Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Categories

Neverwinter Nights: Enhanced Edition has been released! Visit nwn.beamdog.com to make an order. NWN:EE FAQ is available.
Soundtracks for BG:EE, SoD, BG2:EE, IWD:EE, PST:EE are now available in the Beamdog store.
Attention, new and old users! Please read the new rules of conduct for the forums, and we hope you enjoy your stay!

The Adventurer's Lounge: Guidance and Support for No Reload Challengers- Newbie or Veteran

12526272830

Comments

  • StromaelStromael Member Posts: 77
    The Helm almost certainly comes from my mod-setup:
    // 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]
    ~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #103 // Blindness As Spell Description: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #110 // Disable Force Inventory Pause: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #112 // Level One Proficiency Restrictions: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #114 // Rest Spawns Advance Time: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #115 // Dialogue Greeting Subtitles: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #116 // Enable Animation Attack Sounds: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #118 // Subtitles For Standard Soundsets: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #123 // Enable Auto-Pause On All Screens: Beta 0025
    ~TOBEX/TOBEX.TP2~ #0 #124 // Make All Attack Animations Genuine Attacks: Beta 0025
    ~BGQE/SETUP-BGQE.TP2~ #0 #0 // Slime Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #1 // Beregost Family Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #2 // Babysitting Quest, including the Carnival Encounter...: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #3 // Nashkel Monster Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #4 // Fallen Paladin Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #5 // Undying Love Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #6 // Lovesick Half-Orc: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #7 // Unexpected Help Quest: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #8 // Many Little Paws: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #10 // A Warm Place for Noober: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #11 // Brage's Sword: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #12 // Legal Seachart Sources: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #13 // Additions to the House of the Lady and the Bitch Queen's Temple: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #14 // A Worried Farmer: v18
    ~BGQE/SETUP-BGQE.TP2~ #0 #15 // Bodies for a Good Cause: v18
    ~BG2FIXPACK/SETUP-BG2FIXPACK.TP2~ #0 #112 // Wizard Slayers Cause Miscast Magic on Ranged Attacks: v10
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #1 // The Mysterious Vial: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #12 // Quoningar, the Cleric: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #13 // Shilo Chen and the Ogre-Magi: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #14 // Edie, the Merchant League Applicant: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #17 // Creature Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #19 // Minor Dialogue Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #23 // Area Corrections and Restorations: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #30 // Nim Furlwing Encounter: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #31 // Restored Elfsong Tavern Movie: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #32 // Svlast, the Fallen Paladin Encounter: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #33 // Mal-Kalen, the Ulcaster Ghost: v14.0
    ~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v14.0
    ~BG1NPC/BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #6 // The BG1 NPC Project: Give Viconia her BG2 portrait: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #27 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open Cloakwood Lodge (first Cloakwood area only): v23.3
    ~BG1NPC/BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v23.3
    ~1PP/1PP.TP2~ #0 #101 // 1ppv4: Core paperdolls
    ~1PP/1PP.TP2~ #0 #103 // 1ppv4: Extended palette entries -> Full install (recommended)
    ~1PP/1PP.TP2~ #0 #105 // 1ppv4: Avatar fixes
    ~1PP/1PP.TP2~ #0 #106 // 1ppv4: Female Dwarves -> Separate Avatars for Female Dwarves - Baldur's Gate II
    ~1PP/1PP.TP2~ #0 #111 // 1ppv4: Thieves Galore -> BGII - Unique Thief Avatars
    ~1PP/1PP.TP2~ #0 #114 // 1ppv4: Softer Spell Effects
    ~1PP/1PP.TP2~ #0 #200 // 1ppv4: Core content patches
    ~1PP/1PP.TP2~ #0 #201 // 1ppv4: Consistent spell and scroll icons
    ~1PP/1PP.TP2~ #0 #202 // 1ppv4: Spell tweaks
    ~1PP/1PP.TP2~ #0 #203 // 1ppv4: Restored flame sword animations
    ~1PP/1PP.TP2~ #0 #204 // 1ppv4: Colourable Quarterstaves
    ~1PP/1PP.TP2~ #0 #205 // 1ppv4: Legacy Shields
    ~1PP/1PP.TP2~ #0 #206 // 1ppv4: Additional Shield Animations (core)
    ~1PP/1PP.TP2~ #0 #207 // 1ppv4: Wizards' Staves (core)
    ~1PP/1PP.TP2~ #0 #208 // 1ppv4: Additional Helmet Animations (core)
    ~1PP/1PP.TP2~ #0 #210 // 1ppv4: Increased paperdoll object variety (core)
    ~1PP/1PP.TP2~ #0 #400 // 1ppv4: Core updates and item patches
    ~1PP/1PP.TP2~ #0 #401 // 1ppv4: Improved projectile effects
    ~1PP/1PP.TP2~ #0 #300 // 1ppv4: Fixed animations for solars and elementals
    ~1PP/1PP.TP2~ #0 #301 // 1ppv4: Miscellaneous content fixes
