Baldur's Gate 2 No-Reload Challenge
Posted 08 January 2012 - 01:04 AM
3) NPC mods (any order)
4) SCSII, widescreen and tweakpack (either order, depending on which one you think you're going to change in-game more often!)
Posted 08 January 2012 - 02:14 AM
Up and running now... Thanks guys!
I’ve encountered several bugs in my previous Ascenion games (mostly the slayer) so hopefully this Install order will prove stable;
1. GoG BG2 (no patch)
2. Adjustments (moonblade for Ormaline, Jaheira is a ranger/ cleric for this run & Imoen will be a swashbuckler dualed to mage at level 7).
5. bg2_tweaks-v9 (for the spell lists and extra shops)
// Log of Currently Installed WeiDU Mods
// The top of the file is the 'oldest' mod
// ~TP2_File~ #language_number #component_number // [Subcomponent Name -> ] Component Name [ : Version]
~SETUP-ASCENSION.TP2~ #0 #0 // Ascension v1.41 (requires ToB)
~SETUP-ASCENSION.TP2~ #0 #1 // Tougher Abazigal (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #2 // Original Tougher Demogorgon (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #3 // Tougher Gromnir (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #4 // Tougher Illasera (optional, requires ToB)
~SETUP-ASCENSION.TP2~ #0 #5 // Tougher Yaga-Shura (optional, requires ToB)
~ASCENSIONFIX.TP2~ #0 #0 // Fix Ascension Slayer dialogue
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #20 // Change Imoen's Avatar to Mage: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #30 // Change Nalia's Avatar to Thief: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #40 // Change Viconia's Skin Color to Dark Blue: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #50 // Avatar Morphing Script: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #60 // Weapon Animation Tweaks: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #100 // Commoners Use Drab Colors: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #120 // Change Avatar When Wearing Robes or Armor (Galactygon): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1010 // More Interjections: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1020 // Alter HP Triggers for NPC Wounded Dialogues: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1140 // Gems and Potions Require Identification: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1170 // Bonus Merchants (Baldurdash): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1190 // Romance Bug Fixes: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1200 // Imoen ToB Dialogue Fix: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1220 // Allow Cromwell to Upgrade Watcher's Keep Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2190 // Limit Ability of Storekeepers to Identify Items -> Only Mage and Bard Storekeepers Can Identify Items: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2230 // Make +x/+y Weapons Consistent: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2231 // Description Updates for Make +x/+y Weapons Consistent Component: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2261 // Alter Mage Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2271 // Alter Bard Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2281 // Alter Cleric Spell Progression Table -> PnP Table: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2290 // Alter Druid Spell and Level Progression Tables -> No Level Progression Changes, Un-Nerfed Druid Spell Table Only (Blucher): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3050 // Remove fatigue from restoration spells: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3060 // Remove "You Must Gather Your Party..." Sound (Weimer): v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v9
~SETUP-AMBER.TP2~ #0 #0 // Amber the NPC MOD for BGII:SoA: v2.5
~SETUP-AMBER.TP2~ #0 #1 // Multiplayer-friendly flirting for Amber: v2.5
~HAERDALISROMANCE/HAERDALISROMANCE.TP2~ #0 #0 // Haer'Dalis Romance (SoA): v1
~SCSII/SETUP-SCSII.TP2~ #0 #1000 // Initialise mod (all other components require this): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2000 // Allow Spellstrike to take down a Protection from Magic scroll: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2010 // More consistent Breach spell (always affects liches and rakshasas; doesn't penetrate Spell Turning): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2019 // Antimagic attacks penetrate improved invisibility -> Antimagic spells remain single-target, but affect the target creature whether or not it is invisible (default option): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2030 // Iron Skins behaves like Stoneskin (can be brought down by Breach): v20
~SCSII/SETUP-SCSII.TP2~ #0 #2050 // Make individual versions of Spell Immunity available, so that players can use them in Contingencies etc.: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2060 // Revert Greater Restoration back to only affecting one creature: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2070 // Blade Barrier and Globe of Blades only affect hostile creatures: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2080 // Cap damage done by Skull Trap at 12d6: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2090 // Make Power-Word: Blind single-target: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2150 // Make spell sequencers, spell triggers, and contingencies learnable by all mages: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2160 // Add an extra copy of some hard-to-find spell scrolls: v20
