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Baldur's Gate 1 No-Reload Challenge


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#11801
Grimwald the Wise

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Toxic{2} - dwarf kensai (4th and final update)
 
He reported back to Belt and has just arrived in Athkatla.

 

 

Congratulations on your safe/(or not so safe) arrival. :)



#11802
Grimwald the Wise

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Having tested the gentleman, I have come to the conclusion that it is not for me, certainly not in a no-re-loads game. It makes BG1 easier giving massive bonuses in lock-picking, pick-pocketting and stealth, but only 10 thieving points per level. In BG1 not a problem, but in the later game a big problem. Also if you kill an innocent those big bonuses go! :( You would be left with a very ill-equipped thief. I like the concept though, and someone else, particularly one who is very familiar with thieves might like to give it a try. I am not.



#11803
Blackraven

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Grond0, congratulations with Toxic! A very solid performance there. Here's hoping you can keep that up in BG2.

Grimwald sorry to see you have difficulty attuning to the Gentleman (understandable though). I hope you'll feel more comfortable with your next character.


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#11804
Grimwald the Wise

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I decided on a Dwarven Blackguard

 

My first one was killed in Candlekeep due to my upgraded Shank and Carbos.

 

The second one survived.

 

Arctic Dwarf (+2 Strength, -1 Dex ,-20% Experience, 100% resistance to cold)

 

Str 20, Dex 16, Con 19, Int 10 Wis 15, Cha 14.

 

The weird thing about this mod installation is that there are Two Blackguard kits and Two Adventurer kits. Completely different kits!!

 

 

There were parts of TobEx that wouldn't install, Part of Secret of Bonehill and ALL of SCS.

Anyone know why?

 

