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Joniren's Cemetry

JonirenJoniren Member Posts: 22
Hello there,

I am not a big no-reloader, but I dabble and I desperetaly want to chronicle at least some it. It is not a prime Grond0-like quality content, but it will do. For now at least.

Rules:
- no reloading
- no party members
- core rules
- random hps on level
- random scribe scroll chance
- weather on

I do not shy away from some cheesy tactics, so please do not be mad.

Class || Number of tries
Kensai / Thief 2
Wizard Slayer 2
Post edited by Joniren on

Comments

  • Permidion_StarkPermidion_Stark Member Posts: 4,861
    @Joniren

    Good luck with it. Kensais are fun. I've soloed them a couple of times - once specialising in throwing daggers and once specialising in quarerstaves - and both times I really enjoyed it. You can certainly deal a lot of damage very quickly (especially if you are like me and keep re-rolling until you get 18/00 STR).

    The one thing I would be tempted to do is turn the weather off. The fact that you won't be wearing any armour should help (I think?) but it's really depressing getting hit by lightning in the middle of a fight and it seems to happen a lot.
  • AerakarAerakar Member Posts: 1,049
    @Joniren I have never played a Kensai/Thief myself, so would love to see your playthrough!

    If no-reload have you thought about posting on the no-reload thread? It gets more traffic than this section as well.

    Regardless, looking forward to reading and seeing your adventures!
  • JonirenJoniren Member Posts: 22
    edited August 2020
    placeholder
    Post edited by Joniren on
  • JonirenJoniren Member Posts: 22
    edited August 2020
    Kensai/Thief

    # 1
    My first attempt at this went alright. I fired up a character with decent 86 total points. Pips put into quarterstaves and axes (2 in each). The character followe a well trodden path of killing Shaol, grabbin ring of wizardry, selling loot and going for Nashkel Mines. First big money went to Greenstone amulet, Shield Amulet, which provided defenses for Nashkel Mines, Bandit Camp and Cloakwood. I used cloak of the nymph in the fight outside of the mines to charm the cheetah dude. He helped kill the rest. Battle Horrors are tricky, but Kensais have -2 to weapon speed factor and Aule Staff + 3 from the Ulgoth Beard Inn has an innate speed factor of 2, making the attack happen at the beginning of the round. This allows for nice hit and run tactics against slow Horrors. Upon entering BG, I accessorized in a variety of potions: invulnerability, mirror gaze, defense, regeneration, oils of speed. Breezed through Candlekeep skipping everything as much as possible. I stopped in the catacombs to grab both tomes. Traps there are very annoying and next time I am there I am drinking potion of insulation and wearing the boots + 50% electrical resistance. One of the traps there triggers infinitely and it is a lightning trap. Except it there are also two fireball traps, so some fire resistance will also come in handy. I managed my reputation in chapter 4 and 5 to get two Horrors as Bhaal powers for easier Duchal Palace fight. I potioned up and went to defend the dukes. Unfortunately despite two initial horrors, my 24 strength, oil of speed and potion of invulnerability the mage duke had died before I dealth with doppelgangers. This was the first time I had done this fight in years and I didn't remember Sarevok attacks once doppelgangers are dead. He hits hard and has crazy Thac0, so I started kiting him and it proved to be a fatal mistake. He changed targets to the melee duke and killed him (duke was low on health). I need to be able to tank Sarevok the two rounds he is in the fight. Also healing the duke might be an idea, but I only have 2 CLW to use.

    # 2
    Total points 87. Off to a good start. This time I am going for dagger specialization instead of axes. Might be a wrong choice in the long run, but I want to have some fun with it. Followed the same path as #1, but this time got a better duke fight. I ran through the maze invisible (potion), didn't fight the party in the Undercity. I discovered a weird little bug regarding Tamoko, I succesfully cloned her, after talking to her, letting her attack me, changing location to temple, coming back. Upon coming back to Undercity there was a Tamoko, but not the one I was fighting. She was standing as a non-hostile NPC and I was able to talk to her again and follow the normal dialogue - she left after having some remorses. When I reentered the temple, I was surprised to see another Tamoko - the hostile one I was fighting. She died. Sarevok fight: I just drank all the potions I had - Invuln, Power, Fire resist, Cold resist, absorption, magic protection, oil of speed. I also prebuffed with scroll of protection from posion, because the mage casts a cloud type spell there. I ran around triggering traps and throwing daggers at Sarevok. He eventually died. The run ended in SoD after I tried to fight a Gauth without greenstone amulet on :)
    Post edited by Joniren on
  • JonirenJoniren Member Posts: 22
    Aerakar wrote: »
    @Joniren I have never played a Kensai/Thief myself, so would love to see your playthrough!

    If no-reload have you thought about posting on the no-reload thread? It gets more traffic than this section as well.

    Regardless, looking forward to reading and seeing your adventures!

