So, I've been thinking a bit on difficulty (not the gameplay-setting) for a no-reload, and would appreciate some input.
First, SoD. I always go through SoD in my no-reloads, but I've started to think that maybe this is making things easier. I've never lost a run here (in fact I got through it no-reload the first time I played it, though I did use a walkthrough). There are as I see it two advantages to going through SoD prior to SoA:
1. Imported items/spells known. The items are rather trivial, but if you play any arcane spellcaster, you get some useful scrolls during SoA that are not available in BG1 (notably Spell Immunity, a gamechanger). Admittedly you can buy most of these in early SoA if you want (and you can pick up Spell Immunity from the Graveyard), but still.
2. Experience. This is major in my opinion; starting at 500k as opposed to 161k is a serious advantage.
So, I'm wondering: Would you say it's more of a challenge to just skip SoD and go straight to SoA? I enjoy SoD, but I enjoy a good challenge more. There's also the fact that it takes a fair bit of time to go through SoD if you're a completionist.
Second, the SCS HLA component: This turns HLA spells into once-per-day abilities. So no 9th level arcane slots filled with Summon Planetar. On the other hand, you now get your highest-level spell slots to fill with regular 9th level spells, in addition to your HLA spells, and the same goes for priests. Of course, this change holds for enemy spellcasters as well.
Given that enemy spellcasters usually die within a few rounds, I would think that this change actually makes ToB quite a bit easier, but maybe I am underestimating how much more powerful several casts of the same HLA spell can be. Thoughts?
1) I also think SoD makes the whole run easier. It has a few pitfalls, but the chance of ending the run there isn't big. Personally, I can't see it as "core" part of the run; and consider it more of a "big quest mod".
2) yes, it's a big difference. I like it, tbh - most of my no-reloads actually ended in early BG2 - the power drop your party experiences from end of BG1 is huge.
As per SCS HLAs - I don't think it makes the game easier, quite the opposite (even more so if you're not playing with Spell Revisions). Most of level 9 mage spells are useless when compared to Planetar or Dragon's Breath.
With regards to 1) I think that overall adding SoD makes the full run slightly easier with the extra xp, but not greatly so if you are playing with extra quest mods and on a level higher than core through SoD.
For 2) my issue has been that every HLA- capable spellcaster seemed to cast the same spells, which made mage battles a little monotonous. Conceptually it is a good change though,
I'd never say SoD makes the whole run easier. You can suffer badly in SoD and lose the no-reload run if you don't know spoilers and stuff (unprepared for certain fights and bosses).
I normally reach 3mln XP in the Underdark without SoD, even with a 6-member party, so this additional XP from SoD doesn't matter much. While you get higher spells earlier, you get higher spawns as well (hi, SCS liches!).
HLA spells turning into once-per-day abilities - I actually think this makes the game harder.
I once said that my best tool is metagaming. That is actually not true - its my only tool.
SoD is difficult for me because I cant metagame all that much (for now) and the plot bids me kill the boss at level 9-10
BG2 is not that hard early on since it so un-linear and there are a lot of quest for every class to do well in with minimal risk.
Fighters can do some quests and kill the easy prey, thieves can open locks/traps, mages scribe scrolls and cleric handle the undead. You can dodge the truly troublesome parts until you’re a epic character.
I'd never say SoD makes the whole run easier. You can suffer badly in SoD and lose the no-reload run if you don't know spoilers and stuff (unprepared for certain fights and bosses).
This is true, but it applies for both BG1 and BG2 as well. If you don't know Kangaxx can Imprisonment you, your run will likely end when u fight him. Since you do know, you prepare. I don't think this is a valid point for "you can suffer in SoD". Sure u can, u'll suffer in Mutamin's garden also if you don't know what to expect.
Additional cca 400k XP may not matter much in Ch.6; but it makes one hell of a difference in Ch.2. when u get out of Irenicus dugenon. Certain classes hit a huge power spike much earlier with SoD xp boost (Imp.Haste, and especially Death spell can make some encounters a breeze).
With regards to 1) I think that overall adding SoD makes the full run slightly easier with the extra xp, but not greatly so if you are playing with extra quest mods and on a level higher than core through SoD.
For 2) my issue has been that every HLA- capable spellcaster seemed to cast the same spells, which made mage battles a little monotonous. Conceptually it is a good change though,
I agree with ad.2) - ToB mage battles (and frankly, all high-level mage battles) are a chore more than a challenge. They're just tedious work, especially if they happen to have a few Time Stops memorized. It slows the game pace immensly. And frankly, TS isn't that good of a spell anyway...