// 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]
~EASYTUTUDEGREENIFIER.TP2~ #0 #0 // EasyTutu Degreenifier
~TOBEX/TOBEX.TP2~ #0 #100 // TobEx - Core: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #101 // Apply Concentration Check On Damage [WIP]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #105 // No Spell Interruption On Zero Damage: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #107 // Allow All Races to Dual Class: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #111 // Disable Silence On Charm: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #113 // Remain Hidden On Pickpocket Success [C]: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #117 // Universal Four Inventory Weapon Slots: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #120 // Drop Inventory on Disintegrate: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #121 // Drop Inventory on Frozen Death: Beta 0025
~TOBEX/TOBEX.TP2~ #0 #122 // Drop Inventory on Stone Death: Beta 0025
~ILMATARPACK/ILMATARPACK.TP2~ #0 #0 // Ilmatar's Portrait Pack - charname portraits
~ILMATARPACK/ILMATARPACK.TP2~ #0 #5 // Ilmatar's Portrait Pack - Edwin -> Early Ilmatar's version (longer hair)
~ILMATARPACK/ILMATARPACK.TP2~ #0 #6 // Ilmatar's Portrait Pack - Imoen
~ILMATARPACK/ILMATARPACK.TP2~ #0 #7 // Ilmatar's Portrait Pack - Jaheira
~ILMATARPACK/ILMATARPACK.TP2~ #0 #10 // Ilmatar's Portrait Pack - Viconia
~KITRTT.TP2~ #0 #0 // Do you want to install all the kits now?
~WIDESCREEN.TP2~ #0 #0 // Widescreen Mod -> for the original Infinity Engine (CHOOSE THIS!): Widescreen Mod v3.02
~HEARTWARDERKIT/SETUP-HEARTWARDERKIT.TP2~ #0 #0 // Heartwarder Kit
~X0BLACK/X0BLACK.TP2~ #0 #0 // Install Blackguard fighter kit: v1.01
~X0BLACK/X0BLACK.TP2~ #0 #1 // Copy portraits: v1.01
~SETUP-CRUSADE.TP2~ #0 #0 // Champion of Torm
~SETUP-CRUSADE.TP2~ #0 #2 // Adventurer
~SETUP-CRUSADE.TP2~ #0 #3 // Crusader Items
~CHAOSKNIGHT/SETUP-CHAOSKNIGHT.TP2~ #1 #0 // Installation of the Chaos Knight Kit for BGT
~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #32 // Install Fist of Order fighter kit: v7
~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #33 // Install Blackguard fighter kit: v7
~SWORD_AND_FIST/SETUP-SWORD_AND_FIST.TP2~ #0 #34 // Install Duskblade fighter kit (by ronin69hof, ronin69hof@gmail.com: v7
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #0 // Changes to trueclass bards and thieves, and unmodded game kits (required for other components): v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #1 // Add new bardic store and thief items: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #6 // Install Adventurer thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #7 // Install Burglar thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #8 // Install Soulknife thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #9 // Install Sharpshooter thief kit: v6
~SONG_AND_SILENCE/SETUP-SONG_AND_SILENCE.TP2~ #0 #10 // Install Shadowdancer thief kit: v6
~BG1UB/SETUP-BG1UB.TP2~ #0 #0 // Ice Island Level Two Restoration: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #2 // Additional Elminster Encounter: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #6 // Kivan and Tazok: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #7 // Branwen and Tranzig: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #8 // Safana the Flirt: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #9 // Appropriate Albert and Rufie Reward: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #10 // Place Entar Silvershield in His Home: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #11 // Scar and the Sashenstar's Daughter: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #15 // Flaming Fist Mercenary Reinforcements: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #16 // Creature Corrections: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #18 // Creature Name Restorations: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #20 // Audio Restorations: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #21 // Store, Tavern and Inn Fixes and Restorations: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #22 // Item Corrections and Restorations: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #24 // Permanent Corpses: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #26 // The Original Saga Music Playlist Corrections: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #27 // Sarevok's Diary Corrections: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #28 // Prism and the Emeralds Tweak: v13.1
~BG1UB/SETUP-BG1UB.TP2~ #0 #29 // Duke Eltan in the Harbor Master's Building: v13.1
~AJANTISBG1/SETUP-AJANTISBG1.TP2~ #0 #0 // Installs Ajantis BG1 Expansion Modification: 9
~SETUP-INDINPC.TP2~ #0 #0 // Indira NPC for BG1Tutu
~GAVIN/GAVIN.TP2~ #0 #0 // Gavin NPC for Tutu and BGT, 14April2008: v8
~GAVIN/GAVIN.TP2~ #0 #1 // Gavin: Romance (mature content): v8
~GAVIN/GAVIN.TP2~ #0 #2 // Gavin: Flirts (adult content): v8
~GAVIN/GAVIN.TP2~ #0 #3 // Gavin: Check for Tutu-Fix Walking Speeds: v8
~GAVIN/GAVIN.TP2~ #0 #8 // Gavin: Alternate Portraits -> Red tunic, by Miloch: v8
~GAVIN/GAVIN.TP2~ #0 #10 // Gavin: Player Initiated Dialogue: v8
~SETUP-FINCHNPCV3.TP2~ #0 #0 // Finch NPC for Tutu v3.0
~ISRA/SETUP-ISRA.TP2~ #0 #0 // Isra NPC Mod for BG:EE, BGT and TuTu
~ISRA/SETUP-ISRA.TP2~ #0 #2 // Install Gavin/Isra crossmod banter?
~VALERIE/VALERIE.TP2~ #0 #0 // Valerie NPC Mod for BG1 Tutu: v1.1
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #0 // Assign a kit to Ajantis? -> Ajantis: Cavalier
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #5 // Assign a kit to Alora? -> Alora: Swashbuckler
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #7 // Assign a kit to Dynaheir? -> Dynaheir: Specialist Mage
~SETUP-EASYTUTUNPCKITS.TP2~ #0 #9 // Assign a kit to Edwin? -> Edwin: Specialist Mage
~BGQE/SETUP-BGQE.TP2~ #0 #0 // Installing the Slime Quest...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #1 // Installing the Beregost Family Quest...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #2 // Installing the Babysitting Quest, including the Carnival Encounter...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #3 // Installing the Nashkel Monster Quest...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #4 // Installing the Fallen Paladin Quest...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #5 // Installing the Undying Love Quest...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #6 // Installing the Orcish Lover Encounter...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #7 // Installing the Unexpected Help Quest...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #8 // Installing the Quest "Many little paws"...: 9
~BGQE/SETUP-BGQE.TP2~ #0 #9 // Drunk near Beregost Temple: 9
~SIRINESCALL/SETUP-SIRINESCALL.TP2~ #0 #0 // The Lure of the Sirine's Call: v13
~SOA/SETUP-SOA.TP2~ #0 #0 // The Stone of Askavar: 1.8
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #0 // Battle Priest of Tempus Kit, available for all Clerics: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #1 // Charming Rogue Kit, available for all Thieves: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #2 // Cleric of Tempus Kit, available for all Clerics: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #3 // Firewalker Kit, available for all Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #4 // Moon Knight Kit, available for all Paladins: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #6 // Priest of Sylvanus Kit, available for all Druids: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #7 // Bladesinger Kit, available for Human, Elf and Half-Elf Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #8 // Delver Kit, available for all Thieves: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #9 // "Vagrant" Kit, available for all Rangers: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #10 // Anti-Paladin, available for all Paladins: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #11 // Dark Paladin, available for all Paladins: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #12 // Cleric of Ilmater, available for all Clerics: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #13 // Amazon Kit, available for Half-Elf Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #14 // Dark Knight Kit, available for Human Paladins: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #16 // Vampire Hunter Kit, available for all Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #17 // Blademaster Kit, available for Human, Half-Elf and Elf Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #18 // Mage Hunter Kit, available for all Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #19 // Ravager Kit, available for Gnome Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #20 // Rhythm Warrior Kit, available for Half-Elf, Elf and Halfling Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #21 // Tactician Kit, available for Gnome and Halfling Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #22 // Sellsword Kit, available for Human and Half-Orc Fighter: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #23 // Apprentice Kit, available for Human and Half-Elf Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #24 // Dragonclaw Kit, available for Human and Half-Elf Fighters: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #25 // Drow Ranger Kit, available for Elf Rangers: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #28 // Divine Wizard kit, Human Cleric Kit: v1.01L
~MEGAMODKITS/MEGAMODKITS.TP2~ #0 #29 // Dragon Dancer, available for Elf Fighters: v1.01L
~SETUP-LOSTITEMS.TP2~ #0 #0 // Lost Items
