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Baldur's Gate 2 No-Reload Challenge


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#14401
Grond0

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@Grond0, its good to see Nippy making solid progress... how will Beholders be handled/ skipped?

I'm intending to handle them at some point.  In fact after seeing your post I just went to the Temple sewers to check out the one there.  Nippy very nearly died as a result, but finally triumphed.  It still felt like hard work though, so the large groups of beholders may be left until after Spellhold ...


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#14402
Dyara

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@realmuzzy: Sorry to hear about Bruin :(

Dyara, elven Fighter/Mage/Thief (BG2, update 10)

The party's first job in the drow city was the rescue of matron mother Ardulace's daughter Phaere. On the way the party became attacked by another adventurer group...

Spoiler

The rescue itself turned out rather easy...

Spoiler

When reentering the city an Aboleth 'forced' the party to kill the priestess Qilue...

Spoiler

At the tavern Dyara enjoyed fighting some drow. Especially the mage duels were to her liking...

Spoiler

As there was some time till their next meeting with Phaere and Solaufein the party decided to explore the underdark some more. When leaving the main area they were knocked unconscious and ended up as prisoners of the mind flayers. They made their partial escape by forming an alliance with some Githyanki but had to kill the Master Brain for a full escape.

For fighting a larger group of Mind Flayers and Umber Hulks Dyara made her party invisible, then Dyara, Korgan, Valygar and Mazzy approached one of the four Mind Flayers while Xan should cast a 'Death Spell' to get rid of the Umber Hulks and Anomen should cast 'Remove Paralysis' in case someone becomes disabled by the Mind Flayers...

Spoiler

That proved to be a 'great' tactic as more than half of the party survived the battle...

Spoiler

For the next room again the whole party was made invisible...

Spoiler

As Dyara had run out of invisibility spells for the next room Anomen summoned a skeleton warrior as a distraction...

Spoiler

As that had worked out great the same tactic was used against the Master Brain...

Spoiler

The party returned to Ust Natha and helped to kill a treacherous (so they were told at least) Eye Tyrant. Again there was some time until their next meeting with Phaere and so the party returned to the underdark main area. The party had no use for the Silver Blade so it was returned to the Githyanki who then left in peace. Near the Svirfneblin settlement the party found another exit leading them into a Kuo-Toa infested area. Neither some beholders...

Spoiler

... nor the Kuo-Toas (didn't bother with the tainted tadpoles) proved to be much of a challenge but in of the caves the party came upon a strange altar asking for an animal sacrifice. Dyara summoned a worg and then the party became 'surprised' by five Demon Knights. The first one was killed by Korgan, the second became killed by a 'Symbol, Death' spell (cast by one of the Demon Knights)...

Spoiler

... while the rest was slain by Mazzy...

Spoiler

The 'Belt of Frost Giant Strength' was given to Mazzy while she gave her 'Belt of Hill Giant Strength' to Valygar. So finally Dyara and all of her companions have at least strength 18/52 (Dyara: 20, Korgan: 18/77, Mazzy: 21, Valygar: 19, Anomen: 18/52 and Xan 18/00).

The party then returned to Ust Natha. At the tavern Mazzy fought in the pit...

Spoiler

Next the Svirfneblin patrol was not killed, Solaufein was not killed, the Lich Deirex was killed...

Spoiler

... also the Ghaunadaur cult was eradicated...

Spoiler

... and House Jae'llat was stormed and crushed...

Spoiler

Using stealth the eggs were exchanged, Phaere received Solaufein's eggs, at the temple of Loth both Phaere and her mother were killed by the demon and the party then left Ust Natha unharmed but had to return there as Adalon requested the death of the Aboleth in exchange for some of her blood...

Spoiler

Before dying the Aboleth revealed Dyara's identity to the city but that had consequences only for its inhabitants...

Spoiler

Adalon then took Dyara and her companions near the exit of the underdark, the drow guards were killed and the party was ready to leave...

 

Name     Level                              HP             Game Kills XP     Game Kills  Strongest Kill   Deaths
Dyara    Fighter(12)/Mage(13)/Thief(15) 130 HP (+5)     1,985,061 (+185,665)  510 (+31)  Firkraag         -
Korgan   Berserker(21)                  151 HP          1,579,425 (+161,778)  447 (+22)  Chromatic Demon  -
Anomen   Fighter(7)->Cleric(23)         124 HP            577,531 (+ 39,345)  216 (+ 9)  Lich             -
Xan      Fighter(15)/Mage(14)            79 HP (115 HP)   912,697 (+145,880)  234 (+27)  Glabrezu         2x
Valygar  Stalker(17)                    114 HP (+11)      736,727 (+122,910)  198 (+31)  Demon Wraith     3x
Mazzy    Fighter(19)                    120 HP          1,056,079 (+247,415)  253 (+36)  Shade Lord       2x

 
To be continued...

