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"Maybe this time" [NO-RELOAD THREAD]: "The Tale of ONE MILLION visions"

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  • histamiinihistamiini Member Posts: 1,500
    Athena - Half-Orc Cavalier (solo LoB SCS) first update

    I'm also been playing yet another solo Cavalier char, my version of @Grond0 life-long run. My favorite class and kit, and although I did complete Blackguard as solo Paladin, I've lost track how many Cavaliers I've lost, in solo or dual runs. Cavaliers got silently nerfed last couple years, as they can't get (even with cheese) the evil outcomes from Hell anymore without falling. So no more 25 STR, AC cap nor Soul Reaver. To balance this I'm using couple things. First Revised Hell trials from Quest Pack. While this doesn't allow evil choices, we can get one neutral one without falling and that should be pretty good. I'm also using IWD version of Paladin spell progression from Tweaks Anthology which gives 555531 spell slots instead of 3333. Big one here is one Harm spell per rest, but I'm mostly spicing the run to the usual. Also using LoB, SCS and Ascension for difficulty. Autorolled Athena.

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    weidu.log
    / ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 4.0.6
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v17
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // Core Stratagems spell-system changes (installed by default by any AI component): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3015 // Re-introduce potions of extra-healing: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #3505 // Wider selection of random scrolls: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4020 // More realistic wolves and wild dogs: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4250 // Make spell sequencers and contingencies into innate abilities: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6200 // Improved Spiders: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6300 // Smarter sirines and dryads: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6310 // Slightly smarter carrion crawlers: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6320 // Smarter basilisks: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7000 // Improved doppelgangers: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7010 // Tougher Black Talons and Iron Throne guards: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7020 // Improved deployment for parties of assassins: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7030 // Improved kobolds: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7040 // Relocated bounty hunters: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7050 // Improved Ulcaster: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7060 // Improved Balduran's Isle: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7070 // Improved Durlag's Tower: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7080 // Improved Demon Cultists: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7090 // Improved Cloakwood Druids: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7100 // Improved Bassilus: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7110 // Improved Drasus party: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7130 // Improved Red Wizards: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7140 // Improved Undercity assassins: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7150 // Improved Carsa/Kahrk interaction: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7200 // Tougher chapter-two end battle: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7210 // Tougher chapter-three end battle: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7220 // Tougher chapter-four end battle: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7230 // Tougher chapter-five end battle: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7250 // Improved final battle: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #7900 // Improved minor encounters: 35.21
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multi-Class Restrictions -> Allow humans to multi-class: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
    ~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #32 // Kuo-toa Disciple Kit for Bards: v2.0
    ~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #2 // Enable effect menu module - LShift-on-hover to view spells affecting creature: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #3 // Enable empty container module - Highlight empty containers in gray instead of cyan: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #4 // Enable hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #5 // Enable scale module - Customizable UI scaling factor: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #6 // Enable time step module - Advance 1 game tick on keypress: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #7 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.11.0-alpha

    Intro - Chapter 3
    250xp Intro
    Killed Imoen for her potions and WoM, which then ranged Xzar and Montaron for their potions
    Killed Neera for the Gem Bag, then Algernon for the his cloak
    900xp Marl
    Our 19 strength got 2x Invis potions from Beregost and Nashkel manors
    400xp Noober
    From the Carnival potion tent we got Fire Giant, which then got us 3rd Invis potion
    900xp Hentold's dagger, 4th Invis potion, lv2
    1000xp Albert
    Charmed Jemby stops Drizzt attacking Gnolls, and we got his Scimitars
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    Potion case from Thalantyr
    2035xp Tenya Bowl lv3
    750gold to get rep to 11, then killed Dushai for his Free-action ring first luring him with WoM
    Invis potion to Mulahey, Charmed with Algernon cloak and killed by Kobbos, escaped with Speed potion
    800xp Joseph's ring
    Charmed Minsc tried to kill Nimbul, but lightning stole our xp :D
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    975xp Charmed Marl ko'd Tranzig
    Raiken escorted us to Bandit Camp where Charmed Taurgosz was killed by Black Bear for Full Plate
    1250gold to get rep to 12
    Reputation run Firebead 13 300xp, Oublek 14, Mulahey symbol 15 1000xp, Drienne Cat 16 200xp lv4, Samuel 17 500xp, Charmed Hobgoblin for Joia's ring 18 400xp, Brage 19 1000xp
    Forked 14k gold for Sandthief ring, picked Brun's son with Oil of Speed, 20rep 1500xp.
    Used one Absorption, Sandthief charge and Invis potion to pick up the papers from Bandit camp. Still almost died. We risked getting the Magic Blocking and Venkt cast Glitterdust before we got Invis on, which revealed us. But we managed to escape the camp with 25hp left.
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    Chapter 4

    Used single Sandthief charge in Cloakwood 2 to right click pick up the Scimitar and Tiber's brother. Upon reaching Cloakwood 4 we returned to 2 to give up the brother for 800xp. Using one Sandthief charge 2000 gold pop is no brainer with over 6k loot. Molkar waylay happened and we used two Sandthief charges, and managed to Charm Molkar with Algernon's Cloak. Molkar killed Halacan as the other two were separated by Athena. Then he managed to kill Dakar. Morvin was too tough for Molkar and we got his Heroism potion. We still managed to kill Morvin by ourselves 650xp. There was also one Absorption and 4,5k worth of loot so even this was cost effective.
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    Used last two Sandthief charges to pick up CON-tome. Lamalha waylay happened and we had to also waste our second last Invis potion. Charm attempt for her Potion of Power didn't work. Forked 13750 gold to recharge the ring. 2 Sandthief charges to reach Davaeorn's guard, and then had to spend 3 charges more to Charm him. Another Santhief to park the Battle Horrors away, then the Guard sliced Davaeorn 6000xp lv5.
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    Chapter 5

    After escaping the mine we used our last Sandthief charge to pass Drasus party. But before leaving we tried our Charm attempt and got Drasus. He was killed by his guards. This wasn't really necessary as you can get another set of Speed Boots soon after from Lothander. Another 13750 gold to recharge the Sandthief. With Speed boots we could pick up the CHA-tome without Invis and with 20/20 economy single Invisibility costs 1735 gold through Sandthief ring. Tremain's son 5000xp. Bought Greenstone amulet and it helped us to defeat Ragefast no problem 4000xp. Ramazith was Charmed with Nymph cloak and after he spent his spells, his summons killed him 4000xp lv6. Sandthief charge and Frost Giant potion to loot the tower. Lothander Charmed, stopped leaving and killed 5500xp. Two Charmed Gamesmen KO'd Marek which took 45 minutes 10650xp. Seven Suns 7100xp. At Iron Throne we used Sandthief to Charm Naaman for PfU, didn't bother with rest and escaped with another Charge.
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    Chapter 6

    Ogre Waylay escaped with Invis potion. Iron Throne Charmed with Nymph cloak and killed. 2x Sandthief, Cloud Giant and DuHM to loot Catacomps. Last Sandthief charge to escape.
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    Chapter 7