~SETUP-LOSTITEMS.TP2~ #0 #3 // Happy patch: NPCs do not leave due to reputation
~SETUP-LOSTITEMS.TP2~ #0 #4 // Viconia has 18 WIS
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #1 // The Drizzt Saga for BGEE/Tutu/BGT -> BP-BGT Worldmap version: all areas added to worldmap (requires BP-BGT Worldmap): v3.00
~DRIZZTSAGA/DRIZZTSAGA.TP2~ #0 #2 // Raise the XP cap: v3.00
~SETUP-BONEHILLV275.TP2~ #0 #0 // Secret of BoneHill (Requires BGT or Tutu): v2.75c
~BG1NPC.TP2~ #0 #0 // The BG1 NPC Project: Required Modifications: v20
~BG1NPC.TP2~ #0 #1 // The BG1 NPC Project: Banters, Quests, and Interjections: v20
~BG1NPC.TP2~ #0 #8 // The BG1 NPC Project: Add Non-Joinable NPC portraits to quests and dialogues: v20
~BG1NPC.TP2~ #0 #9 // The BG1 NPC Project: Ajantis Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #10 // The BG1 NPC Project: Branwen's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #11 // The BG1 NPC Project: Coran's Romance Core (adult content): v20
~BG1NPC.TP2~ #0 #12 // The BG1 NPC Project: Dynaheir's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #13 // The BG1 NPC Project: Shar-Teel Relationship Core (adult content): v20
~BG1NPC.TP2~ #0 #14 // The BG1 NPC Project: Xan's Romance Core (teen content): v20
~BG1NPC.TP2~ #0 #15 // The BG1 NPC Project: Female Romance Challenges, Ajantis vs Xan vs Coran: v20
~BG1NPC.TP2~ #0 #16 // The BG1 NPC Project: NPCs can be sent to wait in an inn: v20
~BG1NPC.TP2~ #0 #18 // The BG1 NPC Project: Alora's Starting Location -> Alora Starts in Gullykin: v20
~BG1NPC.TP2~ #0 #20 // The BG1 NPC Project: Eldoth's Starting Location -> Eldoth Starts on the Coast Way: v20
~BG1NPC.TP2~ #0 #22 // The BG1 NPC Project: Quayle's Starting Location -> Quayle Starts at the Nashkel Carnival: v20
~BG1NPC.TP2~ #0 #24 // The BG1 NPC Project: Tiax's Starting Location -> Tiax Starts in Beregost: v20
~BG1NPC.TP2~ #0 #26 // The BG1 NPC Project: Make Shar-Teel Unkillable Until In Party: v20
~BG1NPC.TP2~ #0 #29 // The BG1 NPC Project: Cloakwood areas availability in Chapter One -> Open four Cloakwood areas (everything but the Mines): v20
~BG1NPC.TP2~ #0 #30 // The BG1 NPC Project: Sarevok's Diary Adjustments -> SixofSpades Extended Sarevok's Diary: v20
~BG1NPC.TP2~ #0 #32 // The BG1 NPC Project: Check for TutuFix Walking Speeds: v20
~BG1NPC.TP2~ #0 #200 // The BG1 NPC Project: Player-Initiated Dialogues: v20
~CORANBGFRIEND/CORANBGFRIEND.TP2~ #0 #0 // Coran's Extended BG Friendship Talks, v1, October 20, 2007: v3
~RR/SETUP-RR.TP2~ #0 #0 // Proper dual-wielding implementation for Thieves and Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #1 // Thief kit revisions: v4.71
~RR/SETUP-RR.TP2~ #0 #3 // Proper racial adjustments for thieving skills: v4.71
~RR/SETUP-RR.TP2~ #0 #4 // Bard kit revisions: v4.71
~RR/SETUP-RR.TP2~ #0 #6 // Proper spell progression for Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #7 // Additional equipment for Thieves and Bards: v4.71
~RR/SETUP-RR.TP2~ #0 #999 // BG2-style icons for RR content: v4.71
~SETUP-EBG2.TP2~ #0 #0 // Additional merchant with new items: v1.1
~SETUP-EBG2.TP2~ #0 #1 // Interjections: v1.1
~SETUP-EBG2.TP2~ #0 #2 // Tomes and manuals: v1.1
~SETUP-EBG2.TP2~ #0 #3 // Cloak of Balduran: v1.1
~SETUP-EBG2.TP2~ #0 #4 // Additional portraits: v1.1
~SETUP-EBG2.TP2~ #0 #5 // Lost item descriptions: v1.1
~SETUP-EBG2.TP2~ #0 #6 // Dragonsuit & Glory of Balduran (ToB): v1.1
~SETUP-EBG2.TP2~ #0 #7 // New racial enemies: v1.1
~SETUP-EBG2.TP2~ #0 #8 // New kit (Gladiator): v1.1
~SETUP-EBG2.TP2~ #0 #9 // New kit (Knight): v1.1
~SETUP-EBG2.TP2~ #0 #10 // New kit (Duelist): v1.1
~SETUP-EBG2.TP2~ #0 #11 // New kit (Legionnaire): v1.1
~SETUP-EBG2.TP2~ #0 #12 // New kit (Globe-trotter): v1.1
~SETUP-EBG2.TP2~ #0 #13 // New kit (Dragon Slayer): v1.1
~SETUP-EBG2.TP2~ #0 #14 // New kit (Crusader): v1.1
~SETUP-EBG2.TP2~ #0 #15 // New kit (Fright of Liches): v1.1
~SETUP-EBG2.TP2~ #0 #16 // New kit (Silent Killer): v1.1
~SETUP-EBG2.TP2~ #0 #17 // New kit (Priest of Auril): v1.1
~SETUP-EBG2.TP2~ #0 #18 // Miscellaneous tweaks: v1.1
~SETUP-BGII-SUBRACE.TP2~ #0 #0 // Subrace mini-mod for BGII v1.0
~SETUP-BGII-SUBRACE.TP2~ #0 #2 // Alternate NPC subraces
~SETUP-THALAN.TP2~ #0 #0 // Thalantyr - Item Upgrade: 3.7
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #0 // Nythrun's Level 1 NPCs: List party-joinable NPCs (required to install any NPC components): v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4 // Joinable NPCs more closely match the player character's experience -> On initial joining and rejoining: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #100 // Update game references to NPC classes/kits: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1218 // Ajantis Ilvastarr: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1219 // Alora: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1220 // Branwen: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1221 // Coran: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1222 // Dynaheir: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1204 // Edwin Odesseiron: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1206 // Imoen: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1207 // Jaheira: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1226 // Kagain: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1227 // Khalid: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1228 // Kivan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1212 // Minsc: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1229 // Montaron: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1230 // Quayle: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1231 // Safana: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1232 // Shar-Teel Dosan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1233 // Skie Silvershield: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1234 // Tiax: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1215 // Viconia De'Vir: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1235 // Xan: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1236 // Xzar: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #1237 // Yeslick Orothiar: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #2300 // Fabio: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #2350 // Finch: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #2400 // Gavin Mor: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #2600 // Indira: v1.9
~LEVEL1NPCS/LEVEL1NPCS.TP2~ #0 #4210 // Artemis Entreri: v1.9
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1080 // Add Bags of Holding: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1090 // Exotic Item Pack: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1100 // Reveal City Maps When Entering Area: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1110 // Add Map Notes: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #1120 // Stores Sell Higher Stacks of Items: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2040 // Universal Clubs: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2060 // Weapon Styles for All: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2140 // Expanded Dual-Class Options: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2151 // Wear Multiple Protection Items -> No Restrictions: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2200 // Multi-Class Grandmastery (Weimer): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2210 // True Grandmastery (Baldurdash): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2240 // Un-Nerfed THAC0 Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2250 // Un-Nerfed Sorcerer Spell Progression Table: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2260 // Alter Mage Spell Progression Table -> Un-Nerfed Table (Blucher): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2270 // Alter Bard Spell Progression Table -> Un-Nerfed Table (Blucher): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #2280 // Alter Cleric Spell Progression Table -> Un-Nerfed Table (Blucher): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3000 // Higher HP on Level Up -> Maximum: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3010 // Maximum HP for NPCs (the bigg) -> For All Creatures in Game: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3031 // Easy Spell Learning -> 100% Learn Spells and No Maximum Cap: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3040 // Make Bags of Holding Bottomless: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3080 // Unlimited Ammo Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3090 // Unlimited Gem and Jewelry Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3100 // Unlimited Potion Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3110 // Unlimited Scroll Stacking: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3121 // Happy Patch (Party NPCs do not complain about reputation) -> NPCs Can Be Angry About Reputation but Never Leave (Salk): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3125 // Neutral Characters Make Happy Comments at  Mid-Range Reputation: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #3190 // Rest Anywhere (Japheth): v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4000 // Adjust Evil joinable NPC reaction rolls: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4031 // Consistent Stats: Edwin -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4041 // Consistent Stats: Jaheira -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4061 // Consistent Stats: Minsc -> Use BG2 Values: v14
~BG2_TWEAKS/SETUP-BG2_TWEAKS.TP2~ #0 #4071 // Consistent Stats: Viconia -> Use BG2 Values: v14

