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Baldurs Gate ToB solos barbarian run
BG2 + ToB Solo Barbarian Guide
Why this guide? ---------------- I recently took the "ultimate challenge" of Baldur's Gate: soloing the whole series with a single character from Baldur's Gate to Tales of the Sword Coast, then Shadows of Amn, with finaly Throne of Bhaal. I went with a thief/mage multiclass character, and I felt satisfaction with it, even though I could not win the first battle agains Melissan (but the game offers there a brief window to make Fake Talk working). Anyway, after ending up with a chaotic-evil-good-god-of-death, I thought with all the traps, devas and spells maybe this character had a little bit of adventage compared to other possibilities - so I figured I need a fighter to compare. And a guide for barbarin only existed for Shadows of Amn. My game, my rules... ---------------------- Of course anyone would want to do BG1 even only for the statboosts. But when I thought through my possibilities and all the previous playthroughs I made, I wanted this time a Half-orc Barbarian. Maybe you're aware that when importing between the games the kit-choice can be modified form vanilla to something. But this is not the case with races. So I decided something what is technically cheating, but otherwise just not accepting a handicap. So I cheated in some equipment from BG1, mostly the statboosting books - yes, to use all of them I needed another cheat, called "anyone can have a familiar", but if that's the way, then that's the way to get things working. Along this I also "imported" some other items found in BG1, namely 2 ring of protection from fire (there are surprisingly little amount of good rings in the series), helm and cloak of Balduran, gold pantaloon - but only so much what can fit into my inventory, involving only identifying (and thus using) the staboosting books when some priest can help me out of my low lore (aka. carry all the books through Irenicus' dungeon). I also gave myself a one-time large amount of gold, but that doesn't realy make a difference. On the self-restriction side: I never "recharged" any limited charged items (selling shops and buying them back recharges those items to maximum charges) Why barbarian? ---------------- First: I wanted a warrior. Check the possibilities with me. Monk I already played, and although one-time fun, I saw some problems. Pure fighter is both boring, both lacking. Dual and multiclass doesn't play this time. Blade and swashbuckler I prefer to see in a group. Kensai and Wizardslayer have too big disadventages for my liking. Pure Kensai is especially bad for solo, because at one point you HAVE TO do ranged kills (and the Wand of Wonders anything but trustable). So I though Berserker or Barbarian? Ugh, berserker becomes winded... Barbarian for sure? -------------------- Ok, it looks the best choice, but does it seem good enough to even start, I asked myself. Well, Rage makes me immun to the nastiest things, and especially traps. (You still shouldn't mess with chests too much.) And gives damage and whatnot. And in the end you'll have so many charges you won't be able to spend 'em, so it is good. Immunity to backstab comes next. Well, some times enemy just LIKES to backstab you (remember thief-class characters drinking all those potions of invisibility?). So it is good too, and frees up an equipment-slot. Faster running: with a Boots of Haste you'll be at the enemy mages as fast as some mage's magic missiles, so it is also awesome! The extra HP is also handy, but the cherry on the top of the cream is the physical resistances. If you even scammed through the equipment list, you had to notice Defender of Eastheaven. While it is in itself not such a great boost (but still almost as good as a shield), and even for a normal fighter with Hardiness HLA means only 60% damage resistance (I don't see that much difference between 40% and 60%), for the barbarian you will end up with 80(!)% resistance to all physical attacks! That is certainly a lot! Things like an Adamantite Golem or Chromatic Demon has that much! About the disadvantages: the loss of prophyciencies doesn't mean much in BG2, really (just check the official statistics). The loss of armor is again almost nothing. Most plate/fullplate armor comes with no abilities, so the rest of choices come close second at the beggining and at the end too. During the middle you'll be able to wear any drow equipment, so who cares that (there is most probably a definition-error, so barbarians can wear drow plate). Equipment: ------------ With a solo-run it is better to know where to get what in what order, even before starting to roll out the protagonist, so take a look on these. What we'll need? 1) offensive power 2) defensive capabilities. 