    Charmed Meilum killed Kahrk then died by Kobbos 3500xp. With SCS installed Karhk has Magi Katana +2 which improves casting time by 1, and which Paladin's can use too making some castings instant. Kirinhale 4000xp. Charmed Riggolo killed Ghost 3750xp, and was killed by Ghasts, used one Sandthief. Bought 2 OGL's, third from Nadine 1400xp lv7. With the three OGL's we bombed Denak's party out of sight for Ring of Energy. Fear and Love followed us to Fireball trap, where we kited them and Fear was soon dead by Fire. But then Avarice found us, we lured him upstairs. Then we kited Love around the table with Ring of Energy and Greenstone Amulet. Next level we got first Champion Strength and Durlag's Goblet.
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    With Greenstone amulet we finally beat Tarnesh and got Golden Pantaloons. Charmed Larze and Quenash, Slythe killed Quenash and Larze killed Slythe. Recharged Sandthief yet again. Charmed Lesser Basilisk with one Sandthief charge, and used two Green PfP scrolls on us. Then we cleared the level, including Kirian's party lv8.
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    Palace Ambush. We Charmed the Mage and Shaman and attacked the rest. Rest of the Dobbelgangers were easily wiped, us needing to refresh from the Goblet twice. Next we waited Mage to appear, and it was killed after Liia Dispelled it. Shaman didn't fare any better, as Liias Chromatic Orb killed it. Small things. Delorna was Charmed and killed by her own summons for 4th OGL, which we recharged. Level skipped Sunin's spells for second Ring of Wizardy. Then two Sandthiefs to reach Sarevok.
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    Athena v Sarevok

    Started bombing out of sight with OGL. It took only 12 hits to kill Semaj. Once Skeleton Warrior started wandering we used PfU. Tazok took 19 Fireballs, Angelo 32 and Diarmid 41, because he heals during the attack. We then bombed Sarevok with 48 OGL's, leaving 7 for Korlasz, 7 Potions of Explosions and 5 Oil of Fiery Burnings. Then we drank Oil of Speed and started kiting Sarevok with Ring of Energy. And after 3 hits, Sarevok was dead.
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    Invisbility to Porios, two Invisibilities and PfU to Korlasz, and 6 Fireball + Invisibility combos made her surrender. In Baldur's Gate we sold enough of our loot to buy everything interesting in SS.

    Chapter 8

    Teleria nor her Golem agro if not talked to. Lv9 doing Menhir's quest which meant we could cast Sanctuary now. Listened Dwarves getting killed by undead, then used PfU to reach Coldheart and enlisted his help for the crusader attacks. Hid behind the tent for parlay.
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    Chapter 9

    Looted Troll cave with Sanctuary. Morentherene daggered, Ziatar burned afar. Neothelid took no less than 12 Durlag's Goblets and almost 2 hours because he wasn't appearing enough. Akanna Charmed second hit and killed by her Aerial servants. Surrendered the fort, and Bridge Mage was interrupted with Ring of Energy.
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    Chapter 10

    152k gold selling my hoard to the Genie. Quests for items, also Protector of Unworthy from Orog Chieftain who was charmed for the BBB, or Best Belt v Bel. Crusader Attacks. After Charming all the companions we found that Edwin had WoMS and because he wasn't in party it avoided the casting limit. It made the first attack a lot easier and didn't even need a refresh from the Goblet, although it still took over 40 rounds.
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    In the Mage wave we were confused a while, because we only drank one Invulnerability, but first time ever Stysich Dispel came clutch and helped us. The Mage wave is easy enough if you survive spells, as I think Wizards Slayers will almost always outlive them. Used Goblet once. Had to do prebuffs again and drank Heroism to 300hp for Paladin wave.
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    The last two waves were pretty uneventful with 300hp buffs. It's important to concentrate on Rhayla until she's dead, as she can Dispel the buffs. The two waves took only 4 Goblets.
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    Ashatiel couldn't land a hit on us before dropping dead, and Trix was double talked to open the door immediatelly.

    Athena v Belhifet

    3xPfF, 3xPfC, 3xPfE, 3xPfA, 8xMind Focus, Violet, Fortitude, Defense, Speed, Invul, Power. The lift took around 20 rounds drinking Heroism potions every round. Left Green Abishai alive to buff. 500hp, 11xChampion Strenghts, 1xSpeed, 2xInvul and Storm. We arrived Bel with -41 Thac0, escaped his Dispel and started hacking. Bel was already at near death once our Champion Strengths started faiding. And soon after he was dead, only needed 3 Goblets for the fight.
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    We are currently sitting at Irenicus dungeon with 691k xp and getting to lv10.
  • Corey_RussellCorey_Russell Member Posts: 1,132
    The don't-believe-in-plate-mail-gang Update 3
    Corearcher XII the elven archer, protagonist (corey_russell)
    Junker, dwarven bounty hunter (Gate70)
    Duplo, dwarven kensai (Grond0)


    While this party stinks at tanking, it nevertheless has a lot of damage potential with the Kensai damage bonuses, bounty hunter backstabs and traps and Corearcher's powerful ranged fire. We got a lot done:

    1) We cleared the Bandit Camp (Surface). While successful, Diplo took a ton of damage, but he believed Corearcher would kill Khosahnn in time (Corearcher did). We do a lot of rests to heal up Diplo since he doesn't use heal potions, but he has 20 CON so he regenerates which saves us some time. For Tazok's Tent, Diplo used a potion of magic blocking and once Venkt had cast horror, the rest of the party moved in and mopped up.

    2) We skipped Cloakwood area 1. We did some fighting in Area 2 but only enough to get to area 3 of the Cloakwood. We skipped this area as well and then went to Area 4 of the Cloakwood. We mostly skipped this area too, except Corearcher shot up the dryad in the area.

    3) For Drassus and gang, Junker managed to lay 3 traps -- these traps killed the mages and Drassus and Genthore didn't last very long against the party's ranged fire. The haste boots not terribly useful for the party but Corearcher will use them.

    4) Most of the Cloakwood mine was skipped with the party only killing people in the way of getting to the bottom level. For Davaeorn's level, Junker couldn't get all the traps but he did de-trap the battle horrors so that was good enough. Junker laid a bunch of traps at a future spawn point for Davaeorn (some serious meta-gaming with that) but that did in fact kill Daveorn. Somehow Daveorn's mirrors weren't up and he even had to suffer a backstab.

    5) The city quests went well. No trouble. Almost all battles were either backstabs, traps, or ranged fire and these tactics carried the day. Corearcher didn't fancy taking on Degrodel's minions with no tanks in the party though we had a ton of traps for the Mountain Maulers. Corearcher also didn't fancy taking on the 5th floor Iron Throne baddies either so he just stealthed to get to the letters and talk to Thaldorn to update the quest.

    6) We ran out of time in the session just as we were reporting to Scar our success. Candlekeep Crypts will be next session.
  • EnuhalEnuhal Member, Moderator Posts: 1,195
    Ferrum the Spearkensai, Third Update

    We started doing all the non-stronghold quests around the city, starting with the slavers - access to invisibility 10' radius means that we get to pick our battles from advantageous positions:
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    As you can see, we're already using the Spear of Kuldahar - we got the money very quickly, and there's just no reason to go with inferior weapons. Our next upgrade will be The Impaler +3, much later in the game.