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #11 // Install new spells -> Only add spells if not present from other mods: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #100 // Cleric Remix: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #103 // Install Silverstar of Selune Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #106 // Install Nightcloak of Shar Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #107 // Install Holy Strategist of the Red Knight Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #109 // Install Battleguard of Tempus Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #112 // Install Painbearer of Ilmater Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #115 // Install Firewalker of Kossuth Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #118 // Install Authlim of Iyachtu Xvim Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #121 // Install Lorekeeper of Oghma Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #124 // Install Heartwarder of Sune Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #127 // Install Feywarden of Corellon Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #130 // Install Strifeleader of Cyric Cleric Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #200 // Druid Remix: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #203 // Install Oozemaster Druid kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #403 // Install Bowslinger Ranger Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #406 // Install Feralan Ranger Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #409 // Install Forest Runner Ranger Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #412 // Install Justifier Ranger Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #415 // Install Wilderness Runner Ranger Kit: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #605 // Change Jaheira to Neutral Good: v8
    ~DIVINE_REMIX/SETUP-DIVINE_REMIX.TP2~ #0 #610 // Install Nightcloak of Shar Kit for Viconia: v8
    ~SETUP-OVERSIGHT.TP2~ #0 #7 // Holy Liberator: 13
    ~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #1 // Monk Remix: v7
    ~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #30 // Install Hexblade fighter kit: v7
    ~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #31 // Install Duelist fighter kit: v7
    ~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #32 // Install Fist of Order fighter kit: v7
    ~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #33 // Install Blackguard fighter kit: v7
    ~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #34 // Install Duskblade fighter kit (by ronin69hof, [email protected]: v7
    ~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.66
    ~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.66
    ~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.66
    ~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.66
    ~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.66
    ~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.66
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1000 // Initialise mod (all other components require this): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1901 // Standardise spells: BG1 vs BG2 -> Introduce BG2 spell scrolls into BG1: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1910 // Protection from Normal Missiles also blocks Arrows of Fire/Cold/Acid and similar projectiles without pluses: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2020 // Antimagic attacks penetrate improved invisibility: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2110 // Reduce the power of Inquisitors' Dispel Magic -> Inquisitors dispel at 1.5 x their level (not twice their level): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2120 // Slightly weaken insect plague spells, and let fire shields block them: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3010 // Replace +1 arrows with nonmagical "fine" ones: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3021 // Replace many +1 magical weapons with Fine ones -> Fine weapons are immune to the iron crisis: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3030 // Re-introduce potions of extra-healing: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // Faster Bears: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4010 // Grant large, flying, non-solid or similar creatures protection from Web and Entangle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6031 // Smarter Mages -> Mages only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6041 // Smarter Priests -> Priests only cast short-duration spells instantly at start of combat if they are created in sight of the PC: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs -> All of the potions dropped by slain enemies are recoverable: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly harder carrion crawlers: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Dark Side-based kobold upgrade: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity party: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: v31
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: v31
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #130 // Force All Dialogue to Pause Game: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #140 // Fix Boo's Squeak: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1060 // Breakable Iron Nonmagical Shields, Helms, and Armor: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1070 // Improved Multi-Player Kick-out Dialogues: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1150 // Shapeshifter Rebalancing: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2150 // Wear Multiple Protection Items -> P&P Restrictions: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2160 // Alter Weapon Proficiency System -> Rebalanced Weapon Proficiencies: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2192 // Limit Ability of Storekeepers to Identify Items -> Hybrid of Both Methods: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2291 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, PnP Druid/Cleric Spell Table Only: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2330 // Remove Delay for Magical Traps (Ardanis/GeN1e): v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3001 // Higher HP on Level Up -> NWN Style: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3011 // Maximum HP for NPCs (the bigg) -> For Non-Party-Joinable NPCs Only: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3070 // Change Effect of Reputation on Store Prices -> Low Reputation Store Discount (Sabre): v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at Mid-Range Reputation: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3200 // Sellable Items (Icelus): v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3220 // Sensible Entrance Points: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4050 // Change Jaheira to Neutral Good: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4080 // Make Khalid a Fighter-Mage (Domi): v14