 

EDIT

He didn't last long.

Whilst he killed Firebead in Candlekeep with no problems, after his resurrection he was a bit cannier and went invisible, confused my dwarf and because he was unable to drink healing potions he died. :crying:



#11805
Grimwald the Wise

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Just started a new game with a Drow Blackguard. Killed all those I had grudges against in Candlekeep. Hall, Fuller and Firebead. Also some assassins. It was their gear that I used to pay to get my Reputation up to 12 by the time I left. Revenge is sweet! Stats later. Time for shut-eye.


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#11806
corey_russell

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Corarcher the Archer - Update 2

Traveling with: Misty (level 5 Fighter), Forrest (level 5 ranger), Hanna (level 6 Swashbuckler), Paja (level 6 totemic druid), Joshua (level 6 Jester)

 

The team has cleared the bottom 3 areas of the map - no bad scares so far. Corarcher has **** in Crossbow (he'll use Firetooth Crossbow in BG 2/ToB). So jester song hasn't been effective against enemies with good saves, bears could care less. But has worked quite well with mass of weaker enemies, such as the Xvart Village. Most of the time it's not needed though, and Joshua just uses his long bow. I have used spirit animals very little, mainly because there are rarely needed, and also I forget I have them...Most powerful opponents has been the amazon assassins. We had considerable firepower, as well as blind/insects, they didn't stand a chance. We used a pro undead scroll for the undead in the tombs. Mulahey has also been dealt with.


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#11807
Blackraven

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Was hoping to give a concise report of my second successful attempt at completing BG1 with a Cleric of Talos. Had a steady run without any serious setbacks, but I got a bit lethargic at a bad moment: while Valar was battling Slythe and Krystin. And Baldur's Gate wouldn't be Baldur's Gate if it didn't punish me for it.

I usually separate those two so that I can take them on individually; this time I didn't. My priest was almost through with Slythe, but when Krystin arrived he ought to have retreated. It was Krystin who felled Valar: a Skull Trap immediately followed by a sequenced Magic Missile was too much to handle for even my Dwarf. 
In the second pic, you can see from the glowing body that that he did manage to swig a potion of extra healing but apparently it was not in time. 



Question: can all Mages cast a normal spell and activate a spell trigger in one and the same round, or is Krystin a cheat? As is more or less visible in the first image, her Skull Trap and triggered Magic Missiles followed each other as if she was casting under the effect of improved alacrity.



#11808
Grond0

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Question: can all Mages cast a normal spell and activate a spell trigger in one and the same round, or is Krystin a cheat? As is more or less visible in the first image, her Skull Trap and triggered Magic Missiles followed each other as if she was casting under the effect of improved alacrity.

Hard luck Blackraven.  Taking more than one spell action in the standard game was not allowed, but there are various mods that allow an ability and a spell action to be used in the same round - I'm not sure if that's the case in your installation.



#11809
Grond0

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Gate70/Grond0 multiplayer attempt 63 - (2nd and final update)

Stalwart, dwarven defender (Grond0) & Dasha, elf mage/thief (Gate70)

 

MP 63 proved to have a short and sour life yesterday morning.  Things had been going pretty well with smooth initial progress up to the basilisk area.  The intention there was for Dasha to use her own spells to protect against petrification and the duo agreed they would take down the southern group of basilisks before resting to get spells back (Dasha only had a single L1 spell on arrival there) and heading north.

 

The southern group were eliminated without trouble, but do I really need to say what we forgot to do before tackling the northern lot?

 

Petrify_zps42475c27.jpg



#11810
Aasim

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Question: can all Mages cast a normal spell and activate a spell trigger in one and the same round, or is Krystin a cheat? As is more or less visible in the first image, her Skull Trap and triggered Magic Missiles followed each other as if she was casting under the effect of improved alacrity.

No, not possible. It can be due to a slight "delay" in skull trap triggering that it seems so. I assume you're using v28? I've checked those mage scripts when Mad Mate, raest, myself and a few others started fixing them, and they shouldn't "cheat". They use a timer (1 round) before their casting. Ofc, sequencer doesn't have a casting time.



#11811
Blackraven

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Aasim, Grond0, I'm playing with SCS v21, and various other mods. No idea if one of those allows for IA-style casting of certain enemies. Anyway doesn't matter, back to the drawing board...

Grond0, sorry about yet another petrification :(

 



#11812
Grond0

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Gate70/Grond0 multiplayer attempt 64 - (update 1)

Possess, gnome cleric/thief (Grond0) & Weystead, dwarven defender (Gate70)

 

After the rapid end to the dwarven defender used in MP63 we generated a new random choice of classes not played with - and this time it was Gate70's turn to get a dwarven defender.  As with MP 63 the tank is supported by a character with both spell and thieving abilities, so should have a decent chance of making progress if we can avoid doing anything too silly.  Looking at our multi-player record to date we've now lost the same number of runs in BG1 as in SoA, whereas at one time there was a healthy lead between the two categories - time for a bit more concentration I think ;).

 

This run has so far been pretty smooth.  Some early levels were gained by killing Shoal and then going by way of Beregost and Nashkel to seek revenge on the basilisks that ended the previous run.  Korax did a good job there - he was recruited to kill Mutamin, but performed beyond the call of duty by paralysing all Kirian's group as well (his job made much easier by several of them being commanded to die by Possess).

 

The basilisks attempted to strike back by placing an ambush on the way back to civilisation.  Fortunately the game was paused just in time for Weystead to drink a potion of invisibility to avoid the basilisk stare.  By the time it attempted to redirect its gaze Possess had run out of range.

 

Arabelle was saved and Meilum unsaved before the duo's final action of the day was a quick trip through the Cloudpeaks to recover the tome of charisma.

 

 

 

PossessL4_zps5f1c8120.jpg

WeysteadL5_zps2ec47095.jpg

 

Stats:

Possess, cleric 4 / thief 4, 25 HPs, 25 kills

Weystead, dwarven defender 5, 48 HPs, 67 kills, 0 deaths

Weystead's low HPs are a bit of a concern for his role as a tank - average for him would have been 63 at this stage.