    Meanwhile, we also finally got our first character death - in Saerk's estate, I foolishly triggered a lightning bolt trap which bounced around and killed Intercessor - luckily, there's a temple nearby:
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    By now, Ferrum is pretty well protected, with chaotic commands and death ward being nearly always active, and various kinds of elemental immunites possible if needed. With a +3 weapon, we can hit everything we encounter, and even higher level enemies such as the sewer party aren't safe:
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    To cap things off for now, we pay Gaelan and clear Watcher's Keep level 1, including the statues. Infiltrator gets access to 6th level spells, we've made sure to buy scrolls of breach and improved haste to unlock the most important spells on these levels for us right now. Ferrum is doing quite well:
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    Nice-looking stats. Not sure which stronghold quest we will start with now, but the druid grove seems like a decent option and would get us the possibility of some item-based immunities via spear (which I don't think we will generally need except for some very rare circumstances, but it will be nice to have).
  • EnuhalEnuhal Member, Moderator Posts: 1,195
    edited January 4
    Ferrum the Spearkensai, Fourth Update

    Mostly, the druid grove was easy to clear out, except for the eastern group of druids - we got hit by an insect plague and a call lightning spell there after inititially doing quite well, but everyone survived:
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    However, things took a rather awkward turn near the end - the myconids confused Intercessor, and as a result, he ended up attacking Cernd, turning him hostile:
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    I was able to charm Cern, but was unable to start any dialogue - The only other option to finish the quest seemed to be recruiting Jaheira, which we did - however, she immediately disappeared to Harper Hold upon recruitment, forcing us into the first part of her personal quest (and her curse quest, because I forgot that entering Sea's Bounty triggers that). Eventually, we managed to get her to fight Faldorn - she was unverleveled, of course, but forest beings were able to charm Faldorn, and I used the shadow druid's own spellbook against her, getting out more summons and healing up Jaheira, who did initially get hit by insect plague:
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    We did get the win thanks to the additional summons, but the ending dialogue for the quest ended up not fully triggering, because Cernd is part of that as well - and he spawned in hostile:
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    So, it seems like we're missing out on some of the experience reward and the staff you usually get here. Luckily, I was still able to turn in the overall quest in Trademeet. After some sidequesting, we next went to De'Arnise Keep. This one was rather uneventful, we can easily stand up to some trolls and yuan-ti at this point. Ferrum is missing out on some kills as he can't finish trolls, but still doing quite well. Also, since we are a fighter kit, we completed the various keep quests with some forced resting.
  • Grond0Grond0 Member Posts: 7,571
    'Long-life challenge' - 10 9 8 7 concurrent runs as a 10 year celebration {4} (update 3)
    Previous updates: There have been more long gaps in play and the overall results have been pretty poor to date. However, I have at length got the remaining 7 characters past Sarevok.

    Summary points of interest for each class
    Cleric/mage - with so much spell power available this character has the capability to make everything easy. However, there were two close shaves in his final session. The first was at the coronation, where I nearly paid the price for not buffing fully - Liia died and Belt was taken to near death before the last of the dopplegangers fell. The other was at the final battle. I had triggered the stinking cloud and web traps in the old temple early, while invisible, and then finished off Sarevok's companions. While running him round though the web trap triggered once again. Caught by surprise, I failed to take any precautions against that, but fortunately saved and was able to finish Sarevok off without further alarm.

    Stalker - the stalker was another where I was giving the game a bit of a chance. The closest escape was when stealth failed unexpectedly in sight of Bor. He immediately attacked with stunning darts and rolled a hit, but I just had time to pause the game and take a potion of magic shielding before it arrived.

    Dragon Disciple - I didn't bother trying to avoid damage with this character this session. However, apart from traps he only took damage once. That was in the final battle and was also the only worrying moment. I'd used invisibility to try and draw out the web and stinking cloud traps in the temple and activated Sarevok in the process. Despite the many hundreds of times I've done that sort of thing though I overlooked that would result in Semaj teleporting out and he hit me with his tattoo of power, disrupting an intended spell. With my aura clouded that could have been nasty, but fortunately I was able to break contact behind a pillar to avoid any follow-up spells and the rest of the battle was easy enough. I wore Sarevoks HPs down in order to have the satisfaction of killing him with my breath weapon - despite his 90% resistance :p.

    Cleric dualling to thief - once more this character had a pretty easy passage. That's probably at least partly because he is human and thus has much poorer saving throws - and I compensate for that by taking fewer risks ...

    Diviner - the diviner had a pretty easy road for almost all the remainder of BGEE. Unfortunately though he fell in the final battle. Semaj was dead and Sarevok drawn away from the dais before I moved into extreme range of that and used malison and chaos. The latter affected Angelo, but not Tazok. Although both were invisible I thought that Angelo might use exploding arrows to kill bats and annoy Tazok, so was concentrating on seeing if that happened. A number of rounds later several bats were dead, but not apparently from exploding arrows and I was just considering what to do next when the death screen popped up. Even though I would have been out of sight range of him, I guess Tazok had got a trace on me from the malison. That was some time earlier, but I'd also used web in there and that might have delayed him coming after me. In any case it was definitely his attacks that killed me - and though that required more than one hit I hadn't noticed his earlier attacks ...

    Kensai - I moved on to the kensai immediately after the diviner snuffed it against Sarevok. The period immediately after a death tends to be dangerous and I did take a pretty aggressive approach to game play with the kensai. I didn't actually have any particularly close shaves, but was probably lucky in avoiding those.

    Blade - the blade was the only character yet to take damage up to this point. I started playing it carefully, but a moment's loss of concentration proved costly when I ran out of MMM's against Larze and the auto-attack that followed took me too close to the ogre before starting my retreat. I took plenty of damage after that without ever really feeling threatened.

    Cleric - the cleric was the last to try his luck. Skeletons generally made fights easy, though the cleric was taken down to single figure HPs by the big-hitting Larze. The only other time I was significantly hurt was in the final battle with Sarevok. After running the big man round until he was nearly dead, I tried to finish him off in melee. However, despite significant clerical buffing Sarevok hit and I missed and I had to retreat and settle for finishing him off with a LMD.

    Collage of Sarevok's woes (and ignoring his triumphs >:)):3grgw4v2tzfo.jpg
  • Grond0Grond0 Member Posts: 7,571
    Biff {65} - melee sorcerer (update 1)
    Previous recorded run

    After his last recorded failure, Biff decided to chance his arm by relying on level 1 protection to melee the gnolls at High Hedge without nipping in and out. That didn't go well as the first time Biff was hit was for exactly his 6 HPs - resulting in death.

    Next time around things were going well until the game hung for a few seconds just as Biff made an invisible attack on the belt ogre. When the game restarted the ogre retaliated before I could give any new commands and a critical hit was too much for poor Biff.

    Once more into the fray and this time Biff decided to risk himself against Shoal for the sake of an early boost. Her kiss proved to be the non-killing variety introduced by the EE and Biff survived with 1 HP. He avoided Ogre Droth's attempts to talk (which would have turned him hostile) and duly finished Shoal off to get a quick couple of levels. Taking friends as a new spell allowed him to gain a touch more XP from helping out Mad Arcand. He gained another level before taking liberties with an Ettercap and dying (not for the first time) to poison.
    _____________________________________________

    With the long-life recurrent runs all in the SoD dungeon I thought perhaps it might be an appropriate time to try again and see if I could maintain the necessary patience to make decent progress …

    After leaving Candlekeep, Biff went to High Hedge - dodging some ambushing wild dogs on the way. Some gnolls were given no chance to attack and Biff grabbed Perdue's sword and duly ran past Karlat to return that. Marl, Firebead and Zhurlong offered more risk-free XP and provided Biff a first level up with an additional 5 HPs.
    tmxd8iuzikbh.png

    A spot of day-time travel to Nashkel (to avoid the bandits) allowed Biff to collect Mr Colquetle's amulet and get some more free XP from Noober. To the north of Beregost Biff picked up a couple of useful free rings before returning another variety to Joia. As Biff knew shield he was able to take on Tarnesh without any real risk - just dodging into the temple to avoid horror before taking down the mage.