    ~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4090 // Make Montaron an Assassin (Andyr): v14
    ~IWDIFICATION/SETUP-IWDIFICATION.TP2~ #0 #50 // IWD Bard Song: Beta 2
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #100 // Restore innate infravision to Half-Orc characters: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #101 // Prevent skeletal and incorporeal undead from being affected by Illithids' Devour Brain attack: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #102 // Change Spiritual Hammer into a ranged force weapon: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #103 // Allow Dispel/Remove Magic to take down Globes of Invulnerability: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #104 // PnP Color Spray: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #105 // PnP Dimension Door: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #117 // Allow Mages to scribe memorized spells onto scrolls -> Scrolls can only be scribed at inns and strongholds: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #120 // Restore innate disease immunity to Paladins: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #125 // Rangers' Animal Empathy improves with experience: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #130 // Additional racial traits for Dwarves: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #140 // Additional racial traits for Gnomes: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #152 // PnP Fiends -> Mod-added fiends are also affected: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #155 // Further Revised Fiend Summoning: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #156 // Fiendish gating: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #160 // PnP Undead: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #180 // PnP Mephits: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #185 // PnP Fey creatures: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #186 // Revised Call Woodland Beings spell: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #190 // PnP Elementals: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #191 // Increase the Hit Dice of Elemental Princes: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #200 // Allow Breach to take down Stoneskin effects applied by items: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #201 // Instant casting for warrior innates: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #202 // Revised Bhaalpowers -> Enhance the Bhaalpowers and standardize their casting time: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #203 // Make druidic shapeshifting uninterruptable: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #204 // Prevent Mislead clones from singing Bard songs: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #205 // Prevent Project Image and Simulacrum clones from using quickslot items: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #211 // Make Death Ward protect against Vorpal Hits: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #210 // Restore the Dispel Magic vulnerability to Nishruu and Hakeashars: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #212 // Make alignment detection spells more accurate: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #213 // Expanded saving throw bonus tables for Dwarves, Gnomes and Halflings: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #261 // Altered XP rewards from locks, traps and scrolls -> Improved (lowered) XP rewards from locks, traps and scrolls: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #310 // Distinctive creature coloring: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #315 // Distinctive creature soundsets: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #510 // Expanded temple services: v4.23
    ~ATWEAKS/SETUP-ATWEAKS.TP2~ #0 #999 // BG2-style icons for aTweaks content: v4.23
    ~WSR/SETUP-WSR.TP2~ #0 #100 // Wizard Slayer kit revision: v1.09
    ~WSR/SETUP-WSR.TP2~ #0 #302 // Revised Wizard Slayer item restrictions -> Moderate changes: v1.09
    ~WSR/SETUP-WSR.TP2~ #0 #999 // BG2-style icons for WSR content: v1.09
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #3 // Joinable NPCs more closely match the player character's experience -> On initial joining only: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #60 // Fix BG1 NPC spells and innate abilities: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1218 // Ajantis Ilvastarr: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1220 // Branwen: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1231 // Safana: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1232 // Shar-Teel Dosan: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.9
    ~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.9
    ~TB#TWEAKS/TB#TWEAKS.TP2~ #0 #3600 // WSPATCK for all (Taimon) -> Everybody gets ApR from proficiency, only Warriors from level: TB#Tweaks, V 2.61
    ~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #0 // Baldurs Gate I GUI for Tutu, SoA/ToB, or BGT
    ~TUTUGUI/SETUP-TUTUGUI.TP2~ #0 #1 // Support for The Biggs widescreen mod
    ~GENERALIZED_BIFFING/GENERALIZED_BIFFING.TP2~ #0 #0 // Generalized Biffing: v2.2
    A quick search for "item" suggests it might come from UB's Item Restorations component.