 


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#14403
Grond0

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Nippy - melee sorcerer {5} (update 2)
 
Nippy returned to the Copper Coronet and cleared the tunnels to the slaver ship.  He took a risk there by going over the acid trap rather than take the long way round, but his mirrors protected him (I think I've tried using spell immunity before without success).  
Spoiler
Captain Haegan tried running back into the tunnels, but found it hard to see where he was going.  Nippy currently has no way to kill the trolls in melee, so left them alone, but the slaver wizards didn't last long in webs.
Spoiler
 
Emerging from the ship Nippy once more absent-mindedly cast a spell ready to fight the guard there.  With the door back inside locked he was seen by the arriving Cowled Wizards, but not long enough for them to get a fix on him and he just went invisible and rested to get rid of them.
Spoiler
He then killed the guard with BG1 tactics of using movement and superior weapon speed to limit the number of retaliatory attacks.
 
With funds building up again he was on the way to the Promenade to get the Staff of Rhynn when he was ambushed.  However, he had been travelling invisibly as usual and a couple of webs let him kill the mage and one of the others
Spoiler
before working his way through the remainder (stoneskins making that routine, where it would have been very dangerous for many characters against the thieves).  The final bandit thought his potion of freedom had made him safe, but a couple of remove magics set up a web and hold monster finish.
Spoiler
 
Moving on to the Graveyard Nippy smacked down various undead using his new staff - the shadow fiends were blinded and then dealt with using hit and run.  He failed to save Nevin from Uncle Lester, but otherwise everything went according to plan.  Going back to the Promenade to sell things after clearing the tombs he ran into another ambush.  This time there were 2 mages and at least 4 thieves among others.  That took longer to sort out with only one of the mages killed during an opening web.  However, the other mage carelessly stayed in his own stinking cloud after his MGoI ran out and that gave an opening for Nippy to safely hold him.
Spoiler
 
 
Back at the Graveyard Nippy descended into the depths to confront Pai'Na.  Surprisingly a wand of fear charge sent the druid running as well as most of the spiders,
Spoiler
but that made it nearly impossible to melee her and Nippy just reduced the spider population until Pai'Na recovered.  A summon insects spell was blocked by spell immunity
Spoiler
and Nippy was then able to finish off the spiders before chill touch wore Pai'Na down.  
Spoiler
He gratefully equipped the green ioun stone to give him a few extra HPs and, importantly, improve his THAC0 slightly.
 
To finish off his business in the Graveyard he cleared the Southern tombs - the ghasts and vampyre being blinded to allow easy attacking.  
Spoiler
He did have to retreat to rest though after infected by mummy disease through his stoneskins.
 
Going back to the Promenade he sold the loot gathered and thought it would make sense to recharge the wand of fear since he had surplus money.  To get a decent price for that he cast friends - and of course more cowled wizards appeared.  
Spoiler
This time he was still close enough for their buffs to fire, but none of the contingencies appeared to be directed at him and he was able to go invisible and leave.
 
Arriving at the Bridge District he was about to fight some muggers when Parisa turned up.  Rather than try and drag enemies into a building he just used a potion of invisibility for the first time.  After resting Parisa had disappeared, but killing the muggers was enough to get Nippy to level 13.  He looted the house with the berserk warrior (using spell immunity against the maze trap), but just sold the horn.  After solving the skinner murders he used his new Tenser's Transformation for the first time to beat up the Rune Assassins and the bone golem - his THAC0 now getting down to a workable 5 and 9 while dual wielding daggers.  
Spoiler
His death saving throw is still poor due to wearing the Claw, so the ghasts were blinded and slowed (helped along by a first use of his new Greater Malison) before being finished off.  Tenser's was then used again to punish the kidnappers.  
Spoiler
Nippy picked up the ransom and recovered his reputation by talking to Lt Aegisfield and the guard outside the circus.
 
At the Government District Nippy still refused to pay any of his hard-earned money over to the Cowled Wizards, but did learn how to complete the Sir Sarles quest - unfortunately for Neb.  
Spoiler
Once more mirrors protected him there from an acid blob trap.  Illithium was no good to Nippy so Sir Sarles got the real stuff this time. 
 
After recovering a relic for the Lathander temple Nippy decided to finish off his work in the Bridge District with the Fallen Paladins.  A single set of buffs topped off with Tenser's allowed him to work through all the paladins except Anarg.  Rather than go inside to buff up again Nippy just ran Anarg around in order to reverse his standard APR deficit.
Spoiler
 
Back at the Docks it was time to take on Rayic.  Chaos had proved effective on his mephit guards,
Spoiler
but he saved against 5 attempts at that from out of sight.  He also saved against 3 slows and numerous web rolls before a malison finally got him stuck - he failed to get loose against a chill touch, 4 APR assault.  
Spoiler
Nippy couldn't resist one more game of russian acid roulette before leaving.
Spoiler
 
Exposing Mae'Var got Nippy to level 14 and he celebrated by invading the guild. There were surprisingly few thieves on the upper floors and his casting of Tenser's felt a bit wasted.  Downstairs webs + malison did the initial work.  Mae'Var broke free long enough to cast PfMW, but was then immediately held to ensure he was unable to do anything else.
Spoiler
 