    Biff also knew a safe travel route to get to Brage and the XP for escorting him back to Nashkel provided Biff with level 3 and a welcome 6 additional HPs. That gave him enough to be able to take on the spiders in Beregost - ensuring only 1 could attack him at once and that he could always travel away to cure any poison. In the event though Biff was never hit anyway and went to return Landrin's goods and pick up the pantaloons.
    xm9dmvvwsbwn.jpg

    Up to this point I'd avoided any chance of an archer ambush, but with options for XP becoming more limited I decided to take a slight risk. First was heading to the Valley of the Tombs to get the free +2 dagger from Hentold, then on to the Cloud Peak Mountains. There were no ambushes on those transitions and Biff was able to pick up some easy XP for finding Rufie. In the neighbouring area friends allowed him the best reward for getting a cat resurrected. On the way back to Nashkel, Biff was ambushed by a winter wolf. I'd been rather hoping that would happen as Biff had carefully hung on to Gorion's belt - meaning the wolf had no way to hurt him :p.

    With just a few hundred more XP needed for a level, Biff went in search of some gnolls and hobgoblins. South of Beregost he headed for the remainder of the group he'd got Zhurlong's boots from. However, I'd forgotten I'd killed one of the others as well as the one with the boots. As a result, Biff came into sight of the one with a bow - a critical hit immediately followed, causing Biff his first damage so far. Quickly retreating he found some less dangerous hobgoblins and duly picked up level 4, with just the 4 extra HPs but the ability to cast invisibility.
    gw3lvdm6gvnw.jpgfwb7k610dqta.jpg

    The golems at High Hedge were swiftly disposed of and Biff got a nice bonus for successfully reviving Melicamp. After buying the potion case he completed his container collection by an invisible attack on Neera. Meilum was rather more difficult to hit, but a few rests later and he was persuaded to hand over his bracers. Greywolf met his end in the same fashion, taking Biff close to another level. Rescuing Samuel was then enough to get to level 5. Again just the 4 extra HPs, but Biff will now be able to use ghoul touch.
    xgd1dpnkyty3.jpg0abtfiud8q98.jpguihyuc1phd7d.jpg

    Sorcerer L5, 25 HPs, 50 kills
  • EnuhalEnuhal Member, Moderator Posts: 1,195
    Ferrum the Spearkensai, Fifth Update

    We start with Mae'Var's guild next, which is uneventful and easy enough to clear out. A visit to the Umar Hills brings with it what I think is a new crit record:
    jlxc87sjlfnw.png
    Improved haste is now being added to Ferrums regular buffs from time to time, greatly increasing his damage output - none of the enemies in the Temple Ruins stand a chance:
    9ylqdvpfvgmv.png
    Next, we go for the planar prison, where the group opens up under invisibility 10' radius for a quick double kill on the spellcasters and a 66 damage critical hit:
    r0g1soqglmwh.png
    Ferrum is basically at the peak of his powers, I don't think he will become much stronger in relation to our enemies - he has all the buffs he would need, and he's destroying whatver he comes across:
    i5zh0ax0pwt2.png
    uxgwn9cfgq5m.png
    The boots of speed help even more with that. However, the Unseeing Eye does bring beholders with it, and he has no reliable tools against those - Intercessor gets to work with the Shield of Balduran:
    4p1z7vurmkv1.png
    The eye tyrant dies quickly:
    ojz6r1jc10pv.png
    We have enough cash to buy everything else we could need for the party right now. Still, Windspear Hills and the Planar Sphere remain, so we're sticking around in Athkatla for a little while longer.
  • EnuhalEnuhal Member, Moderator Posts: 1,195
    edited January 8
    Ferrum the Spearkensai, Sixth Update

    On to the Windspear Hills. We've just gotten access to 7th level spells on Infiltrator, and we have found a random Mordenkainen's Sword scroll, which makes fighting golems a whole lot easier:
    1npj3vnkicq1.png
    For the vampires, Ferrum simply used a PfU scroll (though we have a ton of different ways to deal with those at this point), and there was no notable trouble as we took down Conster and returned to the city. Next up was the Planar Sphere. Skeleton warriors help out with drawing out a few spells and tanking, but with breach and true sight as support, Ferrum can also take down enemy spellcasters rather quickly by himself when going on the offensive:
    7iurnfyvj1qe.png
    We did take some significant damage from the demons outside, but we have enough healing potions to last for a very long time. With our return secured, we just had to take down Bodhi, using some Negative Plane Protection spells for Ferrum as he is lacking in item-based NPP due to his restrictions. Here are his stats upon arrival in Brynnlaw:
    nkuwxpd931jc.png
    Our 50% kill threshold is easily cleared. Time to make our way to Spellhold, as we get closer to finally getting a new spear.
  • Corey_RussellCorey_Russell Member Posts: 1,132
    The don't-believe-in-plate-mail-gang Update 4
    Corearcher XII the elven archer, protagonist (corey_russell)
    Junker, dwarven bounty hunter (Gate70)
    Duplo, dwarven kensai (Grond0)


    So Duke Eltan patiently waited a week for us to report that we need to go to Candlekeep. Once there, a party member tried a bit of larceny, got caught and tried to tell off the guard, will Corearcher XII become fallen? But no we get arrested for the murders of Rieltar and gang and then are released into the Crypts. We usually loot the tombs for the tomes then make a bee-line to the exit, just fighting enemies along the way.

    The first challenge was the 3 dopplegangers, one of who is "Elminister". Corearcher tried to dispel the haste/mirrors of the main doppleganger but missed, despite using the bow of markmanship (probably because Corearcher has no skill with bows only crossbows). Chaos ensued as skeletons were pinging corearcher too with their bows and then Junker triggered an additional doppleganger. So Corearcher and Junker did a lot of running but Corearcher wasn't too worried as he was sure Duplo's daggers would eventually see the enemies dead (which they did).

    Next major encounter was Prat. Junker laid all his bounty hunter traps and tried to lay a normal snare in the middle of them but mis-clicked and triggered the fight early. Prat quickly died, but the guy with acid arrows got Corearcher down to low health before victory was achieved. Fortunately Corearcher has a ton of heal potions and duly starting gulping. With the help of a potion of shielding, Duplo took down all the spiders in the area then potion of mirror eyes for the basilisks. We are out of here, whew!

    Traps did quite a number on Slythe and a backstab finished him off, though not before hitting Duplo hard. But nothing staying in an inn couldn't fix. We used haste potions and auto-pause on enemy dead for Duchal Palace and traps and this gave us a clean victory here. Time for the maze! Almost immediately Duplo tried to sound a warning to Corearcher as Corearcher was using melee against the green slimes. But Corearcher thought it was a reasonable risk as he has STR 18/00 and also haste potion was active and a magical two-hand short - should make short work of them and it did. We got to the end of the maze without further incident.

    As for the undercity party, we used bounty hunter traps and then Junker stealthed and laid a normal snare in the enemies then his partners attacked. Corearcher and Duplo got hit hard by the arrows of detonation. However, the enemies were also hit hard by the traps and Corearcher's crossbow of speed. Three enemies lay dead. Then Corarcher did stealth/shoot/run and repeat and this worked well since Corearcher has the party's haste boots. And undead scroll enabled Duplo to take down the skeletal warriors nearby.

    Time for the main event! Or at least that's what we thought but Junker accidentally left Bhaal's Temple and couldn't enter. We hadn't quite triggered the fight so went outside then all of us could re-enter but that did mean Junker's traps went away. Well the quest must continue! We managed to kill Semaj quickly though he wasn't much of a threat as whole party was protected with Protection from Magic scrolls. However, Corearcher had to pull Sarevok and missed. Angelo and Tazok activated. Angelo managed to piss off Sarevok and died. but Tazok came from the shadows and hit Corearcher hard. Junker suggested a potion of invisibility but Corearcher wasn't sure his aura was clear and he did have the haste boots so he tried to run away to hide behind a pillar. As he was running, Tazok got one more hit and dropped Corearcher to TWO life!