    Point well noted about ATweaks. I've done a bit of research now and it seems there are some extra elemental critters too: Water Weirds, Nereids, ... Do you have experience of those?

    Can the Balors' vorpal strikes be blocked by PFMW and/or insta-death protection like Death Ward?

    I'm unsure about ATweaks at the moment: I see from your experience it's extremely (even painfully) tricky, but I also appreciate the attempt at PnP faithfulness. I'll probably uninstall it (or at least those components) when I get too frustrated. :smile:

    Thanks for the tip on Ankhegs. Guess I'll make a stab for the Greenstone Amulet before deciding how to proceed.

  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    @Stromael: Death Ward blocks vorpal strikes in EE, so Death Ward will work. Demons will spam Remove Magic, though, so you'll be very hard-pressed to keep Death Ward on characters who can't cast SI: Abjuration, unless the Death Ward is being cast by a very high-level priest. PFMW will work; all demons attack with magical weapons.

    I dimly recall that Nereids in ATweaks have an instant death melee attack that offers a save vs. death or something, so staying at range is safest. I also recall seeing a "Drown" attack from Shoal or some Water Weirds she summoned. Water Weirds have a chance of holding the target in place with no saving throw on a melee hit. I don't think it's a paralysis effect; I think it just reduces your movement rate to zero, so you can still take other actions besides moving. Free Action effects should let you avoid getting pinned by a Water Weird, but it's possible they use a special opcode that bypasses Free Action.

    StummvonBordwehrCorey_Russell
  • StromaelStromael Member Posts: 77
    @semiticgod, so basically the only characters with a consistent hope against ATweaks demons are (part) Mages or Rogues with UAI. Or a solo Priest.

    When I get to those WWs I'll post my findings.

    ATweaks may be hard, but people used to say Tactics, IA and SCS were hard; they've all been beaten in NR. I think it's a nut that can be cracked (although it may require quite specific strategies, à la IA/Tactics). Not saying I'll be the one to crack it. :smile:

    semiticgod
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    True. Tactics tended to require a narrow set of overpowered strategies, though, and no-reloading Improved Anvil required a massive amount of optimizations, highly precise powergaming, and finding ways to skirt around the mod's more oppressive elements. SCS was the only mod that was balanced and well-designed enough to be workable with a variety of strategies.

    ATweaks demons impose a very dangerous bottleneck in Hell in SoA. The balors' no-save vorpal strikes are extremely difficult to get around, and some classes won't be able to handle it realistically or reliably. Combine that with the Fiendish Gating component, and the environment starts to become unworkable for solo characters, as I found in my solo fighter run.

    It's surely possible to crack the nut. But ATweaks' reliance on no-save effects means that full-blown immunities are often the only way to handle certain situations; resistances and saving throws just won't cut it. It really reduces the types of strategies available, to the extent that only very careful short-range kiting and incredibly precise movement can keep you out of range of a balor's vorpal attacks.

    StummvonBordwehr
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    So, Green Slimes in BG1 use vorpal strikes, just like a Planetar's +3 greatsword. The save vs. death is at +4, but it's an instant death attack that also chunks the target, killing party members permanently.

    Huh.

    RaduzielAerakar
  • kjeronkjeron Member Posts: 1,777
    semiticgod wrote: »
    So, Green Slimes in BG1 use vorpal strikes, just like a Planetar's +3 greatsword. The save vs. death is at +4, but it's an instant death attack that also chunks the target, killing party members permanently.
    I wouldn't consider it a vorpal strike:
    "Green Slime attaches itself to living flesh and in 1-4 rounds turns the creature into green slime (no resurrection possible)."
    The good news - Death Ward does not block this form of death in BG1EE/BGSOD, as appropriate.

    A shame though that Green Slimes in-game don't actually spawn a new one when doing this. It would be simple to implement, using the same mechanic as Aec'Letec's Death gaze.

    Even real Vorpal Strikes shouldn't be blocked by Death Ward - it's just decapitation, not magic.