The final action of the session was in the Temple sewers where Nippy wanted to check out tactics for beholders.  I thought perhaps chaos would work well and managed to kill one of the gauths using that, but the beholder saved against several attempts.  When it had seemingly wandered away the other gauth was about to get finished off when the beholder turned up again and let loose with an anti-magic ray followed up immediately by a death ray.  
Spoiler
Unluckily Nippy had just cast MSD against the gauth and therefore couldn't take any protective action against the death ray.  Luckily though he didn't have to - I think as a result of the MSD surviving the anti-magic ray.  It was consumed in the process though, leaving Nippy open to further attacks.  He tried running, but was hampered there by the arrival of the sea troll (which he still has no way to kill) and then stupidly tried casting a spell to go invisible while still under the effects of anti-magic.  He only just survived long enough to take an invisibility potion, with lots of kobolds trying to take advantage of his weakened condition.
Spoiler
 
After resting he tried again.  Chaos was effective against the other gauth, though it was immune to hold monster and web.   He didn't have much luck against the beholder, but eventually about the 5th attempt using malison stuck and it was confused.  I wasn't totally confident that it still wouldn't use a gaze attack so Nippy put up MSD to give a moment's respite to take an invisibility potion if necessary.  However, the beholder played fair this time and died fairly quickly.
Spoiler
 
Stats (cont. from BG1)
Sorcerer L14, 59 HPs (incl. 12 from familiar, 5 from ioun stone, -10 from Claw), 600 kills
 
Level 6 spells
Improved haste
Helps boost APR when transformed or dual-wielding
Tenser's transformation
Useful to get workable THAC0 if dual-wielding and against opponents resistant to magic.
Contingency
Provides an extra spell capability, including while Tensered.
Protection from magic weapons
This is a spell I have virtually never used, but should be useful to allow Nippy to stay in combat longer.
True sight / mislead
Spell depends on what turns up in the Book of Infinite Spells.  Mislead would potentially provide the opportunity for some cheesy attacks by leaving clone out of sight of opponents without true sight or equivalent, although I wouldn't normally stoop to that.

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#14404
Gate70

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After escaping from the Twisted Rune, Kaxir headed off to Brynnlaw. Perth the Adept relinquished a wardstone and a magical book which can summon a wyvern once a day. A Bag of Holding makes inventory management much easier, and it's not long before Irenicus is evicted from another home. The City of Caverns is briefly visited and Kaxir is staring down into the Underdark.

 

He purchased the Firetooth Dagger, a Staff of Earth and some potions (23/24 strength, absorbtion, fire resistance, magic protection & blocking). He also purchased four restoration scrolls after a Demon Knight drained him back to level 16 (one of the first two, so he retreated as saving throw vs spell was only 2). After a rest the remaining Demon Knights were finished off. The Kuo-Toa Prince was meleed as was an Elder Orb (1 Improved Haste > 1 GWW) and the Elder Brain. Then into Ust Natha, killing N'ashtar and co after rescuing Phaere. Neither Simyaz or N'ashtar had chance to cast Maze :)

 

With the dragon eggs returned to Adalon he is stood at the exit to the Underdark, having obtained proficiencies in halberd, two handed sword and quarterstaff.


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#14405
Grond0

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Nippy - melee sorcerer {5} (update 3)
 
Nippy has failed in making progress under his restrictions in that he was forced to take an antidote in Watcher's Keep.  Normally I would just have abandoned the run at that point. However, since the original concept for this run was the melee restriction rather than no healing I'm minded to let him continue - having got this far I'd also like to see how he would perform in melee with high level spells.  I'll let him hang for a day or two though and see how I feel then ...
 
He started the session by opening up the Unseeing Eye quest and headed down.  He came across a yuan-ti mage there who was a right pain - surviving being webbed for a long time and confused twice, before a third chaos finally killed him (but even then Nippy didn't get the XP because a confused yuan-ti got the fatal blow).
Spoiler
 
At the bridge the beholders effectively ignored being scared (the problem appears to be that the mechanic for AI fear is telling the creature's script that they are scared over and over again - but with short intervals between each prompt that allow the AI to take actions.  Creatures with fast weapon speed, quick casting spells or gaze attacks are thus able to attack despite the fear condition)
Spoiler
and only did very minor damage to each other when confused.  He did eventually manage to get a couple of gauth to chase him, but both together they went through his protections too rapidly and he had to quickly go invisible before they could finish him off.
Spoiler
After resting to heal up he used chaos to briefly disable the gauths and then tested out a blind on one of them - confirming that worked OK.  Slow also worked, so in combination he had spells that were effective on a single gauth.  It took a few rests, but he went on to confirm that worked against beholders as well.  However, I think it would be too much effort at the moment to try and clear the beholder hive like that.
 
Back in the sewers Nippy went to sort out Mekrath.  He escaped from an initial couple of webs, but was then malisoned and confused and couldn't get away again.
Spoiler
His yuan-ti guards were set on each other using several chaos spells before Nippy mopped up the survivors - though again the final yuan-ti mage seemed like hard work.
Spoiler
 
Taking on Mencar's party in the inn was much easier - a few webs plus a chaos allowing him to do most of the damage required.  Nippy got to level 15 during that fight.
Spoiler
 
Deciding it was time to spread his wings a bit, Nippy returned to Watcher's Keep.  A bunch of trolls near the stone golem couldn't be hurt and were left, but spell immunity allowed him to run the vampiric wraiths around while they were malisoned, blinded and then slowed for easy disposal.  
Spoiler
He still had to work hard to kill more undead - including a pair of devil shades that were merrily summoning lots of shadow fiends.  However, he eventually managed to clear all of them using blind and slow.
 