~SCSII/SETUP-SCSII.TP2~ #0 #2170 // True Sight/True Seeing spells protect from magical blindness: v20
~SCSII/SETUP-SCSII.TP2~ #0 #3980 // Allow the Cowled Wizards to detect spellcasting in most indoor, above-ground areas in Athkatla: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4010 // Make Freedom scrolls available earlier: v20
~SCSII/SETUP-SCSII.TP2~ #0 #4030 // Retrieve Dropped Items from Hell: v20
~SCSII/SETUP-SCSII.TP2~ #0 #5020 // Move Boo into Minsc's pack: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6000 // Smarter general AI: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6010 // Better calls for help: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6023 // Potions for NPCs -> Two thirds of the potions dropped by slain enemies break and are lost: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6061 // Smarter genies -> Genies cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6081 // Smarter celestials -> Celestials cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6101 // Smarter dragons -> Dragons cast spells like normal wizards: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6108 // Enemy mages (and Elder Orbs) use Simulacrum and Project Image spells (this component will have no effect unless you install Smarter Mages or Smarter Beholders): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6113 // Smarter beholders -> Don't give beholder rays any chance of burning through spell protections; beholder antimagic removes defences and prevents casting but does not block harmful spells (original game behaviour): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6120 // Smarter mind flayers -> Illithids have only original-game resistances; Illithids cannot see invisible enemies (matches original game): v20
~SCSII/SETUP-SCSII.TP2~ #0 #6135 // Smarter githyanki: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6136 // Add high-level abilities (HLAs) to ToB mages -> Only selected ToB mages get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6138 // Add high-level abilities (HLAs) to SoA mages -> Only selected SoA mages get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6152 // Smarter Mages -> Mages never cast short-duration spells instantly at start of combat: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6160 // Add high-level abilities (HLAs) to ToB priests -> Only selected ToB priests get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6170 // Add high-level abilities (HLAs) to SoA priests -> Only selected SoA priests get HLAs: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6182 // Smarter Priests -> Priests never cast short-duration spells instantly at start of combat: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6210 // Smarter Illasera: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6220 // Smarter Yaga-Shura: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6230 // Smarter Abazigal: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6240 // Smarter Gromnir: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6250 // Smarter Melissan: v20
~SCSII/SETUP-SCSII.TP2~ #0 #6270 // Give Ascension versions of Irenicus and Sendai SCSII scripts and abilities: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7000 // Improved Shade Lord: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7010 // Spellcasting Demiliches: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7030 // Increase difficulty of level-dependent monster groupings -> Mildly increased difficulty: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7040 // Improved Random Encounters: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7050 // Improved d'Arnise Keep ("Tactics Remix") -> Spirit trolls have the same powers as in the original game: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7060 // Slightly improved Faldorn: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7075 // Party's items are taken from them in Spellhold -> Normal mode (recommended): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7078 // Improved battle with Irenicus in Spellhold: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7080 // Improved Sahuagin: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7090 // Improved Beholder hive (adapted from Quest Pack): v20
~SCSII/SETUP-SCSII.TP2~ #0 #7100 // Prevent resting in the Illithid city: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7110 // Slightly Improved Drow -> Upgrade Ust Natha's defences: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7120 // Slightly Improved Watcher's Keep: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7126 // Improved Irenicus in Hell (Tactics remix) -> Tactics-SCSII hybrid: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7130 // Improved Fire Giant temple: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7140 // Enhanced Sendai's Enclave: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7150 // Improved Abazigal's Lair: v20
~SCSII/SETUP-SCSII.TP2~ #0 #7160 // Improved Minor Encounters: v20
~WIDESCREEN/WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
Posted 08 January 2012 - 12:43 PM
Read about Ormalines BG1 adventures here.