    Raduziel
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    @kjeron: I called it a vorpal strike because it uses the same opcode as vorpal strikes, opcode 13. I call everything that uses opcode 13 a vorpal strike, though that does also include a couple of poisonous potions, while I call opcode 55 the "slay" opcode.

    I just find it amazing that I've never heard anyone warn about the dangers of Green Slime attacks. They have absolutely horrendous stats, with 16 HP, 8 AC, and 18 THAC0 at 1 APR and no resistances beyond immunity to electricity damage, and their attack isn't even a ranged attack; it's a melee attack. You can kill them safely with a ranged weapon.

    But if you do engage them in melee, they always have the chance of landing a critical hit, and a failed save vs. death at +4 means guaranteed death, bypassing spell protections and magic resistance. Only a Protection from Poison scroll or a saving throw can block it, and nothing can cure it.

    I guess most people kill them in two hits and then just assume their attacks must be nothing special, like I did.

    ZaghoulAerakarStummvonBordwehrLudwig_II
  • RaduzielRaduziel Member Posts: 4,083
    I don't think I ever was even attacked by one of those as I always kill it with ranged weapons before my melee characters get close. I'm quite surprised to see how deadly they can be.

    ZaghoulAerakarStummvonBordwehrLudwig_II
  • Mantis37Mantis37 Member Posts: 875
    Originally I think you had to kill them with fire.... though they also couldn't tolerate sunlight.

    The inherent tensions between p&p and video game design philosophies is quite interesting- although some cultural shifts are also reflected in the rejection / revival of old school mechanics like saves vs. death / vorpals. Some older designs embrace difference for example on the principle that play is the thing, that it is as possible to shine as a beggar as an eldritch sorcerer, on a qualitative level.

  • Grond0Grond0 Member Posts: 4,750
    I've died several times to green slimes, so I'm definitely wary of them. I do tend to kill them in melee, but using a fast weapon and withdrawing before a retaliation if I don't kill them outright. I agree their danger is not that well known, but it's not that unusual for a weak creature to have dangerous abilities - think of some of the things that can hold or charm you for instance, or the basic spiders with the far more powerful venom compared to their huge and giant cousins.

    StummvonBordwehrAerakarLudwig_II
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    Spiders are a good example. The tiny spiders in Pai'Na's lair have 20 THAC0, 1 APR, and just a few HP, but if they land a hit on you and you fail your save vs. death, I think you take 5 damage per second until you lose 150 HP or something. It's actually the deadliest poison effect in the game, with the possible exception of Lashar'ra's, which deals less damage but also deals it faster.

    RaduzielAerakar
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    What would you guys say was the most forgiving class for a solo no-reload run? I can think of solid arguments for the Berserker, Berserker->Mage, Fighter/Mage/Cleric, Fighter/Illusionist, Cleric/Illusionist, and Fighter/Mage/Thief.

    I'd say Berserker->Mage, dual-classed in BG2, maybe right out of Chateau Irenicus or whenever the player gets a nice collection of mage scrolls that will give them some fast XP after dualing (I know levels 7, 9, and 13 are considered optional, but level 10 or 11 right after SoD would also be very convenient). You only need 60 levels of spell scrolls to scribe before you hit level 7 and gain access to Improved Invisibility, which will block Hold Person and single-target spells if not area-effect spells like Confusion and Chaos. A level 7 dual-class in BG1 would also work, but it would be a much slower recovery period since scribing mage scrolls in BG1 gives only 1% of the XP that it does in BG2. Those mage spells will carry you briefly in SoA, and everywhere else, your Berserker Enrage ability will give you immunity to all disablers aside from Web and Slow.

    To answer a question from @jessejmc, the Enrage ability won't necessarily be the most useful for the purposes of learning the metagame, since you'd be able to rely on its immunities to deal with everything, and you wouldn't have to learn other means of avoiding disablers. You'd have to make sure you paid attention to the disablers coming your way so you'd start learning which enemies use which disablers ("Mutamin always casts Sleep first in SCS, so I can be safe in future runs by approaching him at level 5 or using the Greenstone Amulet"; "Hareishan in the Cloakwood Mines uses lots of disablers but Natasha uses offensive damage spells").