The guardian golems seemed easy enough, but caused Nippy a problem when he didn't pay attention to his stoneskins and was poisoned by a gas cloud.  He did have a green protection scroll, but I originally thought he would just be able to run outside and rest there so didn't use it.  By the time I realised the severe slow down in movement from the fast ticking poison was going to prevent him from exiting it was too late to use the scroll (he could have stopped the poison in time, but the golem would probably have been able to attack him and one blow would have been likely to kill him).  I let the poison take him down to 3 HPs - meaning one more tick would have killed him - and then reluctantly used an antidote. 
Potion_zpsjytza1xs.jpg
 
After resting and taking his revenge on the golem
Spoiler
Nippy gave the lich his slippers, but left the statues for now (along with the trolls).
 
He journeyed to Umar Hills and has just done the tasks around the village.  The only minor problem there was that he noted the mimic's acid attack seemed to be ignoring his mirrors and had to use improved haste to finish it off quickly.
 
Stats (cont. from BG1)
Sorcerer L15, 60 HPs (incl. 12 from familiar, 5 from ioun stone, -10 from Claw), 691 kills
 
Level 7 spells
Limited wish
Multiple possible uses, though typically it would restore spells.  The double-length time stop looks like a particular treat for a special occasion.
Power word, stun
Alternative disabler, not based on saving throws.
Spell sequencer
Main use will be to allow quick rebuffing during fights.
Mantle
Provides an alternative level spell to PfMW for getting a breather in combat.
Ruby ray of reversal
Gives another possible route for debuffing enemies immune to remove magic.

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#14406
Grimwald the Wise

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Weißkopf Æthelthryth and Jaheira rescued all the slaves under the Copper Coronet and got Lilacor. They picked up Nalia and they went to her castle.

 

After opening the drawbridge they returned to Amn to get equipment, Whilst there they attempted to wipe out the slavers. Some lizard-like mages were a REAL pain. Chaos affected the ENTIRE party. Fortunately only two of them were near each other.

 

Nalia was one of them and due o being held, was the one that met her demise. Jaheira was her assailant who had also been charmed. Fortunately she was out of sight of everyone else and just stood there until the spells wore off.

 

Despite chaos, Weißkopf and Æthelthryth killed their real enemies and the spell wore off before there was any chance of them attacking each other.

 

Nalia was raised and we paid the debt of a widow. :) We also set free a girl who had been kidnapped.


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#14407
ussnorway

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Bl-scs30 Update 2.10, 

 

Down there?;

 

Hear text as mp3,

 

We decided to celebrate getting my sister back with a nice sail around the islands, however the fun turned chaotic and Imoen died… fortuitously her gear survived and we raised her without too much stress.

p2-beastl66.jpg

Spoiler
p2-beastl70.jpg

 

The natives had plots with in plots but we didn't listen past "go there and kill that" for some broken magic item and a rope that allows us to climb down deeper into the abyss.


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#14408
Grimwald the Wise

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@USS Norway. Looking good. :)

 

Thanks for the help sorting out AC in my game.

 

Fortunately Weisskopf didn't get killed whilst it was buggy. :)

 

EDIT

 

Unfortunately he did not long afterwards when the party were attacked by some very powerful vampires.

 

Why I don't know.

 

The party hadn't done anything to annoy them. (Yet)

 

It was the level drain which got them as they hadn't got any counter spells memorised. :(



#14409
Grond0

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Fortunately Weisskopf didn't get killed whilst it was buggy. :)

 

EDIT

 

Unfortunately he did not long afterwards when the party were attacked by some very powerful vampires.

You really shouldn't tempt fate that way :whistle:.


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#14410
Grond0

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Talking of fate, here's another sad one ...
 
Nippy - melee sorcerer {5} (4th and final update)
 
Moving on to the ruined temple area Nippy found a use for his new power word, stun spell against Anath.  His regeneration was hard to overcome, but 4 lots of PW, stun + dual-wielding chill touch with improved haste proved just enough.  Malison and webs allowed him to chew through lots of shadows and shadow fiends in order to enter the temple.  
 
He got to level 16 by talking to the statue before continuing on.  He made use of the lava pit to kill most of the enemies that came out from the first main group there - led by a greater mummy.  On peeking into the room though he saw there was a lich waiting as well.  He used spell immunity, necromancy to have a look at the next group and took a few spells from the lich there, but eventually decided it would be too risky to get close enough to melee it.  
 