Siege of Dragonspear can be pretty challenging. Disablers are even more common than they are in BG2, enemy types can be very diverse, you have to deal with large groups of critters at once, and there are multiple high-intensity encounters with very unique challenges, from the Neothelid to Darskhelin to Morentherene, the Bridgefort fight, Hephernaan, the Coalition Camp invasion, the siege of Dragonspear Castle, and the final battle itself. The Coalition Camp invasion and the Bridgefort fight both have instant death scenarios if things go poorly, both of those as well as the siege are very long and very resource-intensive, and the final battle is very different from all previous encounters, to the extent that you could find the fight unwinnable if you don't have enough +3 weapons on hand.
The bonus XP is helpful at the start of BG2, but you have to work harder to get that XP in SoD than you would in BG2. A tetralogy run is going to be more difficult than a trilogy run unless you have a specific playstyle or party makeup that's well-suited to SoD specifically, or ill-suited to early BG2.
The SCS innate HLAs component makes the game a little bit harder for spellcasters. HLA spells are significantly stronger than conventional level 9 mage spells or level 7 priest spells, so you're losing out on overall power, at least by the end of the game when you have more slots (druids are far weaker with that component installed because they get so many more level 7 spells).
Is it standard for all of Ust Natha to go hostile immediately after the demon-silver dragon egg deal goes off successfully? The journal said that I probably had several minutes to get out, but the city went hostile in approximately 3 seconds after I left the room with no warning about failing any quests. I had improved Ust Natha installed; if the answer is that going hostile this early is normal, then I have another failed run on my hands, and I’m definitely not installing improved Ust Natha ever again.
@Neverused
No. You have 2 or 3 minutes to leave the city before everyone in it goes hostile and the army starts spawning. It's more than enough time to escape even without the aid of speed-boosting items or magic, so you pretty much have to intentionally stay inside the city for the drow to start bearing down on you.
I'm not sure what went wrong for you, but I haven't had a problem with it in SCS v31.
@Neverused: How quickly did you kill the Egg Guards? Did you spend much time in between the Egg Guards and arriving at the ritual? The timer might start after attacking them, rather than after finishing the ritual, in which case a time delay between stealing the egg guards and the Matron Mother's death could create the impression that the city turned hostile immediately after the ritual.
Egg guards were killed in two, three rounds maybe? I think I had some bad rolls in there. I went straight from swapping the eggs to the ritual. Curious. Regardless, I don’t think there’s quite enough evidence to warrant a reload: escape, even in those circumstances, might’ve been possible if I were ready and actually rested. And I want a second go at the sphere system of Faith and Powers anyways, because I want to find which sphere actually has Chaotic Commands.
@Neverused: When I was poking around in F&P, I created a whole party of different types of clerics, used the console to level them up, and took screenshots of their spellbooks at each level so I could figure out which type of cleric could serve which purpose.
According to the sphere guide (https://docs.google.com/spreadsheets/d/1uQJia0z1FePlkodb_AHajvlOl7dyRavOMR9US8acNP4/htmlview#) Chaotic Commands should be a universal spell available to all classes. However... it does not seem to be available to clerics in my install, so it's likely to be bugged not to appear? In my installation all available spells can be seem from level one as it happens.
@Neverused Subtle Doctor says it's now in the sphere of Thought, so anything with major access to that sphere will get it. Acolytes of Sune even get it at level 4 I think!
I just lost a solo fighter run of SCS v32, and while I won't be posting on the run in full (I don't even remember how many other runs I still need to document), I'd like to post some notes on no-reload gameplay for v32. SCS v32 is VERY different from v31. A lot of the fundamentals are the same, but no-reload gameplay is all about the details, and there are a lot of little details that could make or break a run for a player accustomed to v31. Here are some things that came to mind when reviewing my screenshots (not all of them are exclusive to v32):
1. Zeela will cast Cause Disease, draining 5-20 points of Strength on a failed save vs. spell. Contrary to the spell description, it's not a 5d4 roll, but the chance of each number is not completely equal: the highest and lowest values have a 5% chance of triggering, while the middle-range values have a 10% chance of triggering. Regardless, this can result in instant death for any character with less than 21 STR. Note that Elixirs of Health can cure it.