    I will post some semi-successful runs and keep tabs on the other ones here.
  • JonirenJoniren Member Posts: 22
    @Joniren

    Good luck with it. Kensais are fun. I've soloed them a couple of times - once specialising in throwing daggers and once specialising in quarerstaves - and both times I really enjoyed it. You can certainly deal a lot of damage very quickly (especially if you are like me and keep re-rolling until you get 18/00 STR).

    The one thing I would be tempted to do is turn the weather off. The fact that you won't be wearing any armour should help (I think?) but it's really depressing getting hit by lightning in the middle of a fight and it seems to happen a lot.

    Throwing daggers are nice, because they don't weigh anything, but there are no enhanced throwing daggers in BG1, are there? Which means that Flash Golems, Horrors etc still need to be meleed.
  • Permidion_StarkPermidion_Stark Member Posts: 4,861
    Joniren wrote: »
    Throwing daggers are nice, because they don't weigh anything, but there are no enhanced throwing daggers in BG1, are there? Which means that Flash Golems, Horrors etc still need to be meleed.

    They do but since throwing daggers use the dagger proficiency you can just use a dagger (or dual-wield daggers) on the occasions you have to go into melee. However, even when I was specialising in throwing daggers I put a couple of points in quarterstaves so I could use that as a back up.
  • JonirenJoniren Member Posts: 22
    edited August 2020
    Wizard Slayer

    #1
    A respectable roll of 81 to boot this one off. Proficiencies in short bows and long swords. Running with a dwarf of course for that sweeet dwarven saves. I love those saves. This run has seen me getting past BG1 and failing in the first SoD dungeon. I wanted to run through it with a Wizard Slayer, but I made one wrong turn and it fell appart. My character got cornered and soon fell. No potions of invisibility for Wizard Slayers... I reloaded and tried to run through it a couple of times, but it seems impossible to rush without some form of invisibility or double speed. So WS needs to take this dungeon slow. Well, good to know.

    #2
    I rolled a thile longer this time to get an 82, but it still leaves far from what I would like. Charisma is very nice in SoD for some checks. Last time I put four pips in long swords and two in shortbows. I will maintain the short bow pips, but diversify my other pips. I will put one in darts, because they seem quite nice in SoD and they sport 3 attacks per round enabling me to possibly stack 100% casting failure chance in one round. The default darts are also nice. I will also put one in scimitars for drizzt weapons. They provide nice bonuses. Fighter gets 17 total pips. The plan is: 2 for long swords, 2 for shortbows, 1 for darts, 1 for scimitars, 2 for two weapon fighting, 2 flails, 2 axes, 1 maces and still 4 pips to spare for some luxury things. I am thinking maces are nice for MOTD and axes for the throwing Azuredge. I am not sure I will be able to do Twisting Rune, but quarterstaffs for the staff of the magi are also possible. Well, I will figure it out in BG2. But the start is planned. This time I will detour for Drizzt loot. The run ended in the Duchal palace. Horrors went well, but I got bad panic RNG. Instead of escaping doppelgangers kept fighting the dukes and despite my two CLW that went Belt's way, one dispell arrow in the beginning of the fight to the closest Doppelganger, their attack was successful. Well, nothing I could have done there to be honest. I am not that amazed with the scimitar and the split proficiencies. I will stick to 3 pips to long swords, two to shortbows and maybe one in two weapon fighting. Intersting facts: this run I managed to kill sirens without using a scroll of PfM following @Grond0's advice to use detonating arrows on them. This tactic proved very successful.

    #3
    An exceptional roll of 83 began the journey of Resilience. I have doubled down on the long sword + short bow setup. 3 pips in long swords, 2 in shortbows and 1 in two weapon fighting in BG1 to set this character up for the second pip in two weapons fighting. My logic here is that weapons are a big source of immunities and abilities to my character and I want them as much as possible, because they cannot get it from other item types.

    Unfortunately my run ended in SoD Coldhearth Crypt underground, when two umber hulks confused Resilience. I ran as far as I could, but they caught up anyway. Didn't know there were Umber Hulks there. Seems like the whole crypt is an optional content anyway. I need to carefully consider whether there are any benefits to this crypt or if I can safely skip it and just go deeper into the main story.

    I documented this run in the no reload thread, but I currently do not know how to properly link a post from another thread, so you, dear reader, will have to find it on your own!
    Post edited by Joniren on
  • Grond0Grond0 Member Posts: 7,457
    Green PfU scrolls make progress through that considerably easier. For the group of mercenaries just before Korlasz, you may want to make good use of the Flaming Fist - both to help directly in the fight and to heal you when necessary.
  • JonirenJoniren Member Posts: 22
    I cheesed the Flaming Fist AI a bit in my previous run, so I know the healer indeed casts some healing spells if the main character is in danger. PfU might be the solution here and I considered using it, but I also wanted to save it for smooth lich encounters in SoD.
  • Grond0Grond0 Member Posts: 7,457
    Joniren wrote: »
    I cheesed the Flaming Fist AI a bit in my previous run, so I know the healer indeed casts some healing spells if the main character is in danger.

    That's true, but it's not something I would rely on in no-reload. However, you can also pay him to heal you - and as a wizard slayer you should have plenty of spare cash available at this point.
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