I briefly considered skipping chateau Icky but I have no room for Mazzy so might as well grab the extra experience & items whilst they are easy to find... no surprises climbing out of the pit but I needed to scrap up 5 grand for my licence so I seriously can’t afford to run into any bad guys right now because my group has exactly one magic weapon with which to defend my honour!
I envisage my core party as;
1. Ormaline, Sorcerer second arcane & possible melee.
2. Do’Dad, Cleric of Talos & main tank.
3. Amber, Fighter/ Thief romance (Do’Dad), scouting & support.
4. Jaheira, Ranger-Cleric melee dps.
5. Hear’dalis, blade romance (Ormaline), melee dps.
6. Imoen, main arcane magic, disarm traps & spot illusions
Posted 08 January 2012 - 01:29 PM
At the start of the game, the magic lincense is really expensive, but for a magic heavy party, it is a must. Good luck with your run.
...but I needed to scrap up 5 grand for my licence so I seriously can’t afford to run into any bad guys right now because my group has exactly one magic weapon with which to defend my honour!
I am entering challenge with Eldrymon – male dual classed Priest of Talos 7 / Mage 8.
Eldrymon graduated from BG 1 thread:
He cleared Irenicus Prison accompanied by Imoen for trap removal. Then, they released Minsc and Jaheira and escaped the prison. In Waukeen’s Promenade, they sold loot and Eldrymon released both Minsc and Jaheira from his services.
Similarly to his BG1 adventures, Eldrymon will continue playing solo (Insane dificulty).
Edited by Vaclavc, 08 January 2012 - 01:30 PM.
Posted 08 January 2012 - 02:59 PM
Posted 09 January 2012 - 04:49 AM
Gyan decided to visit the Temple District as suggested by Gaelan's runnerboy. They started the Unseeing Eye quest, and purchased some equipment: charm protection help from the Temple of Lathander and wand of the heavens from the Temple of Talos. Each was under 1,000 gold, but the wand only had 5 charges. Yoshimo snuck around the sewers to see what was to be seen. There they met Keldorn and had him join. They fought a few baddies in the lower reaches, but they soon came back out and fought the kobolds and the Rakshasa. During this fight, slimes appeared behind them, and an Ooze Mephit laid down a Stinking Cloud! Against the Rakshasa, Keldorn's sword's protection helped do extra damage, though he would not be able to use it on the streets of the city! Skeletons kept the slimes busy long enough to kill the Rakshasa, and then the party could focus on the slimes entirely. They were easily cleared out.
Following that, Yoshimo discovered more powerful bad guys, but Gyan decided to fight anyway. (It was a significant risk, but he had a feeling it could work if done carefully.) The fight was rather crazy.
Gyan had the party split into two groups: Yoshimo and Keldorn (with a skeleton and a nymph) approached from the left to distract their foes while Jaheira approached from the right and cast Insect Plague. The others hid for the moment.
Then the three ran to meet up in the middle. From there, they ran some more!
Finally, they caught two of the ruffians separated from the group. Keldorn almost died, but they won the battle with Aerie arriving at the last second.
Aerie had joined by running across the sewers under invisibility, and happended to get a view of the other four enemies along the way.
So, she drew two more of them out with a Cloudkill blast, then added a Fireball and a Scorcher.
Finally, Jaheira summoned another nymph, and Gyan buffed J and Keldorn with Chaotic Commands and Death Ward. The nymph went in first, and held Gaius!, which basically ended the war.
From there, the group passed over the bridge to get back to the slums. There they learned about a strange series of murders. They purchased a gem bag from some random merchant and then a potion case from Mrs. Cragmoon. Yoshimo found an interesting magical horn. Then back in the slums, they IDed and sold their loot. At the promenade, they looked through Ribald's equipment, but could not afford the strength belt. So, they got Aerie blue/purple potions and some scrolls instead. They also found a +1 sling for Aerie and +1 scimitar/+1 sling for Jaheira.
Then, it was off to see Nalia. Of course, they were interrupted. First by a group of angry slavers. (Jaheira took a lightning bolt hit, Aerie ran a firewall around the slavers, and then Minsc and Keldorn bust up the last two, including Suna Seni.