Back at Umar village he picked up Valygar's body before returning to Athkatla.  He stayed there just long enough to open up the Planar Sphere before setting off for Trademeet.  The orog ambush was waiting on the way, but their enrage didn't help them against a web attack.  On arrival the genies were all treated to a PW, stun - none had enough time to recover.  That enabled Nippy to buy the BoIB and CoD as well as finally upgrading one of his +1 daggers to +2 (they're normally only used against disabled opponents, so the quality has not been such a huge issue.
 
Without the means to kill the trolls he didn't bother going to the Druid Grove, but instead moved on to Windspear Hills.  He quickly disposed of the ambush there and followed some kidnappers into the dungeon.  Digdag was caught at the entrance before Nippy moved on to tackle the rakshasa.  In order to give him a decent chance of hitting he buffed up, used SI: abjuration to lock in his buffs and then cast Tenser's Transformation.  His initial attack did well to disrupt the rakshasa's spell, but a PFMW then delayed him for a few rounds.  However, he had started hitting again and I was hopeful of getting a good result when the rakshasa used a secret word to dispel the spell immunity.  
 
Nippy tried running away, but a dispel magic was almost immediately followed by a PW, stun and that was that.
Spoiler
 
I was still rather ambivalent about continuing him after using the antidote at Watcher's Keep, which may have been partly to blame for not using an invisibility potion as soon as the dispel came in.  However, the initial trouble was down to the secret word.  That's supposed to be an abjuration spell, so I presume there's some change associated with SCS 30 that lets that get rid of SI: abjuration.  When it first happened I assumed I'd just lost track of time and the SI had expired normally.  However, I paused the game just before Nippy was hacked to death and checked back to where the secret word was cast:
Spoiler
Counting actions back through the text screens confirmed it had only been 8 or 9 rounds since it was cast and there should still have been plenty of life left in the SI ...

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#14411
realmuzzy

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I was still rather ambivalent about continuing him after using the antidote at Watcher's Keep, which may have been partly to blame for not using an invisibility potion as soon as the dispel came in.  However, the initial trouble was down to the secret word.  That's supposed to be an abjuration spell, so I presume there's some change associated with SCS 30 that lets that get rid of SI: abjuration.

 

I thought it was always the case with SCS that SI:Abjuration only protects against abjuration spells that are not anti-magic (which includes dispel and remove, but not for example spell thrust, secret word, pierce magic and so on)

 

Edit: Also sorry about Nippy :( It's impressive how far you can take a character with such high ideals :D


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#14412
corey_russell

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Also I think Alesia uses Improved Invisibility, MSD, Spell Shield and the like to protect her SI buffs.



#14413
Alesia_BH

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Condolences, Grond0.

 

 

I thought it was always the case with SCS that SI:Abjuration only protects against abjuration spells that are not anti-magic (which includes dispel and remove, but not for example spell thrust, secret word, pierce magic and so on)

 

Yes. SI:A doesn't stop single target spell protection removers. SI:A just foils Remove, Dispel, and in some installs Breach. Improved Anvil changes SI:A such that it does stop single target spell protection removers. 

 

In SCSv30/Fixpack v10 installs, I protect my spell immunities from single target spell protection removers using Spell Shield, GoI, and the 6+ method. In Fixpack v10 setups, GoI will stop Spell Thrust and Secret Word. With the new Spell Shield, a concurrent Spell Shield will remain in place, allowing it to intercept the first higher level spell protection remover, Pierce Magic, Ruby Ray, Khelben's, Pierce Shield or Spellstrike, even after multiple Spell Thrusts and or Secret Words. When higher level spell protection removers are used, the Spell Shield will come down, leaving you potentially vulnerable to subsequent attacks on spell immunities and or the GoI. Recasting Spell Shield is typically the right move in this situation, but being Tenser locked prevents you from doing so. Using the 6+ approach to provide additional protection is especially important when running Tenser's. Level 6 or higher spell protections, including Spell Deflection and Spell Turning, will provide an additional layer of protection for your GoI and Spell Immunities, since single target spell protections will, roughly, work their way down. Note that in recent versions of SCS -in which Spellstrike will target through Improved Invisibility- Tenser's is far riskier than it was in earlier versions of SCS where Secret Word and Ruby Ray were the only spell protection removers that targeted through II. In earlier versions of SCS, it was possible to maintain an acceptably high magic number even against high level casters by using II + SI:D to stop all but Secret Word and Ruby Ray. GoI could then handle the Secret Words and Spell Shield and the 6+ method could protect your spell immunities from up to 5 Ruby Rays, even without recasts. No one stocks 5 Ruby Rays. With the new mechanic, Tenser locked PCs don't have a defense against the fairly common Ruby Ray->Spellstrike->Remove/Breach sequence. That's why I haven't run a melee sorcerer in V30. If there is a version of SCS that uses the new Spell Shield (which can be protected from Secret Word and Spell Thrust by GoI in v10) and also allows Secret Word and Ruby Ray alone to target through II, that, when combined with the Fixpack v10, would provide the most favorable game mechanic environment for melee sorcerers.

 

Anyhoo. Nice work, Grond0! Will you be giving Nippy another go?

 

Best,

 

A.