#11813
Grond0

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Quad multiplayer attempt 2 - (update 1)
Grond0, Dogdancing, corey_russell, Gate70

 

Our first attempt last night on Mel took just over an hour and we had a bit of time left in our normal session - that was filled by generating a new party.  The first time around the group was carefully chosen to balance strengths and weaknesses, but this time - it wasn't.  We all created our characters independently of each other and found we had ended up with 2 pairs.  I would imagine that's a result of one pair being created following the principle that "great minds think alike" while the other pair arose from "fools seldom differ" - which pair was which of course is open to question :P.

 

After escaping from Candlekeep we headed for Shoal.  Rather than just killing her we decided this time to go after the Helm of Defense.  Wewa volunteered her services as a sacrifice - only to find that Shoal found her too ugly to kiss!  Carthus is not exactly a beauty to behold, but his charisma of 8 proved just enticing enough and he took the fall for the party.  A few shots later and Shoal was persuaded to resurrect him and summon Droth.  The party kept well separated to avoid everyone being slept at once and this strategy proved effective.  Carthus was charmed twice, but the others just got out of his sight and waited for him to come to his senses.  When Droth eventually ran out of spells he was rapidly finished off.  Rather than seeking a reward from Shoal Carthus then decided he wanted a bit of revenge and she was taken down as well.

 

StaticL1_zpseff9325b.jpg

WewaL2_zps678abec1.jpg

CorthiefL1_zpsc3316c3b.jpg

CarthusL2_zpsc1f3b62d.jpg

 

Stats:

Grond0 - Static, fighter 1 / thief 1, 13 HPs, 6 kills

Dogdancing - Wewa, monk 2, 13 HPs, 6 kills, 0 deaths

corey_russell - Corthief, fighter 1 / thief 1, 12 HPs, 3 kills, 0 deaths
Gate70 - Carthus, monk 2, 17 HPs, 8 kills, 1 death


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#11814
Blackraven

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Two F/T's and two Monks, no magic... interesting concept.
Good luck everyone!


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#11815
corey_russell

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Considering my Noywad III (solo dwarven fighter) made it all the way to the 3rd Melissan battle, this group should be viable.

 

EDIT: Don't forget we do get magic eventually (UAI) - Grond0 and I will be able to use wands and arcane scrolls when needed.


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#11816
Dogdancing

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This new Quad will not be wasting much time buffing, just straight to work plowing down stuff. :)

 

Poor Wewa fell victim to the rather interesting MP bug. She got bored and wandered into a building with a hostile person in it because a stealing attempt had just failed. She insulted the man and then exited the house and found herself booted clear out of CK and left outside the wall by the sea. I've had this happen in other MP runs as well.  I'm thinking maybe its not a bug, but maybe just a way to keep the party safe from my evil ways... LOL.


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#11817
Charlestonian Knight Templar

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As planned, my next stop was the area around Ulcaster w/an eye on protecting the Temple of the Morning & eliminating a threat appearing on the flanking doorstep of Beregost. I feel confident that Nashkel can protect itself from monsters & other threats now the we’ve swept that area clean, @ least long enough to call for & receive assistance from the capital, Athkatla, or Crimmor or even Esmeltaran (a Halfling city), all further south from Nashkel which is the northernmost hamlet in Anm.

 

Ulcaster was fairly barren & there appeared to be no organized threat emerging. Still, we defeated six Hobgoblin Elites w/bastard Swords, 12 Skeleton’s w/Morning Stars & Bucklers & six Zombies w/, three Ghouls alongside 12 Kobolds w/Short Swords. We met a harmless Ghost lamenting the destruction of Ulcaster. He mentioned something about a tome that we might find under some rubble in the ruins. We’ll keep an eye out.

 

Key Event(s):  We encountered six more Kobolds w/Short Swords loosely led by a wraith warrior. We defeated him, Dynahier pelting him w/two Magic Missiles & Minsc finishing him w/Spiders Bane. The Kobolds were just gnats to be swatted.

14ce71f7aa197c42fb5a7cc67eac35.jpg
DEFEATING ICHARYD @ ULCASTER

We found a grate leading underground but we elected to finish up around the ravines before descending. Descending the hilltop where the Ulcaster School stood & immediately defeated two Hobgoblin Elites & three Hobgoblins w/Bastard sword & Short Bows. Continuing Through the ravines we defeated six more Hobgoblin & two Hobgoblin Elites one being a leader type. Most of the regulars are of the Flesh Render Tribe w/their Red tunics.  After trying to rest a while, as Minsc had taken a few Arrows of Fire from three Kobold Commando’s as we reached the top of a hill overlooking the ravines. After defeating them, we tried to rest & bring Minsc back to full strength & were attacked by 10 more Kobolds w/Short Swords & Short Bows.

 

Treasure of Note: (Purse 15,055 gold);

 

Current DispositionUnloading supplies & resting in Beregost

 

Next Steps:  Decend into the grate that leads under the Ulcaster Ruins

Level Up: Minsc has increased his skill as a Barbarian to Level 7. He is ruthless w/Spiders Bane.

                               

Current Party: (Reputation: 20 – Heroic)

·         Gawain: Ftr/7; Full Plate w/Large Shield +1, Cloak of Protection +2, Helm of Defense, Boots of Grounding, Girdle of Bluntness, Rings of Fire Resistance & Free Action; Bastard Sword +1/+3**** (SSS**) (Greater Doppelganger)

·         Minsc: Barbarian/7 w/Splint Mai w/Boots of Avoidance, Girdle of Bluntness &Spiders Bane***/THWS** (Flail*)(Spellcaster Defend)(Davaeorn)

·         Khalid: Ranger (Archer)/6 w/Studded Leather +1 w/Bracers of Archery & Boots of the North, Longbow****, B/Sword* (TWS***)( Sword Spider) (Ranger Ranged)

·         Jaheira: Priestess of Sylvanus/8 w/Leather +1 w/Gauntlets of Ogre Power; Sling*, Club +2 (Eye of the Storm)*, (Phase Spider)(D+ruid Summoning)

·         Imoen: Thief (Charming Rogue)/8 w/Bracers of Defense AC6, Cloak of Non-Detection & Gandolar’s Lucky Ring w/Short Bow*, Short Sword +1* Dagger +1*, Necklace of Missiles, (Sword Spider)(Thief Def)

·         Dynahier: Mage (Invoker)/6 w/Bracers of Defense AC6, Sling* & Q/Staff +1*, Ring of Energy, (Tuth)(Wizard Defensive)