    75t5h1kgg0fh.jpg

    Luckily ranged fire worked on getting Tazok and Sarevok dead, with Duplo moving in for melee with Sarevok for the kill shot. Close one!

    Most of Irenicus's dungeon was by the numbers though there were a few notable points. For one, Corearcher was put to sleep by the mephits and apparently Duplo didn't have any weapons that could hit the portals (he only had daggers). But Corearcher survived all the same. At first Corearcher wasn't sure what to do with the mephits guarding the genie but of course bounty hunter traps were effective and the sole survivor cut down by Corearcher's crossbow. The sword of chaos is a good weapon for Coreacher as he has two-hand sword skill. A lot of traps were used to safely exit the dungeon.

    The circus was easily solved and then we saved our session here. As usual, Duplo is leading the kill column., Currently Junker has a slightly higher kill count than Corearcher but that's only because the bounty hunter traps got a number of instant kills of weak enemies. Most enemies in BG 2 will have a lot more HP than the ones in the dungeon.
  • Grond0Grond0 Member Posts: 7,571
    'Long-life challenge' - 10 9 8 7 concurrent runs as a 10 year celebration {4} (update 4)
    Previous updates:
    I normally skip most of the optional encounters in SoD which makes progress there pretty quick compared to the other games. I wouldn't normally expect problems there, but I did need a couple of slices of luck to keep everyone remaining after BGEE alive. That means it will still be a magnificent seven that try their luck in BG2EE.

    Summary points of interest for each class
    Cleric/mage - a comfortable start to SoD saw the cleric/illusionist past Belhifet without any particular problems. He had multiple potential options to deal with Belhifet, but just stuck to the most typical one of using restoration scrolls to keep Caelar going.

    Stalker - the stalker was another to have a pretty easy ride. With Champion's Strength and demons as a favoured enemy, Belhifet was taken down very quickly - though a hamatula's fire shield effect got the final damage to rob me of his XP. One major problem I noted on first transferring into SoD though was that I didn't have the pantaloons - I think I probably put them into storage in BGEE and didn't recover them. That's going to make the final battle at the Throne a lot harder if I get that far.

    Dragon Disciple - as might be expected the dragon disciple also found progress generally simple. However, I was lucky to survive in the final conflict with Belhifet. The effect of keeping Caelar going with restoration scrolls meant I suffered from severe fatigue and soon could only hit Belhifet with a critical. It didn't actually take that long to get him to near death, but once he started gating in allies progress slowed to a crawl. I don't allow Caelar to be controlled and, by preference, she attacks other things than Belhifet and thus was only getting occasional attacks on him. I tried used fire shield damage on him when he teleported away from Caelar at one point, but that is also pretty slow and I got caught out when my potion buffs expired and I started running in terror. I was taken down to near death there and only survived after I ran close enough to Caelar to bring her back in to the combat and distract Belhifet. Soon after that I regained control and watched as the devil was finally beaten down.

    Cleric dualling to thief - most of the progress was easy, but once again I had a difficult battle with Belhifet as a result of carelessness. I'd noted before that I was shorter on potion resources than expected, but hadn't done anything about it. On arrival at Belhifet I realised though that I hadn't bought any champions strength scrolls and only had 10 (rather than the normal 20) restoration scrolls. With me hitting much less than expected it wasn't at all clear whether Caelar would last long enough to help see off Belhifet. In the event though I still had one restoration scroll left at the end.

    Kensai - unsurprisingly, the kensai took rather more damage than other characters but was never in particular danger. Against Belhifet I went for a tactic I've not used for a long time - taking a number of potions of power to boost HPs and allow me to keep meleeing the devil. With the kensai bonuses and some other potion buffs that meant I was able to finish off Belhifet before he could reduce my HPs and require a use of a restoration scroll.

    Blade - the only worrying moment for the blade was relatively early on when I took on Ziatar. She was webbed and then tagged with a stunning dart - which should have been the end of the contest. However, I inadvertently moved into the web without noticing and got stuck. That allowed Ziatar to recover and she had a chance to cast at me, which would have been nasty as I had no buffs. Fortunately though she elected to heal herself and I went invisible before she could try anything more.

    Cleric - with the others all through, I took no chances with the cleric and had an untroubled journey through SoD.

    lrqejw0c31fq.jpg
  • EnuhalEnuhal Member, Moderator Posts: 1,195
    Ferrum the Spearkensai, Seventh Update

    Fighting our way through the Asylum is easy enough - we do get a lich spawn, but simply send in one skeleton warrior to draw out death spell and a second one to get rid of his most dangerous abilities, with Ferrum waiting until his PFMW has run its course before moving in for the kill. In the end, Jon was easily disposed of, with our Kensai still doing great on kills:
    js4hecg0lywz.png
    rthhtofn1ab2.png
    We battle our way through the City of Caverns. With Ferrums protections, there's really nothing that can happen here, especially once he puts on the Cloak of Mirroring. We finally acquire a new spear, the Impaler +3 - if there would be any reason to ever go for spears outside of a challenge run like this one or randomized weapon pips, it would be this weapon - the +10 damage bonus is immense and very noticeable:
    b8txq12otaao.png
    uwud0pyrw6wa.png
    gdxppprtxix6.png
    Some very good numbers here. And yes, there's technically another spear in the City of Caverns as well - part of the Rod of Lordly Might. I tried it our for a bit, but with the saving throw on its extra damage effect, it just can't compare:
    zhkda0pz4b6l.png
    We start clearing out the Underdark - there are always some decently dangerous situations here. We dealt with the demon knights just fine, and the starting cavern in the beholder hive goes well - that's the scariest two in the vanilla game handled:
    qhhugfqcolkx.png
    Ferrum is an absolute beast by now, and once we get into the mind flayer city, we pick up whirlwind attack. Thanks to spirit armor and his gear, he barely gets hit by intelligence drain:
    dep97af18gav.png
    And we make it to Ust'Natha, where the penultimate spear of our journey awaits - this one can't compare in damage to The Impaler, but it will be useful to hit the couple of enemies that require +4 weapons:
    dwgrcntfayu6.png
    From time to time, we do use our other party members for things other than just buffs or tanking - Intercessor gets to deal with beholders, and this Phaere ambush is just too juicy not to cast death spell on Infiltrator:
    bn69ww0m7frq.png
    After all the Ust'Natha quests, things are still looking very good for Ferrum:
    twmewsco6ilw.png
    Outside, we actually mess up for the first time in quite a while, picking the wrong dialogue when talking to Drizzt - he won't be helping us against Bodhi:
    w5danydpbjmj.png
    Now, time to hunt down some dragons, liches etc.:
    zv4wgkcnoh8a.png
    4wgc1unfrujv.png
    dhmkw70uzufr.png
    0r79aek0dw3k.png
    z0j7j0mkfwua.png
    f8jnm0y3b844.png
    The Ring of Gaxx is a very welcome addition to our Kensai's equipment. Everything went very well here - we make our way to Bodhi and use a PfU scroll, mostly because NPP just doesn't last very long and Ferrum is lacking in permanent level drain protection:
    kr3j9ro7udly.png
    A quick visit to WK level 2 - we clear out the elemental rooms. Now, the Air Elemental Form of the chromatic demon is vulnerable to poison as well as acid damage, so we did find another use for the Spear of Withering aside from Kangaxx - it was a bit risky to just fight him head to head (I should have retreated, making him attack another party member), but Ferrum did get the win in the end before the demon shifted forms:
    tcnzk93d0g9u.png
    pbcg5kj0duw8.png
    Now, we're ready to enter the elven city - as Ferrum's kill percentage goes even higher!
    4d17timp3rcd.png
  • histamiinihistamiini Member Posts: 1,500
    Athena - Half-Orc Cavalier (solo LoB SCS) 2nd update