2. The Ring of Energy is a level 0 effect in EE and goes right through spell protections, making it an incredibly powerful tool even in BG2. It's great for disrupting spells and dealing area-effect damage, and in fact, you can destroy Davaeorn just by using the ring for a few rounds. He might not even get a single spell off the ground. It's also great for kiting, and since it doesn't require an attack roll, it's a solid option for enemies with low AC and high fire resistance.
3. BG2 mages use Protection from Normal Missiles alongside PFMW now. Mazzy will no longer be able to effortlessly shoot down mages with PFMW; you'll have to resort to melee weapons, and nonmagical melee weapons cap at 4 base APR when dual-wielding even with Grandmastery and 13 warrior levels. It's still perfectly possible to remove Stoneskins in spite of PFMW, but it could involve eating a lot of Fire Shield damage and putting multiple warriors in the same narrow spot (where it could be very easy for the mage to blast them).
4. BG2 mages will pre-buff with Mind Blank, granting them immunity to charm, maze, feeblemind, confusion, fear, intoxication, berserk, hold, paralysis, Cloud of Pestilence, and (Greater) Command and Emotion, Hopelessness. Most mages will make their saves against this stuff anyway, but bear in mind that removing their Spell Turning or Shadow Door won't be enough to give you a shot at landing Maze or Hold Monster; Mind Blank would also need to be dispelled.
5. Mages will cast Icelance, Vitriolic Sphere, and Beltyn's Burning Blood. Beltyn's Burning Blood imposes a berserk effect, and the only spells that can cure berserk are Exaltation (both the Tyr kit ability and the level 3 cleric spell), Impervious Sanctity of Mind, and Mind Blank. Exaltation can only be cast on other characters (not the caster him or herself), so be very careful about your counters. The Shield Amulet, Greenstone Amulet, and strong resistance to fire, cold, and electricity are no longer necessarily sufficient to tank mages in BG1; Beltyn's Burning Blood can still disable you and Vitriolic Sphere can still dissolve you.
6. Kalah is much tougher and can use a double Horror Minor Sequencer that could easily wreck an unprepared party. He will not necessarily go down easily in two rounds anymore.
7. Enemy mages will nail fighters with Power Word: Blind, and solo characters who can't cast True Seeing or Cure Disease will really struggle with this. Bear in mind that the Lizard Man Shamans in Abazigal's lair will cast Nature's Beauty via Chain Contingency, and only magic resistance will save single-classed fighters who have no access to Cure Disease or True Seeing to cure it. If a solo fighter gets blinded by Nature's Beauty and you don't have True Seeing in the Book of Daily Spell, you'll have to go all the way back to Amkethran to get it cured at a temple.
8. I accidentally rested for 5 days in the Underdark and broke the Ust Natha questline because I forgot I no longer had Cure Light Wounds as an innate ability. The game doesn't factor in regeneration when you rest (I've heard that this is true, but have never experienced it myself), and if you don't have healing spells, make sure your at full HP if you're resting midway through the Ust Natha questline, unless you have "Rest Until Healed" disabled.
9. The Slayer trick, in which you use the Quicksave trick and Potion of Power/Heroism stacking to crank your maximum HP over 1500, is still functional, but I've seen unexplained crashes shortly after completing the trick, so it might no longer be viable.
10. Yuan-ti Mages will cast lots of summoning spells, and things can get very crowded very fast since the mages come in groups. It's worth keeping some area-effect damage spells or the Death Spell on hand.
11. Running from the Slayer in Hell can work if he has a decoy during Time Stop. He CAN see through invisibility now, but if you run away while he's casting Time Stop and he has another target to attack, he'll chew up your summoned critters instead of you.
12. The Maharajahs at Suldanessellar can cast Maze. I nearly lost the run to a rest ambush, and only survived by using a Protection from Magic scroll. According to Near Infinity, the following critters have access to the Maze spell:
Draconis
Lizard Man Shaman (the ones in Abazigal's lair)
Hive Mother
Captain Erelon
Alhelor
One of the Cowled Enforcers
Demilich (Watcher's Keep?)
Cambion (summoned?)
Abazigal
Maharajahs
Il-Khan Battle Mage
Shalline (apparently an SCS mage)
A couple nameless mages, FSMAGE04.cre and MAGCLE20.cre, MAGE20.cre
Fire Giant Mage
Hazarmaveth and Manasseh, Bodhi's cohorts in Chapter 6
Zyntris
Alhoon
Captain Egeissag (though I've never seen him cast spells)
Adsaan
Yaga-Shura Mage
Demon Wraith
...And several critters that appear to be affiliated with EE NPC quests, since their filenames have the OH prefix.