1) This means weapons and ability to deal out damage fast. So go for two weapon style (3 point is allowed). As you'll have prophiciencies for that you also might consider going for the Silver Sword for a time because of its vorpal effect. We'll choose a lot of Greater Whirlwinds too, but along it don't forget Improved Haste. It provided me 7 APR, or even 10 when shapeshifted to the Slayer (equalls with GWW!). So go for equipment with Improved Haste charges (namely Ring of Gaxx and the bracers from the Kuo Toa Prince - Improved Cloack of Protection +2 sadly not works with the armors). Also good offensive weapons are the Flaill of Ages (for troll killing, even fire variants), Foebane (if only against the Fallen Solar at the very end), and upgraded Axe of Unyielding. Blackrazor if it works for you is also be mentioned here (for me it never uses its ablities, but I got it this time for rleplaying reasons). Some diversion would also be good, so get any "1 charge per day" items you can lay hands on. This means you'll have to side Bodhi (for ring of Djinn Summoning), and kill the efreets in Trademeet (as you can not pickpocket. Leave the chieftain for the last, else the rest of the efreets just vanish). Oh, and above all do not forget the Helm of Vhailor (although you'll rarely need it if at all - just like the rest of these items). Limited charged items can also come in handy, warriors can only use a few. Don't forget to have something you can do ranged attack with - another reson to learn handling axes. 2) Most things go on the defensive of course. First cover traps: physical damage means little, just visit a temple if needed, and find something what provides regeneration. Heck, you might have a go against Kangaxx and the other liches early, as prot. from undead scrolls are so rarely a must, only if the Unseeing Eye quest wouldn't be in the way... Anyway, onto posion. Both monsters and traps do that, so carry some Elixir of Health until you find that amulet of posion immunity, and finaly Kangaxx's ring. There is the problem of leveldrain too. This is also done by traps (only when opening chests) and monsters (vampires and shadows mostly). The earliest solution is to have the Mace of Disruption - comes very early if you side Bodhi. Even if you don't have points in maces, just like me, it solves all problems until you finaly get Angurvadal upgraded. The remaining problem is all the insta-death conditions, especially maze/imprisonment, against what you're allowed no savethrows, nor immunity-equipment, and against imprisonment Barbarian Rage does not save. So we'll have to gather magic resistances. Magic Resistance determines wether a certain spell will effect you or not, it does not weakens the consequences if the spell hits! For that there is the Belt of Inertal Barrier - what we'll use, as there are no good belts in the games, and we won't need strenghtboosting equipment (so don't even think on using Crom Faeyr!). More on Magic Resistance later. What shall be the second ring beside Kangaxx? Well, if you play nice, and won't start Lawful Good for the pickpocketing familiar, you'll need something else then a second Kangaxx. That'll be Ring of Earth Controll for its charming, for its AC, and for its hidden boost on saving throws. If you don't like that you may consider cheating in Claw of Kazgaroth, but I'm against that (being cursed, and all). What did I not mention yet? Ah, the armor! Well, first armor worth mentioning comes from the Adventurer's Mart - Aeger Hide. It is basically a slightly lesser version of Corthala's Family Armor - which will be your next target in armors. Yes, we'll kill Valygar for it. Yes, we'll be able to use it (it has certain requirements in stats, apart the "must be able to use leather armor" requirement what we already fulfill). When reaching Underdark any of the drow armors will do nicely, and after that the Crimson Chain is a good choice for AC. In ToB for AC the White Dragon Scales equalls with the best FullPlates. But mostly we'll use the Human Flesh Armor (I hope you belive in equality and has no prejudice against Evil alignment, heh). And to be honest the Big Metal Unit is better then any other armor on the field of AC (being -20 and all). Equipment you should not use ------------------------------- It is a common misconception the Cloak of Sewers gives regeneration when shapeshifting to troll. It does not. Any shapeshifting hinders you, except the Slayer, but as Slayer you won't have a transformed statue in Trademeet, sry (it'll give the statue in your normal form. The proces how those statues made is interresting: the game makes a clone of you there, then cast flesh to stone on it - hm, maybe if the statue is created when you step out the door...). Magic Resitance ------------------ Do we need it? Well, just think on the situation when some lich (requires magical weapon to hit) uses protection from magical weapons (thus becomes immun to every weapon), and in chains casts 3 times maze on you. I think I put my point. So, we have Cloak of Balduran (what occasionally can be swapped with Cloak of Mirroring, as I noticed Hive Mothers and other such beholder's rays are not effected by the Shield of Balduran) = 25%. Add Ring of Gaxx = 35%. Also Human Flesh Armor = 55%. Again 2 weapons with 10% magic resistance each = 75%. Amulet of Seldarine (before that there is the 5% magic protection, then 10% from the amulet bought from the drow city) = 85%. 