    Progress has been slower than predicted, because although IWD-spells reach higher, their progression is actually slower. We got Skelis level to two levels later which is actually pretty big difference start of the BG2.

    weidu.log
    ~EEUITWEAKS/EEUITWEAKS.TP2~ #0 #1070 // Faydark's Abilities Auto-Roller/GrimLefourbe's BG2 UI: 4.0.7
    ~ASCENSION/ASCENSION.TP2~ #0 #0 // Rewritten Final Chapter of Throne of Bhaal: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #10 // Balthazar can be redeemed: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #20 // Improved Sarevok-Player Interactions: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #30 // Improved Imoen-Player Interactions in Throne of Bhaal: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #40 // Restored Bhaalspawn Powers: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #50 // Improved Slayer Transformation: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #1000 // Tougher Abazigal: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #1100 // Tougher Balthazar: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #1200 // Tougher Demogorgon: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #1300 // Tougher Gromnir: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #1400 // Tougher Illasera: 2.1.0
    ~ASCENSION/ASCENSION.TP2~ #0 #1500 // Tougher Yaga-Shura: 2.1.0
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2360 // Remove Racial Restrictions for Single-Classes: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2380 // Remove Racial Restrictions for Kits: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2371 // Alter Dual-Class Restrictions -> Allow non-humans to dual-class: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2350 // Alter Multi-Class Restrictions -> Allow humans to multi-class: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2390 // Alter Paladin Spell Progression Table -> Paladins Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #2400 // Alter Ranger Spell Progression Table -> Rangers Use Icewind Dale-Heart of Winter Spell Tables [grogerson]: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3080 // Increase Ammo Stack Size -> Unlimited ammo stacking: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3100 // Increase Potion Stacking -> Unlimited potion stacking: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3110 // Increase Scroll Stacking -> Unlimited scroll stacking: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3491 // Better Shadows of Amn Start [dark0dave] -> Start at 500k XP, select items below: v17
    ~CDTWEAKS/SETUP-CDTWEAKS.TP2~ #0 #3497 // Better Shadows of Amn Start: Add Balduran's Cloak: v17
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1500 // Include arcane spells from Icewind Dale: Enhanced Edition: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1510 // Include divine spells from Icewind Dale: Enhanced Edition: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #1520 // Include bard songs from Icewind Dale: Enhanced Edition: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2010 // Core Stratagems spell-system changes (installed by default by any AI component): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2500 // Add 9 new arcane spells: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #2510 // Add 6 new divine spells (some borrowed from Divine Remix): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4000 // More Appropriate-Speed Bears: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4030 // Improved shapeshifting: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #4240 // Treat mages' and priests' High-Level Abilities as innate abilities rather than memorisable spells (each may be taken only once): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #5900 // Initialise AI components (required for all tactical and AI components): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6000 // Smarter general AI: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6010 // Better calls for help: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6030 // Smarter Mages: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6040 // Smarter Priests: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6100 // Potions for NPCs: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6500 // Improved golems: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6510 // Improved fiends and celestials: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6520 // Smarter genies: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6540 // Smarter dragons: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6550 // Smarter beholders: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6560 // Smarter mind flayers: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6570 // Smarter githyanki: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6580 // Improved Vampires: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6590 // Smarter Throne of Bhaal final villain: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6800 // Smarter Illasera: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6810 // Smarter Gromnir: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6820 // Smarter Yaga-Shura: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6830 // Smarter Abazigal: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6840 // Ascension versions of Irenicus and Sendai use SCS abilities and AI: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #6850 // Ascension demons use SCS abilities and AI: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8000 // Make the starting dungeon slightly harder: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8010 // Improved Shade Lord: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8020 // Spellcasting Demiliches: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8040 // Tie difficulty of level-dependent monster groupings to the difficulty slider: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8050 // Improved Random Encounters: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8060 // Improved de'Arnise Keep ("Tactics Remix"): 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8070 // Improved Unseeing Eye: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8080 // Improved Bodhi: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8085 // Ascension version of Bodhi uses Improved-Bodhi abilities: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8100 // Improved battle with Irenicus in Spellhold: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8110 // Improved Sahuagin: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8120 // Improved Beholder hive: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8130 // Rebalanced troll regeneration: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8140 // Improved Drow: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8150 // Improved Watcher's Keep: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8160 // Improved Fire Giant temple: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8170 // Improved Sendai's Enclave: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8180 // Improved Abazigal's Lair: 35.21
    ~STRATAGEMS/SETUP-STRATAGEMS.TP2~ #0 #8190 // Improved Minor Encounters: 35.21
    ~SUBRACE/SUBRACE.TP2~ #1 #200 // Subrace mod for Baldur's Gate Enhanced Edition (BG1, BG:SoD, BG2, EET) -> No change subrace colors (Hair and Skin): 0.3.1
    ~ZDBAE/ZDBAE.TP2~ #0 #0 // Baeloth BG2: v0.13
    ~ROMANCE_EXPANDED/SETUP-ROMANCE_EXPANDED.TP2~ #0 #0 // Viconia Romance Expanded: v1.0.7
    ~EXPANDEDCLASSES/EXPANDEDCLASSES.TP2~ #0 #32 // Kuo-toa Disciple Kit for Bards: v2.0
    ~UNOFFICIAL ITEM PACK/SETUP-UNOFFICIAL ITEM PACK.TP2~ #1 #5 // SoD items
    ~EEEX/EEEX.TP2~ #0 #0 // EEex: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #1 // Experimental - Use LuaJIT (can help stuttering): v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #4 // Enable hotkey module - Edit override/B3Hotkey.lua to create advanced spell hotkeys: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #5 // Enable scale module - Customizable UI scaling factor: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #6 // Enable time step module - Advance 1 game tick on keypress: v0.11.0-alpha
    ~EEEX/EEEX.TP2~ #0 #7 // Enable timer module - Visual indicators for modal actions, contingencies, and spell/item cooldowns: v0.11.0-alpha
    ~SETUP-D0QUESTPACK.TP2~ #0 #10 // Revised Hell Trials: v3.5

    Chapter 1

    We woke up in Irenicus dungeon with 691k xp and got lv10 immediatelly getting lv2 spell slot per IWD table. After killing the two Mephits we used the single Sanctuary and rests to loot the whole level. In the second level we lured the four Mephits away with Speed and closed the door. And after again looting the level with Sanctuary we escaped with 775k xp and 5k gold.
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    Chapter 2

    First we did the Thieves quest line. Rayic was killed by repeating Fireball trap, and Maevar was preCharmed with Nymph cloak. Easy fetch quest for Amulet +2 and used one Invis potion to find Amanis son for Shield of Fyrus Khal, which is very useful for non casters with 45 rounds of Spell Turning. With it we could get Silver Horn of Valhalla without being Mazed. Which we upgraded to Bronze one as our first summon.
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    We bought Ring of Air Control to cast Improved Invisibility. And with it we summoned Cowled Wizards in Government District to be killed by neutral guards. This was only for money and we got around 13k worth of loot.
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    Graveyard quests. Looted De'Arnise and Druid Grove with Sanctuary and Improved Invisibility. Glaicus was Charmed with Nymph cloak, lv12 with the first Skeli. Umar Hills quests. Reti was killed for Missile Boots. Charming Welther and getting him killed by Corhvale and Bragg we got Silver Pantaloons without rep penalty. Upgraded the Horn of Valhalla to Iron.
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    Single Skeli was enough for Beastmaster who doesn't free animals if he doesn't see you. Captain Haegan's mob gassed with repeating Cloudkill trap rep 18. Charmed Sanasha, and Prebek wasted his spells on her, Harper Hold lv13.
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    Chapter 3