 

Mods Used: HardTimes-v2; BG1UB_v12; bg1npc-v20; X0black101 (Blackguard); MegaModKits v1.01L; level1npcs-v1.9; bg2_tweaks-v14; Randomizer-v68; scs-v21 (- Tactical Challenges)

 

Blue Font: New information;

Red Font: Monster encounters (first use)

(Best kill)(Current AI)

* Name Levels are ancient, AD&D titles that used to represent each new level in a class


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#11818
Blackraven

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With my companions willing to assist me in getting our mysterious opposition out of the way, we traveled to Beregost, where we confronted a wizard, a fellow named Tranzig, who was mentioned in the Nashkel assassin's letter. I did not show him the mercy he begged for after he found that he wasn't going to dispatch us. Correspondence on his corpse indicated that he had been working with an organization of bandits in the Wood of Sharp Teeth, so that's where we went looking for answers. Many bandits, including deadly Black Talon archers, did indeed roam the woods, though we didn't immediately find any clues of their base. We slew most of the bandits we ran into as well as, unfortunately, an aggressive Druid who thought we were the killers of his friend. He must have confused us with the bandits.
We were quite battered from these battles and on our way back to civilization to buy more healing potions (of which we had but a few), when we got waylaid by four highly professional killers. Their leader seemed to know why I must die but refused to give me any information. 
The first thing we did was to all quaff healing potions to be in better shape for the battle that was clearly imminent. I used my Wand of Monster Summoning to call four Gnolls to our side, hoping they would distract our enemies while we would organize ourselves better. But one of our opponents, a Gnome wizard, immediately cast Sleep on them, effectively neutralizing the summons.
When their priest successfully held Dorn (but thankfully not Kagain, who was enraged), things started to look bad for us. I had a scroll of Horror and cast the spell in the hopes of temporarily neutralizing some of our foes. Fortunately it affected both the Gnome and a Dwarven fighter, but it didn't help Dorn: he was struck down by the leader of our opponents, a human fighter named Molkar.
With overwhelming force the remaining four of us retalliated by slaying first the priest and later Molkar. Using ranged attacks we then managed to finish off the still panicked Gnome. (I used my bow and arrows, Kagain his throwing axes and Safana her darts.) The Dwarf, who had regained control of his mind, fell to a melee assault.
Back in Beregost we visited Keldath to see if he was able to get Dorn back up on his feet, and he was, much to my relief. At night Kagain, Dorn and I conferred a small council at my behest. The three of us are in my opinion the backbone of this group. I mean, Safana has her utility as a Thief, and Rasaad is a valued counsel in matters of morality (though I think the others wouldn't miss him if he were gone), but Kagain, Dorn and I have kept this party going. So we discussed how we could further streamline our actions in battle.
Up till then our 'strategy' had consisted in the three of us simply charging our foes in melee. But I was hoping for us to find more elaborate ways doing battle, especially against well-organized groups of enemies, such as the assassins in the Wood of Sharp Teeth. We agreed that Kagain is the hardiest of us all and that he had to continue to be our number one tank. Between Dorn and me, I thought myself the better frontliner but Dorn thought the same of himself. However Kagain agreed with me, stating that Dorn did hit harder than me but that I was more resilient than Dorn. Before the Half-Orc could lose his temper, Kagain and I suggested another role for him. We pointed out to him that he hadn't made the most out of his ability to poison his weapon. (This is something the Dwarf and I had already discussed on our way back to Beregost, after the encounter with Molkar and his band.) Kagain proposed to him that we buy him the Light Crossbow of Speed at the Thunderhammer Smithy and that he use the Bracers of Archery so that he'd train himself to become a killer sniper. Dorn liked the idea, so the next day we did some shopping. We sold quite a lot of loot we had held on to for too long (mostly weapons that no one was using). Besides the crossbow we also bought healing potions, ammo, a suit of Shadow Armor for Safana (she really wanted it, and I must say she looks pretty sexy in it), and I got myself a Dagger of Venom to wield in my off hand.
Spoiler
We're now ready for our second incursion into the Wood of Sharp Teeth.
***
We didn't have to wait long before we could try out our new strategy. Again we were waylaid by a party of four assassins, two rogues and two clerics, all females. Safana and Dorn attacked with their respective darts and (poisoned) bolts. Both focused on the casters, making sure to interrupt the priestesses as much as possible. As usual Kagain and I engaged our foes in melee, and even Rasaad fought along with us. Our new strategy paid off. We survived the battle without annyone of us suffering serious injuries.
It also worked against groups of Blacktalon Elite. The archers would often divide and attack from two different positions, but Kagain and I would split and know ourselves backed by Dorn archery and Safana's as well.
In the Peldvale area we were waylaid by a group of bandits, but rather than fighting them Kagain and I did our best to convince them that we wanted to join their ranks. Their spokesman bought it, and we were led to the bandit camp. The bandit leader, a giant half-ogre named Tazok (a name I had read in the letters Tranzig had carried). He questioned us, and apparently our answers satisfied him, because he accepted us into the bandits' ranks before he left on a raid somewhere. Safana flirted around for a bit, and filled our coffers picking locks and emptying chests.
We found Tazok's tent, the place where any relevant information regarding the link between the iron crisis and the bandits might be found, as well as information on why 'they' (whoever they are) want me dead. With Tazok gone, we decided to take a look inside. We expected to run into a guard or two, but there were at least ten. Safana and Dorn quaffed potions of fortitude, and I drank a potion of magic blocking when I saw a mage; I went straight after it. I cannot give an exact account of how we survived the encounter. Everything went very fast. Dorn was very effective with his poisoned bolts. He poisoned the mage I was fighting, and various other bandits, including their spokesman, a tough fighter. Most of our foes were better archers than meleers, so Kagain didn't tend to take long in dealing with them.