    JuliusBorisovjessejmc
  • Jaheiras_WitnessJaheiras_Witness Member Posts: 483
    I would say fighter/mage or fighter/illusionist multi. Avoids any downtime, no weaknesses and ultimately much stronger than a berserker/mage dual due to access to fighter HLAs as well as (less important) high level fighter saving throws and THAC0.

    What it misses is the enrage ability that a berserker would get, which is more than compensated by full access to spells, scrolls and wands from the get-go.

    jessejmcStromael
  • EnuhalEnuhal Member Posts: 467
    My vote for most forgiving class would be F/M/T. A bit harder in the early game, where berserker-types have better access to various immunities, but with the abundance of powerful potions and wands in BG1, that's a problem easily overcome with a bit of metagame knowledge. Once you get into high levels, the sheer power of UAI and spike traps (the latter, in a vanilla game, allow you to skip all but the first Amelyssan battles and many other potentially difficult ToB boss battles) take this multiclass a step above the other classes you mentioned in my opinion.
    Mind you, everyone of these does require a decent bit of experience and metagame knowledge, and with zero or only a little metagame knowledge, a pure berserker might actually be one of the strongest choices, because lots of trouble can be avoided simply by pressing one button.

    JuliusBorisovjessejmcsemiticgod
  • Grond0Grond0 Member Posts: 4,750
    I think it depends on what you mean by forgiving. The various mage classes are strong, but also require a lot more work and meta-knowledge to take full advantage of their abilities. If a player is relatively new to the game I would be inclined to say a straight berserker would be the easiest to play / most forgiving - certainly during BG1 and the early stages of BG2. A fighter/cleric would be another option - good spells at low levels and no need to worry about taking armor on and off.

    jessejmc
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    A Dwarven Defender would be another excellent choice, come to think of it. You'd want to spam Greenstone Amulet charges in BG1 and SoD and do some equipment swapping in early BG2 to avoid disablers, but otherwise you'd be pretty much set. Given the Dwarven Defender's spectacular saving throws, only Maze would pose a significant threat in BG2.

    All of the options have certain problems that require meta-knowledge to avoid. The Dwarven Defender needs to know where Maze spells are and needs to know about the Greenstone Amulet, the Berserker needs to plan around the post-Enrage "fatigue" periods and use the Defender of Easthaven for ToB, and the Berserker->Mage needs to know when to dual-class. The other classes have a larger number of smaller problems, like how a Fighter/Cleric or Illusionist/Cleric can handle mages in BG1 and SoD without access to Arrows of Dispelling, or how a Fighter/Illusionist or Fighter/Mage/Thief would handle early BG1 without Command or solid tanking ability if they didn't know where to get all the nice wands before reaching Sorcerous Sundries.

    When I think about it, the Fighter/Cleric is stronger than I would expect. Command would get it through early BG1, Animate Dead would help it deal with later BG1 and SoD, Chaotic Commands/Death Ward/Remove Fear would keep it safe in early BG2, and eventually strong saving throws and Armor of Faith+Defender of Easthaven+Hardiness would make them indestructible by ToB. The only big problems would be dealing with the Ducal Palace fight without access to Arrows of Dispelling or mage scrolls (you'd want Ithtyl to land disablers for you, and use the Wand of the Heavens to kill the fighters early), and dealing with SCS vampires and their CON drain (you'd have to burn some Protection from Undead scrolls).

    I guess for a player with zero metaknowledge in the unmodded game, the Berserker would be the best bet due to its sheer simplicity. Once you learned a little more, other classes might scale better with increased game knowledge.