Just a word of warning: SCS determines spells and sequencers randomly at install time. So this list of creatures with Maze may not match another player's install, and likewise, Kalah may not have that particular sequencer on another install.
Yes, reinstalling will rerandomize. Of specialist wizards, only enchanters learn Maze, but fighter/mages, rakshasas, and vampires also learn it sometimes.
For a change I am planning to play an evil character (Blackguard) and I am wondering if there are any romances for evil characters. (I have BG1 NPC Project installed. (Or do I have to install the romantic encounters mod for my character to get his/her oats?)
1) I wish that I could play a cleric/thief who is not a gnome. Is there a mod out there which makes it possible?
2) I also wish that I could play a fighter/cleric/thief but strongly suspect that the game engine would make that impossible even with mods. Am I correct?
1) I wish that I could play a cleric/thief who is not a gnome. Is there a mod out there which makes it possible?
2) I also wish that I could play a fighter/cleric/thief but strongly suspect that the game engine would make that impossible even with mods. Am I correct?
CD tweaks opens up the options for races and classes. Just install it manually and dont do a BWS or EET setup.
BG1 NPC's evil romance is Shar-Teel. Keep your rep below 10 for fireworks...
I have had a VERY short term relationship (One night stand) with her as a high reputation good guy. Presumably very different as a low rep bad guy.
However, what if I play the fairer sex? That too could be interesting to see what pans out. Don't tell me. I'll wait and see. Knowing that Shar-Teel is the only romanceable character for a bad guy is sufficient info. Looks like Romantic Encounters might be required for playing bad guys.
I already have a BWS setup. Is it Ok to install CD tweaks afterwards?
yes
I already had this installed using BWS
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Internal working version, unsupported.
However I can still only play cleric/thief as a gnome. I am thinking that I will have to create non-gnome cleric-thieves using Keeper to change a gnomish cleric-thief to a cleric-thief with a different race. If it works it works, if not, it doesn't. As it is unsupported I clearly won't get further help from whoever maintains the mod.
Odd. Afaik changing which race can be which class is a matter of tweaking one single game file. If you use NearInfinity, you can change this yourself.
I have changed it with Keeper and it works fine. I created an elven mage/thief, changed the character in keeper to a cleric/thief, gave her the required cleric kit, changed the cleric level to 0, removed the wizard spells, added the kit innate spells, updated the bonus stats, and in-game levelled up the cleric to level 1. This gave her the cleric spells.
I played the game long enough to level up as both a cleric and a thief and there were no problems.
A bit long-winded, but it works. I am more familiar with keeper than I am with NI which is why I used that editor.
@Raduziel Unless you're changing how Fireshield does damage, I wouldn't worry about Fireshield with Sanctuary - the only creatures that will be hit by Fireshield are those that can already attack through Sanctuary.
Anyway, there's Repulse Undead (not damage, but works the same as Blade Barrier), Greater Sun (Sun Soul Monk Fireshield), Aura of Flaming Death (Fireshield HLA for priests).
@Raduziel: Depends on how you define passive. Aura of Flaming Death also has a Fire Shield-style backlash. Otherwise everything requires targeting besides Sunfire.
Comments
1) I also think SoD makes the whole run easier. It has a few pitfalls, but the chance of ending the run there isn't big. Personally, I can't see it as "core" part of the run; and consider it more of a "big quest mod".
2) yes, it's a big difference. I like it, tbh - most of my no-reloads actually ended in early BG2 - the power drop your party experiences from end of BG1 is huge.
As per SCS HLAs - I don't think it makes the game easier, quite the opposite (even more so if you're not playing with Spell Revisions). Most of level 9 mage spells are useless when compared to Planetar or Dragon's Breath.
For 2) my issue has been that every HLA- capable spellcaster seemed to cast the same spells, which made mage battles a little monotonous. Conceptually it is a good change though,
I normally reach 3mln XP in the Underdark without SoD, even with a 6-member party, so this additional XP from SoD doesn't matter much. While you get higher spells earlier, you get higher spawns as well (hi, SCS liches!).
HLA spells turning into once-per-day abilities - I actually think this makes the game harder.
I once said that my best tool is metagaming. That is actually not true - its my only tool.
SoD is difficult for me because I cant metagame all that much (for now) and the plot bids me kill the boss at level 9-10
BG2 is not that hard early on since it so un-linear and there are a lot of quest for every class to do well in with minimal risk.