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#14414
GrimJim

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In Fixpack v10 setups, GoI will stop Spell Thrust and Secret Word. With the new Spell Shield, a concurrent Spell Shield will remain in place, allowing it to intercept the first higher level spell protection remover, Pierce Magic, 

It's worth noting that if you install the beta fixes component of the Fixpack, Secret Word is bumped up to power level 5 which allows it to take down a Globe of Invulnerability. I disagree that this is a fix, but that's probably a topic better saved for the lounge.


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#14415
Alesia_BH

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It's worth noting that if you install the beta fixes component of the Fixpack, Secret Word is bumped up to power level 5 which allows it to take down a Globe of Invulnerability. I disagree that this is a fix, but that's probably a topic better saved for the lounge.

 

Yes: Beta fixes nudges Secret Word upto L5, allowing it to take down GoI.

 

I don't use the beta fixes component, however, I sympathize with the adjustment to Secret Word. It's not a fix, to my mind, but it is a desirable tweak. At present, the low/mid level spell mechanic is pretty broken. Since Pierce Magic rightfully gets crowded out of enemy spell books, it effectively takes at least a Ruby Ray to remove a GoI. Further, given the behavior of the new Spell Shield, Spell Shield + GoI can (again, effectively) only be taken down with, at least, two Ruby Rays (or a Khleben's), making Spell Shield + GoI + SIs + Specific Protections an overly robust regiment against low/mid level casters.

 

Ideally, in my opinion, the new Spell Shield would sit on top of spell protections, like the old Spell Shield did, and Secret Word would take down GoI. That would permit Spell Thrust and Secret Word to take down Spell Shield, irrespective of GoI, while granting low/mid level casters a means of taking down GoI, and thus getting at SIs/specific protections with subsequent L3-L5s.

 

Of course, if I were trying to stack the deck in favor of a melee sorcerer, I would not like this mechanic: I'd prefer to see GoI stop Secret Word and I'd also prefer the new Spell Shield/GoI interaction.

 

Anyhoo. It's good to hear from you, GrimJim! We can continue over in the lounge, if you like.

 

Best,

 

A. 



#14416
Grond0

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Yes. SI:A doesn't stop single target spell protection removers. SI:A just foils Remove, Dispel, and in some installs Breach. Improved Anvil changes SI:A such that it does stop single target spell protection removers. 

 

In SCSv30/Fixpack v10 installs, I protect my spell immunities from single target spell protection removers using Spell Shield, GoI, and the 6+ method. In Fixpack v10 setups, GoI will stop Spell Thrust and Secret Word. With the new Spell Shield, a concurrent Spell Shield will remain in place, allowing it to intercept the first higher level spell protection remover, Pierce Magic, Ruby Ray, Khelben's, Pierce Shield or Spellstrike, even after multiple Spell Thrusts and or Secret Words. When higher level spell protection removers are used, the Spell Shield will come down, leaving you potentially vulnerable to subsequent attacks on spell immunities and or the GoI. Recasting Spell Shield is typically the right move in this situation, but being Tenser locked prevents you from doing so. Using the 6+ approach to provide additional protection is especially important when running Tenser's. Level 6 or higher spell protections, including Spell Deflection and Spell Turning, will provide an additional layer of protection for your GoI and Spell Immunities, since single target spell protections will, roughly, work their way down. Note that in recent versions of SCS -in which Spellstrike will target through Improved Invisibility- Tenser's is far riskier than it was in earlier versions of SCS where Secret Word and Ruby Ray were the only spell protection removers that targeted through II. In earlier versions of SCS, it was possible to maintain an acceptably high magic number even against high level casters by using II + SI:D to stop all but Secret Word and Ruby Ray. GoI could then handle the Secret Words and Spell Shield and the 6+ method could protect your spell immunities from up to 5 Ruby Rays, even without recasts. No one stocks 5 Ruby Rays. With the new mechanic, Tenser locked PCs don't have a defense against the fairly common Ruby Ray->Spellstrike->Remove/Breach sequence. That's why I haven't run a melee sorcerer in V30. If there is a version of SCS that uses the new Spell Shield (which can be protected from Secret Word and Spell Thrust by GoI in v10) and also allows Secret Word and Ruby Ray alone to target through II, that, when combined with the Fixpack v10, would provide the most favorable game mechanic environment for melee sorcerers.

 

Anyhoo. Nice work, Grond0! Will you be giving Nippy another go?

Thanks for the information Alesia.  The fact that I hadn't noticed that previously shows something about the run I suppose - combination of a typical lack of buffing and using disablers on arcane enemies ...

 

I probably will have another go.  I'm not hopeful about my ability to take the time and trouble to buff to the extent you indicate, but continuing to avoid dangerous enemies until the PC has got access to top level spells should be possible to some extent.  I hadn't actually used Tensers much in that run and maybe I should think about dropping that and relying on BBoD to improve THAC0 later on ...



#14417
Alesia_BH

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I probably will have another go. 

 

Glad to hear it.

 

 combination of a typical lack of buffing and using disablers on arcane enemies ...

 

Yes. I noticed that. I was glad to see you taking that approach, since I like diversity and was curious to see how it would work, but I have to admit that I'm not sold on it. It was hard for me to imagine Nippy's book working in the endgame.