5% more from the Mad Machine in Watcher's Keep = 90%. If you sacrifice 1 DEX before Irenicus (it pains, but worthy), you end up 100% immunity! If you'll still hold the Deender of Eastheaven and activate Hardiness, while wearing the Belt of Inertial Barrier, you'll have 80% resistance to physical damage, 90% resistance to magic, and 50% resistance to magic damage! Doesn't that sounds attractive? Oh, and if you think this concept is kinda limiting, just check the alternatives for all slots - there are surprisingly little amount of equipments when you give it a head. Rolling Stats ------------- What stats will we need? Well, 19 STR and CON to feel the good side of the Half Orc. 19 STR, and being Evil also means that with the statboost book imported from BG1 (+1), the Mad Machine from Watcher's Keep (+1), the Star card from the Deck of Many Things (+1), and the Tear of Sharevok (+3!) you'll permanently have 25 strenght without any equipment or ability! And no joke on Tear of Sharevok: the Door gives you +2, but if you really yell on Sharevok he too gives +1 STR, what during most playthroughs goes unnoticed as you wear STR-determining equipments, what hides this. From DEX you should also go for maximum, while Charisma cares noone - use the Ring of Human Influence when making conversations (it can even be swapped during combat). Wisdom you better have 18 at least constantly for the save throw bonuses, but for Intelligence you can settle with so many you won't die from one hit of the illithids (they drain 5-6, so go for 7 at least, the more the better, with 13 you will survive 2 hits, but I never suffered that much). Playing through the game -------------------------- Irenicus' Dungeon should mean no threat to you. But good to know that ANY character can notice EVERY hidden door, so you don't need a thief on that. Also you don't have to keep Wands of Magic Missile, they don't worth the effort. Neither worth keeping Wand of Frost what a) you can't use b) the Limited Wish Adventure is out of your reach - what also means you should at a point go and whack the adventurers part of that quest, they are arrogant enough to start a brawl. Coming out of the dungeons you are allowed to have as much gold you don't feel ashamed without risking to start Chapter 3, in case you're wondering. Too bad only thieves can "legally" have unlimited money right here. You should visit the nearest temple for reputation, the Adventurer's Mart for equipment, and finish the Circus quest, and maybe even Mencar Peeblecrusher in the local inn. But do NOT have 15K+ gold when you leave the Promenade first time! After Chapter 2 started you should gather just enough stability to be able to do the first two (timed) quests in Chapter 3. Then you can stop worrying about things, and start to do as many quest you can for exp and equipment. Start with local quests with little or no fights, and only go outside Amn when you have the immunity / resistance you'll need at where you'll go (like confusion in De'Arnise Keep). In battles always try to eliminate mages first to avoid stun / hold / charm / maze and so on. Use your Rage when possible (be aware when it runs out). You won't need Breach or Dispel or other such things once you'll access (Greater) Whirlwind, and even until that weapons with elemental damage (like Flail of Ages, what is also good for its slowing) can provide that little you might lacking. After a time all your throws will be in the negative at -5, so even the most brutal spells with +4 penalty will mean nothing to you - but maze and imprisonment will alway be a threat, so gather magic resistance and cast Rage until that. Sadly from Prot. from Magic scrolls only 2 exists in the entire game. Very effective combo is this: Hardiness -> Rage -> Greater Whirlwind. Remember, that Hardiness lasts longer when you level up. Do not forget that you can go to Watcher's Keep! A note for that: any key or wardstone (appart from the big one gained at the very start) becomes useless when you reach the next level. Also you don't have to do Watcher's Keep all at once. For me the first go was from Level 1 to Level 3, then I came back to Level 4, then went elsewhere again, and finally came back for Level 5. And even though it IS possible to finish the quest of Watcher's Keep, you won't gain with that any item, and I reached the exp-limit (8 million exp) before even opening any of the three part of the final seal still in Chapter 2 or 3! Hard battles ------------- Lilarcor: You don't need this sword. You don't even need the exp of the quest. But you might consider keeping the Staff of Strawberries (or what, from the kobolds) for its healing ability instead - as long as you don't aquire something with regeneration ability. Chromatic Demon: I used some summons as distraction (Black Spider Figurine, Iron Horn of Valhalla) to gain time, while whirlwinding it to death hand to hand with a Simularcum from Vhailor's Helm. I also needed