Second, they stumbled upon some thugs who were hanging around a helpless victim on the group. (The mage was dropped first, then a hold, then more body parts.)
So, they had to go to the Docks, which led to more distractions. First a mad cleric. Then Yoshimo insisted that they visit the guildmaster Aran who gave them an assignment with another guild. So, they returned the victim Renfeld to his friends (harpers) and stopped by Mae'Var's guildhall, where they purchased a nymph clock. This increased Gyan's sway over the locals to an impressive level, similar to what Gyan knew in Baldur's Gate before being framed for murder!
Finally they made it to the de'Arnise keep.
Edited by SpiffyKeen, 09 January 2012 - 04:58 AM.
Posted 09 January 2012 - 06:07 AM
Posted 10 January 2012 - 04:25 AM
For my level 8 spells I picked ‘Greater Malision’ & ‘Ray of Enfeeblement’ (wicked in combo)... After rescuing Viconia & braving the red tape to get Amber I said temp hello to Jan for the trip out to Umar Hills where I used my peace keeping skills to broker a truce between the townspeople and Madulf. An over protective babul swapped me a nice shortsword for some Mimic's Blood that I collected then I trained myself to cast ‘Invisibility, 10' Radius’ so as to save Mazzy from thanatophilia. Since I didn’t have the desired tools to deal with the shade Lord yet I dismissed Mazzy (unlocks Trademeet) & was hoping to ran around doing wilderness quests in order to get some nice weapons however Amber tossed a spanner into the works by insisting that we return to Athkatla and get her mislaid bangle.
Athkatla is a reasonably safe place to hang out up until you complete your first quest line so I introduced myself to the thieves guild & killed a sea troll for Roger then asked Keldorn to assist us against the irksome foursome... Yoshimo & I set traps then Do’dad got their attention with alpha strikes lightning bolts!
Jaheira claimed the Wyvern's Tail and we picked the eyes out of the armour before a quick fetching quest for the otiose wizard named Mekrath attained Haer'Dalis and a nice couple of wands. At this stage I decided to fix Dodads pitiful dexterity with the gauntlets from below (getting them is simplicity itself) but careless scouting on Ambers part allowed three Goths to ambush us near the Lower Reaches exit... Pesky little blithers almost cost us the match but thankfully I had the wand of resurrection. Ormaline has just hit level ten (Lower Resistance) so that seems like a good place to sojourn.
Posted 10 January 2012 - 09:08 AM
Girdle of Fortitude.
I recommend investing in Mauler's Arm +2 (18 str) from the cooper & Gauntlets of Dexterity (18 dex) which is literally just lying in the trash waiting to be picked up but your out of luck with that pitiful constitution sorry SpiffyKeen.
Posted 10 January 2012 - 09:40 AM
Posted 10 January 2012 - 06:35 PM
For my level 8 spells I picked ‘Greater Malision’ & ‘Ray of Enfeeblement’ (wicked in combo)...
The only problem that I have with Ray of Enfeeblement for Sorcs is that Web and Glitterdust are the same level. Why go with single target disabling when you can get area disabling?
Edited by amanasleep, 10 January 2012 - 06:36 PM.
Posted 11 January 2012 - 04:34 PM
Vessen the level 25 cleric is still alive, just so you all know. He recently cleared the surface area by the entrance to Sendai's Enclave. It was a bit bloody affair, with Lily and Paja dieing, but Vessen didn't die and we could resurrect the fallen, so guess it's all good.
Going a bit slow -- wifey demands much of my time recently (and she has higher priority than Vessen, naturally). I also don't play Vessen if I'm distracted (kids usually) or tired. It would be silly to get so far, just to lose due to a poor decision while tired.
Good luck to everyone's else's runs.
Posted 12 January 2012 - 06:40 AM
Most battles here were handled by AI and summons. One buff however was used extensively and that was chaotic commands. Energy blades/MMM were also used much.