    Sided with the Shadow Thieves and got Amulet of Power and Ring +2, and then sneaked MoD out of the graveyard. Neb got our rep to 19 and MoD to +2. Dalok's gang was Silenced out of sight and easily killed. Cernd then super destroyed Faldorn in Greater Werewolf form. Taquee was Charmed and wasted from spells. He cast Improved Haste on us and we easily destroyed the Genies with 9 apr's. Got Efreeti bottle and 20/20 economy. Trademeet quests lv14. With MoD we did the Temple Ruins to point of the Lich and left. Our small gang of weak Skeli, lv9 Warrior and Efreeti managed to kill Hammerfells gang for the Heretic Temple location. Easy tests in the temple for Gem of Seeing. Lv15 getting half the rod from Beholder dungeon.
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    At this point we were feeling the slow spell progression and kind of wondering out killing stuff, Troll hunting in Forest Grove, WK1 to point of Statues lv16. Got a first scare in Garren's home where Plath Rededge Turned Paladin on us succesfully. Luckily our summons kept them company enough for Athena to recover.
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    Only after getting the Samia's treasure I remembered the Vhailor's Helm, which we went and picked up. Interestingly getting out of the level makes Samia return to her original position, and her gang doesn't agro on sight. Which meant we could Charm Legdoril and feed him to a Ghast. Samia was easy pray on her own, and our gang also managed to kill her gang. We were also strong enough for the Greater Werewolfs for nice xp. Softened Conster with our Clone gang, and then our Berseker killed him lv17. Mekrath was softened too with Clone gang, before being killed my own summons.
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    Roger the Fence sacrificed himself smuggling the Rift Device out of the sewers for us. MoD+2 and PfU hunted the minor Liches. City Gates Lich needs another PfU on itself so it doesn't cast Planetar and ruin the day. My plan was to do them single swoop, but Treya's Ambush happened after City Lich so we had to waste third PfU for the other two Liches. Treya's ambush is easy enough with no Rasaad on party as they don't aggro. Lv18 with Deva, so we could finally start to commit more. Before going to Planar Sphere we picked up Kitthix.
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    Kitthix was very good destroying the last two mage Tieflings after my initial Clone attack. Lavok wasted from spells with Clone party, then Efreeti, then Berseker, then Kitthix, and then the real party made him surrender. Tanari was killed from Farsight with our gang. Our Clone gang killed the mage and pulled Planetar from Tolgerias, and impressively our Deva killed it. Sent Clone Kitthix, Berseker, Efreeti, then our Kitthix. Then our true party easily got Tolgerias, lv9 with Hardiness and third Skeli. Completing Planar Sphere we also got the important Staff of Fire.
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    Planar Prison landing was passed with Sanctuary, then we grinded the level with summons. With Warden we first lured her Yuanties away to be killed by Fire Elementals who were pretty much immune to their attacks. Double Fire Elemental parties were then enough to handle Warden himself. Lv20 and got the Boots of Speed.
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    Now with Boots of Speed we buffed with everything for Mind Flayer dungeon, including PfU for Alhoon, and picked up the Wand of Wonder before escaping. I actually forgot that unlike being Invisible, Mindies can't actually target Sanctuaried pc. So we actually could've done this before getting the Speed Boots. My tactic is pretty much always the same for BG2: 1. get enough xp to beat Conster and Planar Sphere, 2. Use Staff of Fire to beat the Planar Prison and Warden, 3. use Boots of Speed to pick up Wand of Wander, 4. Firkraag xp-loop. Anyway with nice buffs and PfU on we went and Stoned Kangaxx Demi form with WoW.
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    After using four WoW's (which recharge with 4900 gold with Sister Garlena) for Firkraag xp-loop we got to lv25 with 4 top of the line Skellies. Then we grinded the Watchers Keep statues, and the second level quite easily. Chromatic Demon stoned with WoW lv28. After completing Temple Ruins with PfU and stoning Shadow Dragon, we then went and forever stoned Firkraag too for Carsomyr +5 lv29. Getting lv6 spell slot we could Harm Tor'Gal.
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    Small things, Paladin Stronghold, Kalah, PfU for Vampies, and we are now lv31 and sailing to Brynnlaw.
  • EnuhalEnuhal Member, Moderator Posts: 1,195
    Ferrum the Spearkensai, Eighth Update

    We enter the elven city and using magical swords to tank some of the golems for us, making it easy for Ferrum to beat them down. For the dragon, we make sure to send in a planetar first until he has used his remove magic - after that, it's go time:
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    We summon the Avatar and go after Jon - running away to wait out his timestop before going back in with breach:
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    Down into hell we descend, where we pick the good options - now, for gameplay purposes, we maybe should've gone for the strength bonus, as we propably don't lose anything by turning Ferrum evil, but I just didn't feel comfortable doing so. We take down the demons while our support crew casts true sight and breach, and after that, it's quickly over for our foe:
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    We deal with Ilasera and fight the first pocket plane challenge, where we face Jon yet again - this time, the battle is even quicker:
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    Ferrum's kill stats at the start of ToB:
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    Into Saradush we go, doing some sidequesting before venturing to meet Gromnir - the 3*ADHW CC wasn't needed, the two mages died before it actually triggered:
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    I make the mistake of basically walking into the master wraith without buffs - turn undead helps here, though our kensai does end up getting level drained, so back to the pocket plane we go:
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    On to the Marching Mountains - we buff up with fire resistance for everyone. Fire giants are not exactly easy to duel for Ferrum, so we make sure to call up magical swords for tanking purposes from time to time:
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    We bring back the two hearts, and Yaga-Shura himself dies within one round of GWW attacks with The Impaler:
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    A quick fight at the Oasis, and we make it to Amkethran. Without any traps, Vongoethe is a bit tough to kill, but with turn undead for his allies, we only face few opponents here. However, Infiltrator does get hit by the sphere of chaos and turned into a squirrel:
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    She is able to escape to the south, where, at some point, she turns back in to human form - not quite sure why, I didn't see a dispel hitting her, but I won't complain - this is the closest we got to a character death since Saerk's Estate:
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    Finally, the lich is out of additional defenses:
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    We quickly pick up the Rune of Clangeddin, make our way into Sendai's Enclave, and buff in the pocket plane, where we also deal with the second challenge:
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    So, right now we're at the beginning of Sendai's place. After that, we want to go to WK III-V, to pick up the final available spear in the game.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,879
    Just starting a run of gnomish quins who are clerics of various types. Most are chaotic evil, but the white sheep of the family is a lawful good cleric of helm.
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  • EnuhalEnuhal Member, Moderator Posts: 1,195
    Ferrum the Spearkensai, Ninth Update