    StummvonBordwehrEnuhaljessejmc
  • jessejmcjessejmc Member Posts: 51
    I didn't think the no-reload thread was the best place for this question and had forgotten about the adventurer's lounge. My original questions to @semiticgod: "was wondering what you think the most forgiving solo no-reload class is for someone still building metagame knowledge".
    semiticgod wrote: »
    the Enrage ability won't necessarily be the most useful for the purposes of learning the metagame, since you'd be able to rely on its immunities to deal with everything, and you wouldn't have to learn other means of avoiding disablers...
    An interesting point. Is the casting animation/sound different for every spell? Do you just wait until after it's cast and make a note of the text that scrolls up?
    I would say fighter/mage or fighter/illusionist multi.
    Do you find yourself missing the thief skills, like detect trap and pick lock?
    Grond0 wrote: »
    I think it depends on what you mean by forgiving.
    To me, forgiving is a class that can approach unknown situations and have the tools to reliably get through them. I realize there are quite a few game-ending situations that you just have to know about, but most of the game allows for some improvisation.
    semiticgod wrote: »
    I'd say Berserker->Mage, dual-classed in BG2, maybe right out of Chateau Irenicus or whenever the player gets a nice collection of mage scrolls that will give them some fast XP after dualing (I know levels 7, 9, and 13 are considered optional, but level 10 or 11 right after SoD would also be very convenient).
    Enuhal wrote: »
    Mind you, everyone of these does require a decent bit of experience and metagame knowledge, and with zero or only a little metagame knowledge, a pure berserker might actually be one of the strongest choices, because lots of trouble can be avoided simply by pressing one button.
    Grond0 wrote: »
    If a player is relatively new to the game I would be inclined to say a straight berserker would be the easiest to play / most forgiving - certainly during BG1 and the early stages of BG2.
    There's been a common undertone of berserker. Why the berserker over barbarian? Able to dual class, grand mastery, plate, and longer enrage duration? The barbarian rage doesn't have the downside of winded, but I haven't used either extensively and don't know how big of a downside winded actually is.

    I'm getting more familiar with BG1, so I don't mind a tougher start there. It's also not that big a time investment. I worry about the expansions, including SoD

  • jessejmcjessejmc Member Posts: 51
    edited March 28
    semiticgod wrote: »
    A Dwarven Defender would be another excellent choice...

    ...I guess for a player with zero metaknowledge in the unmodded game, the Berserker would be the best bet due to its sheer simplicity. Once you learned a little more, other classes might scale better with increased game knowledge.
    Some great points. What about a player with some BG1 knowledge using SCS?

  • jessejmcjessejmc Member Posts: 51
    If you don't know the fight, would it be reasonable to use greenstone amulet or enrage immediately? I don't mind selling it to get it recharged.

    Also, does enrage block the sirine feeblemind from their basic attack?

  • Grond0Grond0 Member Posts: 4,750
    jessejmc wrote: »
    If you don't know the fight, would it be reasonable to use greenstone amulet or enrage immediately? I don't mind selling it to get it recharged.

    Also, does enrage block the sirine feeblemind from their basic attack?

    Berserker rage blocks feeblemind, but not barbarian rage - the greater range of protection is one of the reasons why the berserker is easier to play.

    StummvonBordwehrjessejmc
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    @jessejmc: Enrage is free, so generally you'd use that first. After 9 or 10 rounds, you might switch to the Greenstone Amulet, since you can't use Enrage for 5 rounds after it wears off.

    Enrage does block feeblemind, regardless of whether it comes from an item, weapon, or spell. It blocks all forms of all disablers except for slow, web, and Otiluke's Resilient Sphere. That's charm, domination, confusion, chaos, hold, paralysis, sleep, unconsciousness, fear, panic, morale failure, feeblemind, rigid thinking, Maze, and stun, as well as level drain (though I don't normally consider level drain a disabler). It also blocks Imprisonment, if not any other instant death effects, but in SCS, enemies won't use Imprisonment on the main character unless you use the console to activate that behavior.

    The Greenstone Amulet gives all the same immunities except for level drain, Maze, and Imprisonment, which aren't relevant for BG1 except perhaps against Kirinhale.

    The Barbarian is another great option. It can't dual-class and the inability to wear plate mail is a distinct handicap in BG, but its rage ability grants all the same immunities as the Berserker's Enrage spell, with two exceptions: it grants no immunity to Imprisonment (not relevant in SCS), but it does grant immunity to Otiluke's Resilient Sphere (not relevant with or without SCS, and the behavior can be kinda wonky if you ever had a party member cast it on your Barbarian). The Barbarian's rage ability only lasts 5 rounds instead of 10, but it has no "fatigue" period, so you can re-use it at any time. The Barbarian also gets +10% physical damage resistance at level 11 and +5% at levels 14 and 17, so it can tank much better in ToB despite its weaker AC. It also has a movement rate bonus. Grandmastery is very excellent, but the Barbarian does have the ability to take two pips in ranged weapons, where the Berserker can only put 1.