The front-liners (Lily the Blade, Minsc, Joshua the Inquisitor) did very well in most fights. We did have to use the rod of resurrection a few times to heal, and also to resurrect the fallen a few times. Horrid Wiltings/Storm of Vengeance were used anytime we had a large number of enemies. Mages were never a serious danger to the party thanks to Joshua's dispel magic ability.
I did have a very close call, however. Vessen dueled the Captain, and almost bit it. Vessen managed to get an Aeriel Servant up, but the Captain just ignored it and put a serious beat down on Vessen, Vessen got to about 1/7th of his life. Fortunately before the fight, Vessen had cast Energy Blades and running around, throwing those things, running, etc. was enough to take down the Captain.
Farsight and summons were used both for the Elemental Prince and the Priestess' helpers. Priestess stayed blue circle, so she fell to the party once her help was gone. The illithids were pretty straightforward.
Even though the next room was Sendai, we left her lair the long way to recharge our RoR wands (we only have 2). They were getting low and didn't want them to go poof. When we returned, I put lots of buffs on the casters. Minsc and Joshua didnt' get buffs, since they will just be dispelled once we battle a Sendai caster clone by Joshua's dispel magic.
Lily had MMM, Paja and Vessen energy blades, Imoen her bow. Throughout the fight was pretty much the same strategy. Keep our summons up, while Joshua chased Sendai with his Holy Avenger sword +6 and Minsc his wave halberd. A few times I did horrid wiltings/storm of vengeance. Lily even managed to lay a few spike traps. Once we got to Sendia herself, she twisted her onyx ring quite a few times, but the party finally took her down.
We will be selling our massive loot next. Then memorize protection from acid and deal with Draconis will be next target.
Posted 13 January 2012 - 07:56 AM
Next challenge was dealing with Draconis. This encounter went much more smoothly than usual, mainly due to a brand new strategy. Mainly that Lily memorized 5 protection from acids (she only has 5 spell slots for level 5) and put on all party members but Minsc. For this fight, Minsc used the shadow dragon armor that gives 50% acid resistance. This spell gives us 100% resistance to acid, so now his breath attacks are not dangerous. We used a generous amount of summons and ToB area effects, plus our melee/ranged attacks. Minsc tanked very well at first, thanks to armor of faith and hardiness, but when the armor of faith went down he died. A couple of times Draconis targeted Vessen - when that happens I turn off the AI, run away and have Paja use her rod of resurrection to heal Vessen. Used this same tactic against Abazigal as well (good thing, as Vessen almost bit it without doing this). Forgot to mention Vessen is using haste boots now -- pretty vital when fighting dragons. We just kept at it, and Draconis finally fell.
The Greater Wyvern with its massive regen took a while to kill it, but we did. The eye stalk area was soloed by Joshua with the cloak of Mirroring and Foebane (thanks Alesia for showing us what the Foebane could do - Joshua got to 200 HP, much higher than his usual 125). The vicious water elemental at the end of that area, was taken down by area effects out of sight.
New strategy again. Imoen memorized 5 protection from lightnings and put on everyone but Paja. Paja has the boots of grounding and as well she put protection from electricity (cleric spell) on herself. Summons as available. For the first time, I used the juggernaut Golem, and it did well. Minsc was helpful against the salamanders with his Wave Halberd. We again threw everything we had at Abazigal, but as long as the casters kept their distance, Abazigal could do nothing since we negated his ranged attacks. During the fight Lily laid some spike traps for kicks, not sure if they helped or not. Vessen used energy blades again (love that spell). Joshua got the killing blow.
We will recharge our RoR wands..rest and catch up in our challenges next.
Posted 13 January 2012 - 09:17 AM
Posted 14 January 2012 - 05:51 AM
@corey_russell, Are you playing that 'Blade Barrier' hits friendly targets or only enemy (SCS2)?
I wasn’t in the mood to stalk eyes so (after promising to return with Imoen) we gang-banged the Raksasha for his shawl & buffed up/ changed area with trepidation... Despite the fact that I left the area without finishing the quest as far as the world at large (game engine) is concerned I have physically been to the lower reaches and therefore it’s time for the kit-Gloves to come off!