Fighters can do some quests and kill the easy prey, thieves can open locks/traps, mages scribe scrolls and cleric handle the undead. You can dodge the truly troublesome parts until you’re a epic character.
This is true, but it applies for both BG1 and BG2 as well. If you don't know Kangaxx can Imprisonment you, your run will likely end when u fight him. Since you do know, you prepare. I don't think this is a valid point for "you can suffer in SoD". Sure u can, u'll suffer in Mutamin's garden also if you don't know what to expect.
Additional cca 400k XP may not matter much in Ch.6; but it makes one hell of a difference in Ch.2. when u get out of Irenicus dugenon. Certain classes hit a huge power spike much earlier with SoD xp boost (Imp.Haste, and especially Death spell can make some encounters a breeze).
I agree with ad.2) - ToB mage battles (and frankly, all high-level mage battles) are a chore more than a challenge. They're just tedious work, especially if they happen to have a few Time Stops memorized. It slows the game pace immensly. And frankly, TS isn't that good of a spell anyway...
The bonus XP is helpful at the start of BG2, but you have to work harder to get that XP in SoD than you would in BG2. A tetralogy run is going to be more difficult than a trilogy run unless you have a specific playstyle or party makeup that's well-suited to SoD specifically, or ill-suited to early BG2.
The SCS innate HLAs component makes the game a little bit harder for spellcasters. HLA spells are significantly stronger than conventional level 9 mage spells or level 7 priest spells, so you're losing out on overall power, at least by the end of the game when you have more slots (druids are far weaker with that component installed because they get so many more level 7 spells).
No. You have 2 or 3 minutes to leave the city before everyone in it goes hostile and the army starts spawning. It's more than enough time to escape even without the aid of speed-boosting items or magic, so you pretty much have to intentionally stay inside the city for the drow to start bearing down on you.
I'm not sure what went wrong for you, but I haven't had a problem with it in SCS v31.
1. Zeela will cast Cause Disease, draining 5-20 points of Strength on a failed save vs. spell. Contrary to the spell description, it's not a 5d4 roll, but the chance of each number is not completely equal: the highest and lowest values have a 5% chance of triggering, while the middle-range values have a 10% chance of triggering. Regardless, this can result in instant death for any character with less than 21 STR. Note that Elixirs of Health can cure it.
2. The Ring of Energy is a level 0 effect in EE and goes right through spell protections, making it an incredibly powerful tool even in BG2. It's great for disrupting spells and dealing area-effect damage, and in fact, you can destroy Davaeorn just by using the ring for a few rounds. He might not even get a single spell off the ground. It's also great for kiting, and since it doesn't require an attack roll, it's a solid option for enemies with low AC and high fire resistance.
3. BG2 mages use Protection from Normal Missiles alongside PFMW now. Mazzy will no longer be able to effortlessly shoot down mages with PFMW; you'll have to resort to melee weapons, and nonmagical melee weapons cap at 4 base APR when dual-wielding even with Grandmastery and 13 warrior levels. It's still perfectly possible to remove Stoneskins in spite of PFMW, but it could involve eating a lot of Fire Shield damage and putting multiple warriors in the same narrow spot (where it could be very easy for the mage to blast them).
4. BG2 mages will pre-buff with Mind Blank, granting them immunity to charm, maze, feeblemind, confusion, fear, intoxication, berserk, hold, paralysis, Cloud of Pestilence, and (Greater) Command and Emotion, Hopelessness. Most mages will make their saves against this stuff anyway, but bear in mind that removing their Spell Turning or Shadow Door won't be enough to give you a shot at landing Maze or Hold Monster; Mind Blank would also need to be dispelled.
5. Mages will cast Icelance, Vitriolic Sphere, and Beltyn's Burning Blood. Beltyn's Burning Blood imposes a berserk effect, and the only spells that can cure berserk are Exaltation (both the Tyr kit ability and the level 3 cleric spell), Impervious Sanctity of Mind, and Mind Blank. Exaltation can only be cast on other characters (not the caster him or herself), so be very careful about your counters. The Shield Amulet, Greenstone Amulet, and strong resistance to fire, cold, and electricity are no longer necessarily sufficient to tank mages in BG1; Beltyn's Burning Blood can still disable you and Vitriolic Sphere can still dissolve you.
6. Kalah is much tougher and can use a double Horror Minor Sequencer that could easily wreck an unprepared party. He will not necessarily go down easily in two rounds anymore.
