the ring of free action to defend against spider webs I decided to risk the surges to avoid the hassle) she charmed Drasus & co one by one and sent them to be killed by the nearby guards. Drasus himself though managed to recover from the charm while badly wounded (possibly as a result of his berserk wearing off, though I've noticed plenty of times before that characters with custom scripts have a nasty tendency to throw off charms) and rather than rest and start over again Wimp used up a couple of monster summoning charges to finish him off.
All the loot was stashed in a container while Wimp went invisibly through the mine. She got down to Davaeorn's level - and then realised she had no realistic options to kill the battle horrors there. Some time later she got back to the mine with a couple of frost wands and Davaeorn's guard pulled the battle horrors away to be iced. Wimp tried to sight Davaeorn, but was hurt by a trap before getting into sight and had to rest and heal before recharming the guard and sending it in to kill the mage (whose script never fires if he's not seen a party member) - that got Wimp her final BG1 level. The guard also pulled the mustard jelly away to allow Wimp to loot a couple of chests before she left. She didn't flood the mine yet though in case she needs to generate some more money at a later date.
Baldur's Gate awaits - will Wimp's luck continue to hold there?
A couple of skeleton warriors helped kill an ankheg and recover Nester's dagger, but Wimp decided then to investigate the Iron Throne invisibly and report for duty in Candlekeep as soon as possible (moving around will be a bit easier if strength is pushed up to 4). Skeleton warriors sorted out the Seven Suns before Duke Eltan sent Wimp into an ogre magi trap - fortunately she was just quick enough on the ball with a potion of invisibility to prevent her being targeted.
In the catacombs Wimp used spells to loot the tombs. She hadn't brought along any containers though so had to leave some treasure behind - and that also meant it wasn't worthwhile targeting Prat's party. After letting the familiar claim another couple of basilisk scalps she whizzed invisibly past the ogre magi again. Before she got to the City though she tried to renew a strength spell - and some more gold disappeared in a puff of dust (this time losing about 14k - the plan to recharge a monster summoning wand taking a further kicking there).
Looking to generate some cash Wimp attacked Arkion & Nemphre. The latter nearly proved fatal when she disappeared into a wall while being attacked by a pair of skeleton warriors. By moving around Wimp could see where she was, but not attack her and the delay that caused resulted in Wimp's improved invisibility running out. Fortunately she survived the resulting magic missile. After a few straight-forward encounters there was another problem when Wimp tried summoning skeleton warriors to sort out Jalantha. Somehow Jalantha appeared next to her out of nowhere and attacked while Wimp was casting - a single hit took her from 44 down to 14 HPs, but luckily Jalantha chose to switch to a spell rather than continue attacking in melee and Wimp was able to use a potion to disappear just in time.
I thought Wimp would have a good chance of killing Lothander for his equipment, but a couple of the dire wolf summons refused to attack and the others, even hasted, were only sufficient to get him to near death before he disappeared. Marek caused no problems though and Wimp did finally cash in some equipment and go to recharge the monster summoning wand. She intended to sell both the wisdom tomes she had, but as one of them was only worth 1 gold piece she actually used that herself . After those purchases she once more lost some gold when trying to travel back to the City, but this time only 2k or so. It would be nice to get a robe of the archmagi, so she might do a few more encounters to raise funds for that before heading for Slythe.
If @Grond0 played Berserker/Mages and Sorcerers, he'd probably have completed no-reload runs more times than most of us had pressed the pause button.
Wimp had done plenty more combats before finally moving on to the palace. There, she charmed the doppleganger mage, which is a tactic I've not tried before. I had been expecting to be able to leave the palace and rest after the other dopplegangers were dead, but found that wasn't possible (I should have rested prior to starting the fight). As a result Wimp found herself carrying too much gear for her strength and, to be able to move around, put some of it on the floor.
Eventually the mage transformed and was duly beaten up by guards and one more lot of summons and Wimp went to find Liia (Belt having died in the earlier combat), but guess what Wimp had not done before speaking to Liia ...
POWER OF THE POLYMORPH IS HERE! A MUST SEE EPISODE.
Demonstrating the true power of polymorphed forms in conjunction with spell sequencer cleric/mage buffs.
This episode is the poster child for the series and shows that the once overlooked forms can become quite deadly if used correctly. Enjoy
I soloed long ago vanilla BG+ToSC with a dualed F/T and BG2+ToB with a monk, but now I plan to take a solo character through the entire saga (just core rules however) and I would like to know if there's a general consensus about the best class overall considering 2 requirements:
- able to complete every quest (besides those involving companions of course)
- stay strong through the entire saga
My first choice would be F/M, but maybe there are other powerful combos that I'm not aware of because it doesn't seem to be the first choice of the people who took the solo challenge...
I never play F/M cause Mages are banned for me. But it should be a very good pick throughout the saga. F/T is pretty powerful too and one of my favoured picks. Totemic Druid dualed to Fighter at 18 is also quite strong as Eklun has shown. At the end its up to you!
Until later...
- pretty much any multi-class
- berserker dualled to mage or thief or just dwarf berserker
- swashbuckler dualled to fighter
I started streaming very recently and what a better way to start it off than with a no reload Illusionist/Cleric.
Here's the archived footage:
https://www.youtube.com/watch?v=EcomsHyNtGM&feature=youtu.be
My strategy was to charm with Algernon's and on Save vs Breath exit the map to the right and rest and come back.
After something like 6 tries I got impatient and decided to all in with Doom and blind but with slow cast speed and a very low level char with 34 hp even mirror image didn't let me finish the doom cast and after getting hit I was too stubborn to run and died.
I then tried the basilisk loop with a revived Squirrellover (starting at Candlekeep with 0 progress I hope that is ok to recycle chars to save rerolling?)
But somehow the 8 hours scroll vs petrification turned the lesser basilisk hostile again.
I got impatient again and went to Tenya which I did ok against with the former squirrel, but this time I messed up interrupting her skeleton cast my familiar died and so did squirrel.
How do you guys prevent the basilisk from attacking in melee?
After getting about 80k xp both my greaters died from a melee attack from my charmed lesser and I couldn't really find a way to choose which attack the basilisk uses.
I've also noticed that it helps to keep the lesser basilisk at a certain distance from the greater basilisk. If I see the lesser basilisk walking towards the greater basilisk, I know that it's trying to engage in melee, so I select it again and order it to walk a few steps back or to the side before I let it attack again.
I normally only use one greater basilisk at a time, leaving others dead or simply petrified and out of my line of sight. Having two greater basilisks on the map tends to involve more micromanagement than just the one.
Very interesting, thx!
Most of that I did minus having an invisible creature in between both Basilisks.
Whenever my charmed basilisk walked towards the Greater this meant certain deeath, I ordered it to walk away but it just kept coming.
But I'm almost 100% certain an invisible familiar would prevent this, I will try tomorrow again, since sadly enough after getting to max xp my M/C died again totally unnecessary trying to get Stoneskin from the Island thingy.
I had a level 5 Cleric spell slot but just didn't realize I need to put it on prot from lightning and a lightning bolt one shot me with 78 hp...