one time Hardiness when even my Simularcum died from the hits. It is a very hard battle. Monsters with regeneration: you deal out damage fast enough not to worry. This is true even at Irenicus' Slayer Form. Undeads: With a decent armor (something with AC5) you'll barely suffer a scratch. Undeads are simply not a threat in this game (and when they are, just whirlwind / hardiness). Liches are surprisingly less annoyance then expected if you can survive their symbol of whatevers - or just use a scroll of prot. from undead. There are 16 of those scrolls in the game (plus 2 at your Stronghold if you accept the priest), and only half a dozen liches in the entire game, so who cares for undead, seriously? Mages: Whirlwind them to death. Yes, they many times go Mislead, but those have no protection, so die fast. Yes, they go invisible, but at the next casting they become targetable with weapon - so I certainly need not any dispel magic (although the Fireshields are annoying, even those aren't real threat). To avoid Time Stop just run away (catsing timestop takes time, so you'll notice if they do, and are fast enough to get out of visible range). Always do Rage though to prevent Maze (cast it before the fight). Watcher's Keep, Level 5, Final Guardians: Divide and conquer. Before opening the seal summon things up (no matter what), then lure the Marilith (or whatever you prefer) with you to one of the siderooms, where you should close the door to prevent more things to follow. 2-3 monsters a time can be handled (especially with the Super Healing Potions you gathered). If you have problems with these, or any battle in SoA before Bhaal's Plane with Irenicus, you can try to use the Mind Control Colars from the Illithid city. Just telling. Demogorgon: Do not fight it. There is no reason to. Siding Bodhi: You're glad you can't be backstabbed, don't you? The Unseeing Eye: There is the demon during this quest what requires "love" instead of "hate". You're chance here is the Gauntlets of Healing. Freeing the imprisoned Mage in the Underdark: you can't do this quest. Dragons: Hardiness, Rage, then Whirlwind them to oblivion. They have no chance, you don't even need special equipment for them. Irenicus at Spellhold: For your conveniance the mad ones remove his protections. Always. Usth Natha: Simply avoid most of the quests. Good to know you don't need to fight the Balor if you're Evil. You don't have to participate in tavern duels. No reason to go to the Beholder City. No reason the fight the spawns of Demogorgon. Use the Tainted Tadpools at the Kuo Toas. Illithid City: Take out the mindflyers first. Do not waste the Colars, instead turn to Slayer. With the Staff of Domination I could 100% dominate the Elder Brain. Out of Underdark: Along the way, and in the elf camp do not stop at drow vs. elves battles, as elves randomly turn hostile, and that's not good to your health (the elf leader can get mad, and instakills you). Suldanesselar: use the stairs to limit the golems' numbers. Irenicus in Hell: Kill the demons first. Throne of Bhaal mobs: I assume you chose the immunity to +1 weapons or less reward. When a mass attacks you, pay attention which ones are able to affect you, and kill those with priority. The rest just takes time. Gromnir: Kill the mages first. And be sure you have a save before this fight, as there is a bug what can freeze the game here (or just give you 54million quest exp, like it did at me last time). Halls of Yaga Shura: take adventage of the sorroundings. Hide, or try to make the giants stucked. And always eliminate the Elite ones first. Yaga Sura: He shows up with delay, so be patient. Only attack HIM. The first time he runs away, that is the moment you should go back to the middle of the bridge for better position. Next time you should again only attack him, as with his death the battle ends, all the others disappear from the game. When you must make the choice between Abizgail or Sendai, I suggest choose the one with more cool itemparts. The BMU lies at Abizgail's Lair, and works wonders in Sheindai's chambers! Abizgail's lair: Here are dragons - AND? The dragon outside can summon things unlimited times. Sendai's lair: use the BMU whenever you can, pay attention to your health and targets. Sendai: The extra drows has fixed numbers and are not repleaced. Still, your biggest adventage is your Pocket Plane ability between her forms. Pocket Plane Challenges: Most are a joke with this character, only the Ravager will be nasty. Be aware, and you'll win. Melissan: Here comes play all the HLA-choices. GWW is nice, but Hardiness will prove essential - 1 for each serious battle here. That means 1 Hardiness for all forms of Melissan, AND one more at the final seal with the Deva. That last seal is hard, but if you know what you're doing (like casting improved haste for rised APR), then you have serious chance. Oh, and any monster Melissan summons, die with the actual forms of Melissan. Still, good to have that Human Skin Armor. THE END |
Is not a review. Is game guide -> belongs in Gaming Zone.