    StummvonBordwehrjessejmcJuliusBorisov
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    Guys, what are your opinions on the non-BG runs for the "Maybe this time" thread? Currently, we have a Hall of Heroes of Icewind Dale for IWD and IWD2 runs and a Hall of Heroes of Neverwinter for NWN runs (all those entries are on the 3rd post of the no-reload thread), but there's a suggestion that all non-BG runs be placed in the same category, rather than split up into separate halls for each game (and possibly with IWD and IWD2 lumped together, as I've done now).

    How should we divide things up? The IE games, the IE+Aurora games, the EE games, D&D games, fantasy games, strategy games, games in general--there are lots of potential categories.

    I'm not sure if my TES runs and the DWM run belong in a hall of some sort, or where they'd be sorted (I'd like to list them below the D&D games, which should take precedence), but currently those are the only successful runs documented in the "Maybe this time" thread which don't also have entries on the first page.

  • Corey_RussellCorey_Russell Member Posts: 638
    edited April 3
    I think we all may have been overlooking something. You see, there have been a GREAT MANY successful no-reloads of JUST BG 1 or JUST BG 2 but they were NOT put in the Hall of Heroes, but only a small handful of characters who started in Candlekeep and made it all the way and defeated Melissan. This was thought to be so notable (and rare), that it was thought a Hall of Heroes should be maintained for such rare achievements. If we put other games which don't require no-reload of basically 3 games which is what the classic Hall of Heroes was all about, then our posts could easily get massive of all the no-reloads of a single game. The Hall of Heroes would then become useless. Considering the character limit per post limit has been mentioned, this issue seems relevant.

    semiticgod
  • EnuhalEnuhal Member Posts: 467
    Since IWD seems to be by far the most common non-BG game people post about in the no-reload thread, a separate hall for that one does seem fine, but I would prefer a "Hall for various other games" for everything else. At least for now, none of these games have been run all that often and by a huge variety of people, so it would be kind of strange to create a new hall for every single one of them. I would suggest to put every non-BG, non-IWD run into this third hall (TES, DWM, NWN and DA:O for now).
    If, at some point, a certain game suddenly starts to become very popular and would have, let's say, over 5 entries, we could create a separate hall for that one at a later stage.

    semiticgod
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    @Corey_Russell has brought up an important point. The Hall of Heroes, the BG one, is reserved for saga runs, which pose an additional level of difficulty above and beyond that of other runs. You could argue that a proper Icewind Dale hall entry would require beating IWD1 and IWD2 consecutively, or that a TES saga run should include 2 or 3 games. However, there aren't really equivalent games here--the classes and stats of IWD don't match that of IWD2, and the entire concept of class is missing from Skyrim.

    If we did require consecutive runs for other games, there'd basically be no non-BG runs, since BG is so much more popular in this community than all the other games featured combined. Yet if we made non-consecutive BG runs eligible for the BG Hall, then the Hall would be extraordinarily long and could include some BG1 runs that were only a single post!

    How about the Hall of Heroes for BG, a separate category for other IE games (IWD, IWD2, and PST), and a separate category for all others? The BG Hall would remain predominant, being the largest Hall and the one at the top of the page, while the other entries would be smaller in number and below the main Hall. That would suit its position as the most popular and most difficult challenge.

    Wise_Grimwald
  • semiticgodsemiticgod Member, Moderator Posts: 12,332
    By the way: have we had any notable failures we could add to the Honorable Mentions list for BG runs? That section has not been updated in a long time; the most recent entry was my failed Seducer run back in September 2017.

  • Mantis37Mantis37 Member Posts: 875
    Maybe we should just have non-infinity engine games in a separate thread. I feel like Corey has a point that the specialness of doing a saga run gets lost if we have multiple halls. For IWD1 I didn't do all the expansion content so it doesn't feel my run for that was nearly as notable as a run stretching across multiple games.

    semiticgod
  • lroumenlroumen Member Posts: 1,717
    edited April 5
    Why not just use the second or third post for non-BG runs?

    /// I think it already is...

  • StromaelStromael Member Posts: 77
    Where can one get Invisibility Potions in BG1? They seems to be extremely rare! I only know of Jaheira's and that one upstairs in the manor house in Nashkel. Any other relatively easy finds?

Sign In or Register to comment.