7. Enemy mages will nail fighters with Power Word: Blind, and solo characters who can't cast True Seeing or Cure Disease will really struggle with this. Bear in mind that the Lizard Man Shamans in Abazigal's lair will cast Nature's Beauty via Chain Contingency, and only magic resistance will save single-classed fighters who have no access to Cure Disease or True Seeing to cure it. If a solo fighter gets blinded by Nature's Beauty and you don't have True Seeing in the Book of Daily Spell, you'll have to go all the way back to Amkethran to get it cured at a temple.
8. I accidentally rested for 5 days in the Underdark and broke the Ust Natha questline because I forgot I no longer had Cure Light Wounds as an innate ability. The game doesn't factor in regeneration when you rest (I've heard that this is true, but have never experienced it myself), and if you don't have healing spells, make sure your at full HP if you're resting midway through the Ust Natha questline, unless you have "Rest Until Healed" disabled.
9. The Slayer trick, in which you use the Quicksave trick and Potion of Power/Heroism stacking to crank your maximum HP over 1500, is still functional, but I've seen unexplained crashes shortly after completing the trick, so it might no longer be viable.
10. Yuan-ti Mages will cast lots of summoning spells, and things can get very crowded very fast since the mages come in groups. It's worth keeping some area-effect damage spells or the Death Spell on hand.
11. Running from the Slayer in Hell can work if he has a decoy during Time Stop. He CAN see through invisibility now, but if you run away while he's casting Time Stop and he has another target to attack, he'll chew up your summoned critters instead of you.
12. The Maharajahs at Suldanessellar can cast Maze. I nearly lost the run to a rest ambush, and only survived by using a Protection from Magic scroll. According to Near Infinity, the following critters have access to the Maze spell:
Draconis
Lizard Man Shaman (the ones in Abazigal's lair)
Hive Mother
Captain Erelon
Alhelor
One of the Cowled Enforcers
Demilich (Watcher's Keep?)
Cambion (summoned?)
Abazigal
Maharajahs
Il-Khan Battle Mage
Shalline (apparently an SCS mage)
A couple nameless mages, FSMAGE04.cre and MAGCLE20.cre, MAGE20.cre
Fire Giant Mage
Hazarmaveth and Manasseh, Bodhi's cohorts in Chapter 6
Zyntris
Alhoon
Captain Egeissag (though I've never seen him cast spells)
Adsaan
Yaga-Shura Mage
Demon Wraith
...And several critters that appear to be affiliated with EE NPC quests, since their filenames have the OH prefix.
So, pretty much any mage level 16 or over has a chance of knowing Maze?
2) I also wish that I could play a fighter/cleric/thief but strongly suspect that the game engine would make that impossible even with mods. Am I correct?
2) I think u r correct, yes
As per romance, I don't think any of the romances depend on alignment, but rather on race.
CD tweaks opens up the options for races and classes. Just install it manually and dont do a BWS or EET setup.
yes
I have had a VERY short term relationship (One night stand) with her as a high reputation good guy. Presumably very different as a low rep bad guy.
However, what if I play the fairer sex? That too could be interesting to see what pans out. Don't tell me. I'll wait and see. Knowing that Shar-Teel is the only romanceable character for a bad guy is sufficient info. Looks like Romantic Encounters might be required for playing bad guys.
I already had this installed using BWS
~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single Classes: Internal working version, unsupported.
However I can still only play cleric/thief as a gnome. I am thinking that I will have to create non-gnome cleric-thieves using Keeper to change a gnomish cleric-thief to a cleric-thief with a different race. If it works it works, if not, it doesn't. As it is unsupported I clearly won't get further help from whoever maintains the mod.
I have changed it with Keeper and it works fine. I created an elven mage/thief, changed the character in keeper to a cleric/thief, gave her the required cleric kit, changed the cleric level to 0, removed the wizard spells, added the kit innate spells, updated the bonus stats, and in-game levelled up the cleric to level 1. This gave her the cleric spells.
I played the game long enough to level up as both a cleric and a thief and there were no problems.
A bit long-winded, but it works. I am more familiar with keeper than I am with NI which is why I used that editor.
I can only think about Blade Barrier, Globe of Blades, Circle of Bones and Fireshield.
Is there any other (both BG(2)EE and IWDEE)?
Thanks in advance.
Anyway, there's Repulse Undead (not damage, but works the same as Blade Barrier), Greater Sun (Sun Soul Monk Fireshield), Aura of Flaming Death (Fireshield HLA for priests).