 

I probably will have another go.  I'm not hopeful about my ability to take the time and trouble to buff to the extent you indicate, but continuing to avoid dangerous enemies until the PC has got access to top level spells should be possible to some extent.  I hadn't actually used Tensers much in that run and maybe I should think about dropping that and relying on BBoD to improve THAC0 later on ...

 

I can appreciate your desire to avoid over-buffing. Once you get IA, however, you'll be able to over-buff quickly. You may want to consider loading up on Abjuration school stuff just so that you'll have it later on. It is possible to evade high level casters until you get IA. 

 

I wouldn't skip Tenser's personally but I would be cautious with it. My inclination would be to use it when my magic number exceeds the debuff capacity of enemies and refrain from using it otherwise. 

 

May I ask why you didn't choose Polymorph Self?

 

Best,

 

A.


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#14418
Grond0

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Yes. I noticed that. I was glad to see you taking that approach, since I like diversity and was curious to see how it would work, but I have to admit that I'm not sold on it. It was hard for me to imagine Nippy's book working in the endgame.

 Me to - but then since I've never even started Ascension, let alone finished it I was never expecting the run to end well anyway :P.
 

May I ask why you didn't choose Polymorph Self?

Interesting you should ask that since I've just been rolling a character who is intended to get that capability - though not until BG2.  I did consider it with Nippy, but I wanted to experiment with dual-wielding as a means of increasing APR - which actually worked pretty well.  That also meant missing out on the jelly shape, but as my approach to casters had mainly been to disable them I doubt if that would have been used in Nippy's run anyway.


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#14419
Gate70

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Kaxir has a fairly long update since leaving the Underdark, with no notes to go on but a few screenshots as reminders. He believes he's packed the gear for every job.
 
SoA conclusion
Picking up the Hammer of Thunderbolts is more or less a no-brainer.
Spoiler
Whacksy Thaxxy
Spoiler
Fire Firky
Spoiler
At about this point, the Unseeing Eye was rodded after using a Rod of Resurrection on the Empathic Manifestation. The Planar Prison and Sphere were then dealt with and Bodhi Maced and staked. Suldanessellar saw liberal use of Crom Faeyr against trolls and smaller golems while the Firetooth dagger gave Suneer no chance to close into Maze range.
 
Nix Niz
Spoiler
Clear out the Tree of Life using the Staff of Earth, Staff of Air and Wave Halberd. One Magic Blocking potion had been used before finishing the final parasite and a second as Irenicus was released gave Kaxir 110% Magic Resistance for two hours. Long enough to Firetooth Irenicus, do some good deeds in the Hell Trials and Firetooth Irenicus in Slayer form. Thus ends SoA.
 
ToB
Forgot to screenshot Illasera (Firetoothed in seconds) or Gromnir (ran around as his party were Firetoothed then finished with one Firetooth GWW).
 
Land a critical for 70 damage in Saradush.
Spoiler
Earth to Earth in the Swamp.
Spoiler
Burning Wave.
Spoiler

 
Fire Giant Temple
I'll cover this in detail as Kaxir did the entire map (exterior and two interiors) in one go with no rests, no healing potions and only ever dropping to about 30-40% health which I though was good going for a Kensai.
 
(I find using optimal weapons in this area makes a huge difference and the potion buffs were reasonably planned)
 
Potions (110% Fire, Defence -9AC, Heroism +10% hp, Absorbtion +10 crushing AC, Speed) might be enough in the Fire Giant temple to save Hardiness, Whirlwinds and Improved Haste for later. Foebane +5/Crom Faeyr were the weapons of choice.
Spoiler
It's not enough so Hardiness and a round of moving until Whirlwind could be used. This is about the max damage taken in the area.
Spoiler
Fire Trolls can be troublesome foes but Crom Faeyr is mainhanded and they are insta-killed.
Spoiler
Fire Salamanders can also be a pest, but the Wave Halberd insta-kills them.
Spoiler
More Elites = another 2-3 Foebane GWW's while Hardiness is active.
Spoiler
-19 Crusing AC and 110% fire resistance means the Adamantite Golem can be tackled without using additional HLA's.
Spoiler
A Burning Man takes a hit of 60, so questionable whether that was fatal or the Wave effect claims the kill.
Spoiler
Fell Cats get Foebane'd.
Spoiler
A Wave of Salamanders.
Spoiler
Synchronised Fire Elementals and Burning Men arrive on the scene.
Spoiler
Limited text feedback size restricts the killboard, but shot of three of them being Waved.
Spoiler

 
The Inner Temple sees Kaxir outmelee Fire Giants, adding a GWW for the Elite Fire Giants.
Spoiler
Berenn gets a reprieve when he summons a Fire Elemental, Kaxir switching to Wave it instead.
Spoiler
Back to Berenn.
Spoiler
A brief shuffle gets Imix and his two buddies closer together so they can be Waved into one screenshot.
Spoiler

 
After that fun, Yaga was somewhat of a letdown.
Spoiler

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#14420
Gate70

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Kaxir, Kensai.
Final update.