From a prisoner we released, we learned that the organization orchestrating the iron crisis and the bandit violence was the Iron Throne, a consortium with a hidden base of operation in Cloakwood. On our way out we were accosted by the Black Talon leader. He must have heard the clattering of steel inside the tent, because he went hostile, followed us as we tried to get away, and had many of the bandits attack us. We were tired from battle still, but with an ultimate effort we managed to slay the man, pick up his excellent gear and leave before we would be overwhelmed.
We took a few days off at the Friendly Arm Inn, to recover and to trade with Bentley and Gellana Mirorshade., and then we moved on to Cloakwood. In that vast forest we slew a pack of Tasloi and found a cloak that I identified as a Cloak of Non-Detection. I gave it so Safana. We also agreed to protect Aldeth Sashenstar, a merchant from Baldur's Gate against a group of Druids that were apparently out for his blood. The Druids said that Aldeth had slain one of their own, so it was difficult for me to decide who was wrong and who was right here. However, I'm not one to shirk a duty I've committed myself to, so I placed myself beside Aldeth and tried to talk the Druids out of their plan to murder Aldeth. The Druids took that as an invitation to do battle. Plagued by insects we slew them. Aldeth was thankful and told us to look for him at the Merchants' League in baldur's Gate.
There was one area of the forest that was infested with spiders and contained lots of web traps that would hold the unwary. A boy asked us to look for his brother, and we agreed to help him. We didn't have enough potions of freedom for all five of us. So Kagain and I drank one each, and we told Dorn to follow at some distance. Safana and Rasaad would accompany the boy. We triggered plenty of web traps and slew many spiders before we reached a Den inhabited more spiders and by a very fat, naked woman who seemed to somehow control the spiders. She set her spiders on us. It all made me think of Mutamin and his Basilisks, when I had just decided to train myself as a fighter, months ago. Kagain and I fled outside and with Dorn behind us using his crossbow we engaged the spiders (and ettercaps) by the entrance. One giant spider caught Dorn in a web but none of the arachnids would hurt him, as Kagain and I killed them off before they could reach the Half-Orc.
Spoiler
We slew the woman, and found the boy's brother's corpse as well as a very good free action granting greatsword for Dorn: Spiders' Bane. Another noteworthy encounter we had in Cloakwood was with a Hamadryad that direcharmed Rasaad and Kagain, that entangled us in her plants, and that teleported away each time I closed in on her to strike her down. In the end I did manage to finish her off.
***
Hours later we found the Iron Throne base. It was the middle of the day which was going to make it hard for Safana to scout the premises, so I can't blame her for catching the eye of an assassin leader. Her charms apparently failed to pacify him because she came running back to us, but her pursuer was rapidly catching up with her. This man, Drasus, must have been the best fighter I have faced so far, a fearless Berserker, well-equipped with an enchanted morningstar, a pair of boots of speed and potions of frost giant strength. He beat me up badly and would have caused me to go invisible or retreat if it weren't for my party's joint effort in taking him down.
Another fighter was barely easier to deal with, and two mages (we only faced after having rested and healed)  gave us some trouble as well. They cast Chaos on Safana and they charmed her as well. I ordered my men to retreat and stay out of range. Then I drank potions of Magic Blocking to keep me safe from their magics, except for an exceptionally well-timed Spook cast right after one of those potions' protection had worn off. 
With my Dagger of Venom I poisoned both Mages. The first one fell soon after, but the second one was harder to deal with, and did not go down before having injured me with damaging spells. Dorn's posioned bolts did him in though.
***
Inside the Iron Throne base, an old Dwarven mine, things only got harder for us. On the second level Safana was doing a good job disarming traps, until a Chaos spell reached her from an unseen source. It affected her and Kagain as well.
A well-buffed mage showed up not much later, followed by various guards. She enfeebled Kagain. Rasaad, in a desperate attempt to save his comrades from the guards, cast a Sun Soulray at the guards, when still confused Safana was at some distance from the target area. However she walked right back into it and got herself killed. Meanwhile Rasaad was rendered unconscious by an Emotion: Hopelessness. 
The mage then disappeared, but the guards didn't. With only Dorn and me still alive and in control of ourselves, it was up to the two of us to deal with them. Enfeebled Kagain quaffed a potion of frost giant strength when his confusion had worn off. Thus the three of us finished off the guards. We waited till Rasaad was back up on his feet, picked up Safana and her belongings and went looking for a way to the next level. I got held by a Ghast but my companions slew the undead abomination before it could kill me. We discovered a secret entrance into a prison where me met a Dwarven battlepriest, Yeslick. He told us about an evil wizard named Davaeorn, the master of the mine, and he detailed the mine layout for us. We welcomed him into our party, locked ourselves in, and rested for a bit.
On the next level there were even more guards. We retreated and battled them upstairs. When we were done we descended again and found a straight, relatiely little guarded route toward the next level, which turned out to be the final level, and Davaeorn's lair. 
I cast Protection from Magic on myself, and told my men to wait for me in a small, quiet chamber. Having experiences the havoc that wizards can wreak with their area-of-effect spells, I decided to confront the mage alone and well-protected against his spells. This seemed this a wise decision especially when I triggered magical web, fog and skull traps, but things worked out pretty badly. First Davaeorn fled into his library. I followed him, and once I got inside he had me face two battle horrors that blocked the way out. Davaeorn himself then dimension doored toward my companions. With a teleport field he managed to move some of my companions into the web/cloud area. While I was still fighting the Battle Horrors, a number of guards came to Davaeorn's aid. The wizard used his highly damaging fire magics, that severely injured and eventually felled the guards (though they were succeeded by new ones), Yeslick, and later even Kagain. 
As soon as I dispatched one of the two Battle Horrors, I called Rasaad and Dorn, and urged them to join me in an assault on Davaeorn. After the wizard's protections wore off, I could easily slay him.
We gathered what loot we could find, picked up our fallen comrades' corpses and gear, and are now now on our way to Baldur's Gate. Morale is low, and understandably so. Never before had this party been tested so thoroughly. Three casualties have been the outcome.