    We fight our way through Sendai's Enclave - this is mostly a good environment for Ferrum to thrive, though we do need magical swords and a planetar for the earth elemental prince and Diaytha's room:
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    In contrast, the duel was won with just 3 hits:
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    And here are our stats before facing Sendai:
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    The important thing in here is to take down the wizard clones, which is easy enough with Infiltrator using the staff of the magi, or with true sight + breach:
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    Now, we venture into Watcher's Keep level 3. The balor in the first no-magic zone is kind of dangerous due to his vorpal attack, so we have to make sure he's always attacking a demon, not us - kind of hard when he gets vorpal hits against them as well, but we're able to take him down without getting hit:
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    We're able to get the pocket plane cast going in the next room before fighting fully breaks out, so we fight with buffs, making this a lot easier (however, having improved bard song would've allowed us to do quite well even without regular buffs, as the most important immunities are included):
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    In the next no magic zone, we carefully stay near the entrance to disarm the initial trap - the bard song protects us from any fear effects here:
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    And as we step directly into the succubus level with no buffs going after that, we use anti-charm items (including the first and only use for the Spear of the Unicorn):
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    For the demon wraith, we stay back until the traps are disarmed - luckily, he isn't able to seriously hurt us during his timestop thanks to our buffs, and once Ferrum gets going he dies rather quickly despite his high damage resistance:
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    We are able to win the Spectral Brand with our second bet against the cambion:
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    On to level 4. Here, we face down the mind flayer enclave - we get an 80 damage critical strike here (without the 10 points of bonus damage from The Impaler, that is), a new record:
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    The githyanki are cleared out as well, and we kill Saladrex - he doesn't get past our fire resistance:
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    PfM scroll Nr. 2 is used for the demi-lich, where we have to get out the Spear of Withering again:
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    After that, we activate the machine and make it to level 5 - the green dragon dies rather quickly, despite me forgetting to bring some green poison protection scrolls:
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    After the southern trials, we forge our final spear, Ixisl's Spike - which would be great without the free action effect. Now, you can get the extra-APR for improved haste by switching to another weapon, casting improved haste and equipping the Spike once the effect is applied, but it will still de-activate the movement speed boost from the boots of speed, which is annoying and feels bad at this point. I'm trying it out for a bit, and even get a new crit record with 88 damage:
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    However, in the end, The Impaler does deal more damage, and thac0 is not a problem for a kensai at this point, but it's the loss of movement speed that ends up being the reason I will still be using The Impaler a lot after that, unless a higher enchantment level is needed (which is only true for The Ravager in terms of upcoming foes). Still, you get to see some Ixil's Spike action during the final seal battles - the first fight turns out to be surprisingly easy:
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    For the lich, we do some running away and returning after PFMW is gone - in the meantime, the skulls are chased down.
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    I am not using spike traps for this run (despite having access to about 8 of them at this point via Songstress) because I want Ferrum to remain my primary damage dealer, so the last battle is a bit tough. We first take down the succubus and hive mother, but insect plague hits us pretty hard and forces us to flee to the west as our hitpoints drop and buffs disappear:
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    However, the remaining enemies keep following, we never get out of combat to go to the pocket plane, so we have to make a stand. Some healing potions and HLAs are used, summons called in, and while we're pretty heavily wounded, the victory eventually is ours:
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    Next up, Abazigal's Enclave and the endgame.
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,879
    Changed the party that I intended to start with.

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    Draconis and the three dwarves.
  • EnuhalEnuhal Member, Moderator Posts: 1,195
    Ferrum the Spearkensai, Tenth and Final Update

    We're back to The Impaler now, except for the Ravager fight as that one requires +4 weapons to hit. Draconis is our first target, we buff with Protection from Acid and make sure to get away once his human form is about to transform:
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    Once we get True Sight going and Draconis is breached, GWW quickly takes care of his dragon form - that went rather well:
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    We fight our way through the lair, taking out kuo-toans, water elementals and magical eyes on the way:
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    Before going after Abazigal, we prepare protection from lightning spells and call in a few magical swords - the dragon quickly transforms, his Remove Magic harmlessly hits out planetar:
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    We get into position and Ferrum starts his GWW - with that, the battle is over within one or two rounds:
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    The fourth pocket plane challenge is completed while we're still buffed:
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    And here are Ferrum's stats before venturing into Amkethran:
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    Now, we go after Balthazar. The fight is really nothing special, as the monk dies within a single round to Ferrum's attacks - he doesn't even successfully use his second wind:
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    To take on The Ravager, we have to switch to Ixil's Spike. Hardiness is used as Ferrum will have to stand his ground here, and Intercessor heals him up during the battle:
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    Here's a crit that would've dealt 88 damage in total, but with The Ravagers very high damage reduction its still 22 damage - quite impressive:
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    And the demon falls with a 90 damage crit (23 go through) - here we go:
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    The Throne

    Just so she gets to do something valuable near the end, Infiltrator prepares a 3*ADHW CC and 3*LR Spell Trigger. Since we're not using Spike Traps in this run (and I won't even use timestop to kill the Fallen Solar), this is our only shortcut for the finale - not needed, as we have tons of GWWs and won't need close to all of them, but just a bit of fun:
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    We clear the air pool and take down Mel Nr. 2:
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    The Ice Pool is next. We prepare magical swords to catch out and tank the slayer shadows and run to the north. Once again, the GWWs do the job, even as Mel is doing her best to hide:
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    Mel does keep using dispels, but they never get our most crucial buffs, just minor stuff like potions (of which we have tons). The real challenge now is the Fallen Solar without any of the usual methods I use to safely take it down - we can't get dispelled and vorpaled this close to the end! The battle is not easy at all - aside from the Final Seal fight in WK5, the hardest one we've been fighting in this run. The Solar tends to retreat when wounded, and he's super fast. We're also forced to switch to Ixil's Spike again, and reduced movement speed is very unhelpful here. The party takes quite a bit of damage, but in the end, Ferrum is able to chase down the fallen angel and take him down, though the move does feel a bit risky:
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    The remaining demons are not that much of a threat, and we start the final Melissan battle:
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    This one's rather quick. Not much of a fight, after 2 GWWs the priestess falls:
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    There we have it. These are Ferrum's final stats:
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    76% of total party kills in BG2. Our goal was at least 50%, so we easily exceeded it, but considering how strong the Kensai kit scales with levels and how much non-fighters drop of in sustained damage later on in comparison, this is not surprising at all.

    So, what are our conclusions from this run? Well, first of all - kensais deal ludicrous amounts of damage if properly supported, and especially with spirit armor, accessible upon entering the big city in BG1 already, a lot of the disadvangates of the kit quickly disappear. I still prefer berserkers for no-reload purposes (especially with mods such as SCS) due to the safety their rage provides and their strong early game, but the sheer damage output Ferrum was able to provide did impress me, even though I've played with kensais before - I think it was the focus and support he received in this specific party that made him stand out more.

    In regards to spears, what do I think about them now? My thoughts haven't really changed - Yes, Ferrums damage is impressive, but it would've been even more impressive if he was dual wielding with the traditional super powerful weapon combos. The Impaler, however, IS a standout weapon when it comes to two-handers, and, aside from the few fights that require a +4 weapon, it absolutely trounced every other available later spear. It is propably not worth investing pips in spears just for this weapon for any purposes if it's all about optimization, but it would at least be a fun and viable choice if you enjoy big numbers and killing enemies with very few hits. The +10 extra damage would be even more noticable with a non-kensai kit.

    I enjoyed this quick little run. Lots of RTS addons coming out in February, so it will be a while until I might run some BG again, but as always, I will be reading and will be back at some point :smile:
  • Wise_GrimwaldWise_Grimwald Member Posts: 3,879
    Journal of Draconis (Dragon Disciple) and the three dwarves.

    We made our way to the FAI, returned Joia's ring, and proceeded to Beregost.
    Once there, we calmed Marl, took a tome to Firebead and headed south where wee found a letter which we delivered to Mirianne.

    We found the Colquetle amulet and were given Lord Foreshadow's ring on the way to Nashkel, and further south an assassin using a +1 axe attacked and died.

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    It was ideal for by berserker.
    We also found a wand which we will have to identify.
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