Sure enough, I hadn’t taken three steps into the docks before Amber got herself teif-napped by slayers so I reacquired Keldorn and set to work dispatching slayers. The main base fell easy because of ‘Harp of Discord’, ‘Holy Smite’ & ‘Lightning Bolts’ (from Haer'Dalis, Jaheira & Do’Dad respectively) Ormaline used ‘Ray of Enfeeblement’ to hold Captain Haegan whilst Captain Corin received his gang-bang... on the down side I used up my ‘wand of Cloudkill’ from the sewers.
The next encounter of note was from the aptly named Demon but surprisingly ‘Ray of Enfeeblement’ proved to be his(?) Achilles heel as well... Now that Amber is safely back with us I’ll probably head to the bridge district next because Haer'Dalis is getting clamorous about HIS needs again.
Ps. I enjoyed outwitting the demon named Demon but found his boss to be somewhat... inadequate.
Edited by ussnorway, 14 January 2012 - 07:05 AM.
Posted 14 January 2012 - 07:03 AM
@corey_russell, Are you playing that 'Blade Barrier' hits friendly targets or only enemy (SCS2)?
I am playing Vanilla, so Blade Barrier hits my own units. I have to be real careful if I activate it on a Deva or Planetar, and also even greater elemental summons, as they come with a blade barrier/fireshield of some sort as well. Before I realized this mechanic, many a summons went hostile thanks to my own spell.
I don't think I will add SCS 2 to BG 2 just yet, as with solo play, I died FIRST level of Chateau Irenicus (and my solo before that died to the slavers around Hendak). However, I will be investigating SCS for BG 1 my next run-through, as anymore, completing BG 1 is a shoo-in if I have a balanced party.
Posted 15 January 2012 - 01:56 AM
I was dourly deputised upon arrival into the bridge district to help solve a string of murders... I also collected a nifty horn & killed some muggers whilst I was in the area. As it turned out a lowly beggar had the vital clue I needed to crack the case & advance to my tenth level (‘Web’, ‘Teleport Field’ & ‘Spell Immunity’ + one meager hit point)... FYI “the tanner did it!”
With the side quests dealt with I said goodbye to Haer'Dalis & replaced him with Mazzy because her range skills are useful in the prison + the free boots are a nice bonus... I also stopped by the Promenade to upgrade the horn & got a nice shawl to help keep Jaheira warm but I’m still four emeralds short of getting the robes.
I cast ‘Invisibility, 10' Radius’ just to allow us to move into position before dealing with the sentinels. I let Jaheira & Do’Dad take care of the scouting, tanking & bruising while Mazzy, Yoshimo, Amber & myself laid traps & otherwise supported them, this way Jaheira clocked up some good kills & finally got her all important level five spell slot.
The final battle was a simple matter of “death from above” i.e. I asked Jaheira to use her new “boots of speed” to go fling the orb into the pit (releases the thralls) then Do’Dad cast ‘Farsight’ so I could safely drop a ‘Death Fog’ scroll onto the warden without getting too near and everyone else just built up a defensive position in case any thing when awry but it worked like a charm and the poor bastard never even knew whom it was that’s killing him.
Edited by ussnorway, 15 January 2012 - 02:02 AM.
Posted 15 January 2012 - 07:50 AM
As mentioned in previous post, I had a lot of challenges to "catch up" on. I did the important buffs on Vessen, put up 5 decent summons, and both Vessen and Paja put up energy blades. When we went to the 2nd challenge, the energy blades destroyed the "alternate" Vessen, so this was a good choice. Was just mop up after that.
Most of our summons and buffs were still active, so I cast group haste and charged the 3rd challenge. Vessen had to run a little, but not too much as the Slayer got stuck with our people -- he as slain in about 7 rounds. Our buffs were still active, so headed to the 4th one -- summons disappeared (some anyways), so we resummoned, put up our true seeings, and some spike traps thanks to Lily - the "chosen" of Cyric didn't last very long, not sure the battle even lasted 5 rounds.