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#11819
Aasim

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Nice post Blackraven. I love bloody battles with casualties. Pro Magic on protagonist is almost essential vs Davaeorn, he's a really nasty one. I think that without Item Revisions you can use the Pro Magic scroll on him, rendering him harmless. Don't take my word on it however...



#11820
corey_russell

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I concur Blackraven nice post - SCS isn't it? Impressive indeed!



#11821
Blackraven

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Thanks Aasim and Corey, it's been interesting so far to say the least. I tend to solo rather than play with parties, and I must say I'm finding party play harder at the moment. Has to be because of the stricter micro-management requirements, even if my party is warrior-heavy. 
The roleplaying and the suboptimal choices involved in that add to the challenge. A guy like Rasaad for example is little more than a luggage carrier (and amazingly the only one beside Victor who hasn't died yet).

Regarding Davaeorn, I agree that PfMagic (be it through a scroll or through potions) is pretty much indispensable. I hadn't thought of casting PfMagic on Davaeorn. I could have tried that because I have no item revisions (only SCS and Rogue Rebalancing).

Ah, and by the way, re:

Considering my Noywad III (solo dwarven fighter) made it all the way to the 3rd Melissan battle, this group should be viable.

 

EDIT: Don't forget we do get magic eventually (UAI) - Grond0 and I will be able to use wands and arcane scrolls when needed.

 

I thought I had replied to this, but no... What you say is true, but in a party of four, UAI will take some time before it becomes available, no? Personally I like no-magic runs a lot, so am looking forward to reading about your progress.


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#11822
corey_russell

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Thanks Aasim and Corey, it's been interesting so far to say the least. I tend to solo rather than play with parties, and I must say I'm finding party play harder at the moment. Has to be because of the stricter micro-management requirements, even if my party is warrior-heavy. 
The roleplaying and the suboptimal choices involved in that add to the challenge. A guy like Rasaad for example is little more than a luggage carrier (and amazingly the only one beside Victor who hasn't died yet).

Regarding Davaeorn, I agree that PfMagic (be it through a scroll or through potions) is pretty much indispensable. I hadn't thought of casting PfMagic on Davaeorn. I could have tried that because I have no item revisions (only SCS and Rogue Rebalancing).

Ah, and by the way, re:

 

I thought I had replied to this, but no... What you say is true, but in a party of four, UAI will take some time before it becomes available, no? Personally I like no-magic runs a lot, so am looking forward to reading about your progress.

Last run we got our first HLAs in the Underdark, I imagine this run should be the same. Whats interesting is we all have steatlh - which means theoretically, the whole party could hit/run/hide repeatedly until enemies are dead. Could make for some fascinating fights. We also have lots of snares, when that's an option.


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#11823
corey_russell

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Corey_Russell/Dogdancing multi-player No-Reload

Tcos (protagonist, Dogdancing) level 6 fighter/level 7 thief

Zaxxon (corey_russell) level 6 fighter/level 7 mage

 

The duo stretched their legs today. Their first objective were 3 sirines - Tcos took them just fine with the help of the greenstone amulet. 

 

It was then time to get the other sirines. We went to the lighthouse area, battled lots of hobgoblins and made it to the first group of sirines - once again the greenstone amulet proves its worth. Some carrion crawlers were dealt with direct attack - Tcos can't be held because of Dushai's free action ring we pick-pocketed a while ago. Last group of sirines tanked by Tcos with greenstone amulet once more - so far, so good.

 

Time for the golems - Tcos really wanted to use up her unidentified arrows (arrows of biting). So this time Zaxxon was in front so she could do that. The first two golems were taken out without trouble. The 3rd gave the duo a run for their money - for one, Zaxxon ran out of heal potions and was forced to run around in the cave. Tcos tried to help but couldn't get a clean shot with all the curves in the cave, and got hit with bow equipped, dropping her to 1/2 health (yeah that +4 attack and damage sure hurts). Zaxxon returned when she got aggro and ran, and tried to sling that last few magical bullets he had, but he was forced to run again. The golem was near death at this point. Tcos got a clear shot and finished the pesky golem.

 

The duo was badly hurt, but thanks to Tcos murdering the ranger in the Ankheg farm area, was necessary to take out the nearby worgs while badly wounded. (I hadn't got a screenshot of our wounds until we made it to Beregost). Zaxxon removed his armor so he could help with spells - a sleep worked on all of the worgs, so made short work of that. We reported to the  mother nearby and got 60 gold. Zaxxon immediately left - good thing too, as Tcos was just about to slay the mother we just helped! (good thing nobody is a ranger/paladin).

 

After selling and banking, we needed to return to Ulgoth's Beard to get blue potions (there are very few blue potions left that we haven't already bought). This wasn't as simple as it sounds, as Shangalar is hostile from an earlier failed pick-pocket. While Zaxxon was casting friends in prep to buying the blue potions (our charisma stinks), Tcos managed to get spotted by Shangalar, who immediately responded. Tcos ran to the edge of the map, not that she can escape with Zaxxon inside the store - Tcos got hit with a chaos, but saved (yay for our gnome saves). Tcos was able to stealth and stay out of trouble while Zaxxon finished his transaction. Time to leave we thought.

 

Next stop we joined the bandit camp (for now). Zaxxon went AFK while Dogdancing looted everything that wasn't nailed down. We were pretty full, so sold our stuff and returned. Time for Tazok's Tent - Tcos did shield amulet and potion of magic protection - Zaxxon did resist fear, shield, ghost armor, mirror image and for his spell invisibility on Tcos. Tcos then backstabbed Venkt while wearing her full plate - it didn't quite kill Venkt but got him to near death. Tcos kept up the attack - Zaxxon then came inside the tent and was firing magic missiles at Venkt and he soon dies. The rest of the tent was then easy, with Zaxxon unloading damage spells into Brikt. Brikt's bow now went to Tcos. Zaxxon got to level 7 mage and can now cast improved invisibility and emotion - useful spells to be sure.

 

Dogdancing was very tired and the duo decided now was a good time to call it night.


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#11824
Grimwald the Wise

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Darkblade of Kaos, Chaotic Evil Drow Blackguard

Str 18/98, Dex 19, Con 17, Int 16, Wis 15, Cha 15

 

Baldr002-1.jpg

 

I am sick and tired of being despised for bring a drow. Well here are four characters who wont be despising me any more:

 

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Baldr009.jpg

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The plate armour that I gained was expensive. 500 gold pieces to restore my reputation, but considering the pleasure that I got gaining revenge and the experience as well, it was worth it. :devil:

 

The gold for achieving this came from selling some of the equipment found on Shank and Carbos who tried to kill me.


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#11825
Blackraven

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Wow Grimwald, I thought (and honestly still think) my 98 roll on Victor was something else, but DoK has the audacity to top him! Please tell me you you used the automatic re-roller :)

 

The duo was badly hurt, but thanks to Tcos murdering the ranger in the Ankheg farm area, was necessary to take out the nearby worgs while badly wounded. (I hadn't got a screenshot of our wounds until we made it to Beregost). 

 

Not sure whether I understand it, was it because murdering the Ranger had caused you rep to plummet and thus shop prices to skyrocket?

Anyway looks like a fun playthrough. Tcos sure is a troublemaker. Maybe Zaxxon should start casting stuff like Web and Stinking Cloud on his companion everytime she goes on a murdering streak.


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