Draconis is one or two hits away from defeat here. Kaxir did his usual method; casually kill off the human form and use a couple of oils of speed to survive the first couple of minutes running. Once that is over he taunts Draconis and uses Foebane on stalkers to restore health when the dragon is out of range. Then Hardiness is activated and each time a breath attack is used Kaxir nips in for a whirlwind attack and back out to draw out the next buffet and breath. Draconis can heal and stoneskin but he can't keep pace with the damage.
Spoiler
"Dad" tried to Maze Kaxir twice. The Kensai could probably have moved into melee but decided to use Firetooth instead.
Spoiler

Sendai's Enclave was used to test the Kensai Unit out, and was a lot of fun.
Spoiler

Kaxir decided to fight Sendai in the buff!
(better movement as the intention was not to melee her)
The first two drow took him to town, as he fought in melee with no Hardiness or Whirlwind.
Eventually he used Hardiness then his one Whirlwind HLA with Foebane to stay alive at their expense.
A few Extra Healers were consumed between combats to get his health back up (saving time rather than Gaxx regenerating) and by the 3rd Sendai he was at the stage where no more potions were required.
He was caught by one Implosion but Sendai kept her distance and Kaxir was immune to the weapons of her summons.
He slowly ground through her summons and used Firetooth on her.
Again and again she buffed, healed and recovered.
Kitthix was summoned at one point to try and draw her out of Improved Invisibility.
At one stage he used GWW and she took over 100hp damage while at near death and still healed...
Shortly after that, she gave up.
Kaxir could have kept the pace up all day in the enclave, with only the first thief Sendai causing much damage after her first two drow were downed.
Spoiler

Balthazar briefly saw the Kensai Unit wielding the FoA +5 and Crom Faeyr. One WW was enough for him.
Spoiler

The Ravager was burning through K'logorath GWW's and Kaxir was being very careful to keep away from the Bone Blades. His potion buffs looked like a sensible precaution because once his first Hardiness wore off there was no way to replenish it without dropping attacks for a round. He chose to keep the attacks up and this paid off.
Spoiler
On to the Throne. Here's the plan.
- Protection from Magic Scroll. Cloak of Displacement. Girdle of Piercing.
- Potion buffs to start.
- Hardiness for 2nd / 3rd / 4th Melissan encounters. Try to carry it into the subsequent pool battles.
- 2 Whirlwinds per Melissan encounter. FoA +5 / Crom Faeyr. Slow her and take her down quick.
- 1 Whirlwind and 14 Greater Whirlwinds available.
- Re-apply buffs as required after each battle.
- Extra healer potions after battle to minimise buff expiry.
- Do the first two pools without consuming any HLA's.
- Use the Wave and Crom Faeyr to kill off the 2nd pool support quickly.
- Range GWW the Fallen Solar ASAP. Or quicker if possible.
 
Rummaging the four potion containers identifies one flaw. No potions of cold resistance, meaning Cryonax will be treated to Firetooth. Kaxir found a Protection from Cold scroll so upped his resistance from 20% to 70% just in case.

It goes reasonably well to start, but Melissan is showing little sign of giving up at near-death, and Kaxir uses at least 3 GWW's per encounter. The conundrum here is to use an extra GWW to be certain, or risk her healing and having to start again. Ugh. By the end of the third battle Kaxir has been badly mauled and was 1-2 hits from defeat.
 
(n.b. the series of pause/unpause are being used to see if Melissan looks like she's going to give up. A bit nerve-wracking as I thought the longest one was going to let her heal)
Spoiler

The Fallen Solar did not go to plan.
- Suggestion this morning from Grond0 to summon Fire Elementals. Did Kaxir listen? No.
- The Efreeti was summoned instead, and promptly was dominated or turned hostile.
- The Fallen Solar was immune to the Big Metal Gun.
- Kaxir called a time-out (paused) and rummaged for K'logoroth again.
- The Fallen Solar survived the remainder of the GWW, and two more were required to pin it down.
(I don't know how Kaxir survived 3 rounds against the solar, guess his -19AC, Girdle and Cloak meant the Solar required a Critical Hit and failed to do so)
Spoiler
Once the Fallen Solar was dropped, Kaxir used Foebane on the Mariliths and Alu Fiend and they failed to make any further dents on him.
Kaxir added Ilbratha Mirrors for the final encounter after using 2-3 Superior healers.
Spoiler

Kaxir gulped as his final GWW ticked away. He was debating whether he'd need to fight on or try to use a Gaxx haste which will give Melissan a couple of seconds to do something, but as the 10th blow landed Melissan was counted out.
Spoiler

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#14421
Grond0

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Impressive stuff Gate70.  Good to see a kensai finally claim his rightful place on the Throne :D.


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#14422
Grimwald the Wise

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Well done Gate. :)



#14423
Alesia_BH

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Congrats, Gate! Glad to see Kaxir in the hall!

 

Best,

 

A.


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#14424
Blackraven

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Wow Gate, you did it with a solo Kensai!! Congratulations on an excellent job!


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#14425
Dyara

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@Gate: congratulations :)

@Grond: sorry to hear about Nippy's fate :(


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