Next up was Balthasazar and his mass of monks. With summons and things like horrid wiltings/storm of vengeance, we found the key to the fortress and entered.
Unfortunately, thanks to the game locking up, I had to battle Balthasazar twice - it locked up right when I killed him the first time in fact - was very exciting, 3 party members died, but found out mid-battle the summons weren't helping (they were to the side). After the lock-up I tried again, this time making sure the summons were at the top level before talking to Balthazar - this went MUCH smoother - in fact, Joshua and Minsc turned on their Greater Whirlwinds and Balthazar fell almost immediately - I still wish the game didn't lock up earlier, but oh well.
I recharged my RoR wands, Ravager will be next. I am playing in a chess tournament on Monday, but am driving to the tourney location tomorrow, so probably won't be able to finish the run (one way or another) until Tuesday, as I have that day off.
Wish me luck! I have a number of runs fail at Melissan...this is a well balanced party, so I should have good odds, but guess will have to wait and see...
Edited by corey_russell, 15 January 2012 - 07:52 AM.
Posted 15 January 2012 - 07:53 AM
Posted 15 January 2012 - 08:47 AM
Edited by Shadow_Leech07, 15 January 2012 - 08:48 AM.
Posted 15 January 2012 - 01:16 PM
Posted 15 January 2012 - 01:35 PM
Posted 15 January 2012 - 07:26 PM
First, very quickly while fighting the trolls, I decided to make Jaheira the best tank I could, since Keldorn was getting hit far to often. At AC -8, she was great at tanking the trolls and not getting hit very often! (full plate, protection ring +1, sewer cloak, stone ring, and shield +2)
Of course, fighting trolls is annoying, since it is hard to know when they will be knocked down. When they are near death and engaged in melee, trolls will often keep fighting, but if you back off, they will fall down. It seemed like every time that we backed off, but the troll did not fall down, it would land a critical, and Jaheira would take unnecessary damage. Ugh! It sucks to get hit one time in the entire fight but after the troll reaches near death.
Trolls are not fun because of the micro-managing that is necessary to defeat them efficiently (the fire thing would be ok, if the troll-falling-down mechanic was not so strange), and because they only give 1,400 exp, so it is not really worth it. Gyan decided to pass up fighting the larger bunches of them, like in the main hall. The party also didn't lower the drawbridge until after defeating TorGal, so they didn't get that experience (whoops).
Minsc was charmed vs. the Yuan-Ti mage, but it died at the same time, so Gyan and crew just waited it out. Also of interest, the berrserk warrior from the magic horn landed the killing blow. Usually this guy is just fodder!
Jaheira was a great tank vs. the golems as well. Nothing unusual happened there, just took them one at a time with the approprite weapon types. I used the cloudkill strategy vs. the umber hulks, except this time, instead of closing the door on them, I just had Jaheira block the door while under Chaotic Commands. It worked just as well. Then, Gyan had Jaheira do the same thing vs. TorGal and his bodyguards, and TorGal died to the cloudkill! Gyan leveled up to Cleric 10, then told Nalia that she was on her own. Jaheira leveled up to Druid 11, and now she can summon fire elementals!
Back in town, they IDed the loot, and sold a lot of it off, getting up to 13k gold. They held on to Frostreaver +3, Arbane's +2 Sword, and the Elven Court Bow +3. Then they headed to Trademeet based on a message from some guy at the city gates they met before helping Nalia. They took care of an Orog ambush rather easily on the way. The fire wand is nice vs. such opponents.
@ussnorway - I did not consider using Mauler's Arm for Gyan, since the strength boost would fall away when he used his sling, but his sling attacks really don't help much at this point, so I could use the mace and only have him cast and melee when necessary. That could be a very good option. I'll have to check how much the mace costs.
Edited by SpiffyKeen, 15 January 2012 - 07:27 PM.
Posted 15 January 2012 - 11:41 PM
Just adding my best wishes to your coming battle against Melissan.
No advice for you other than take the time you need, don't be distracted (wife, kids, life ...) and BUFF LIKE THERE IS NO TOMORROW!