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Just play the game with NPCs, less frustrating and way more engaging :p
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Quote:
Btw, anyone saw yoga? |
UPDATE
Playing Trilogy-Weidu (no BG2 fixpack):
Sex: Choose male for getting layed by a drow in the Underdark, otherwise noeffect Race: Half Orc for stat benefits Stats: Str: max Dex: max Con: max Int: 7 is bare minimum for Mind Flayers, 10 is to get no loss of Lore (like you'd ever have enough lore to identify magic items by yourself), 13 is safety against Mind Flayers (bare 2 hits). 9 is minimum to use wands. Keep in mind you'll find a tome for this, so settle either 6 or 8-9 or 12. Wands to use: Wand of Magic Missile, Wand of Sleep, Wand of Wonders, Wand of Cursing Wis: 10 eliminates penalty on Lore. Magic Defense does not exist in the game, and you find 3 tomes during your adventures. But remember you will loose a statpoint (int/con/dex/wis) at the Final Dream (where you fight "Sharevok"), soadd 1 more either here or for intelligence. Safer to substract from here, so minimum should be 10 or 8. With 10 you avoid ever having penalty on Wisdom, and at the beginning you might be able to identify thus some minor stuff by yourself and spare some gold. Cha: while w/o Bg1 it can be neglected entirely, WITH BG1 you better go for a minimum of 8 if you think the manual is correct, or 10 if you think outside sources (eg. BG-wiki) is correct. --------- How many statpoints are these? Well, to have a character worth starting, have so many points if you distribute it evenly all stats would be 13. If you want a good character, have stats evenly distributed making 14 each. To have a REALLY GOOD character have even more. My "minimum perfect" character looks like this at the start: 19/18/19/12/10/10, which is 14 evened score + 4. Proficiencies: Start BG1 with Bastard Swords and Longbows. Bows rule BG1 and can be started with from Candelkeep (the return-to-hand throwing axe comes late), and while there are +1 for all weapons it rarely goes beyond that. Lategame proficiencies are suggested: 2 bastard swords (against BG1's shapeshifters and BG2's Fallen Deva), 2 longbows, 1-2 mace (for Mace of Disruption), 3 two weapon style. Optional but good choices in addition: 2 axes, 2 longsword (Angurvadal). This still leaves 2-3 more points to spend on whatever. But keep in mind that in BG1 there is a level cap, which'll limit you for that part with 6 points and we already spent 4. I suggest starting to develop Two Weapon Style right in BG1 even though you should use shields during it. Alignment: any of the three evil. Keep in mind that the first two baalspawn-abilities are better with evil reputation. The bad side is you won't get the +1 dagger at the start, the good you'll have big use of the Human Skin Armour in BG2. ---------- Detailed playthrough (parts which you won't find in the walkthroughs): Candlekeep: it is safe to bash locks if noone can see you. Grab the extra money. You start with a quarterstaff which you should hold (unless youfind a club) until you find enchanted weapons as it being wooden won't break. When buying equipment the absolute must is a composite bow with arrows. Lots of arrows. Than depending on your money left (initial gold being random and all) you can choose an armor, shield, helmet and bastard sword. As leather armor is very cheap and others are very expensive I'd go with sword, helm, shield, and spend what remains on the armor (I could afford studded leather). Area E of Candlekeep: Imoen force-joins you so rob her blind. S of Friendly Arm Inn: go and kill the ogre for Belt of Piercing - best belt in BG1 - after finding the Ring of Protection +1. Friendly Arm Inn: HEAL before you face the ambush, and kill the local hobgoblins but do NOT give the flamdance ring to Joya before gaining your first ability! The only reason to go for Minor Heal instead of Larchor's Drain is a quest in BG 2, and that only needs 1, which can even be cast from item, and LD means awesome for being offensive in a place where noone (neither you nor the enemy) has many HP. Another factor to consider is the lack of healing spells and regeneration-items in BG1 for the favour of minor heal, while the chance to interrupt mages' casting with Larchor's. I'd still get Larchor as first ability for the sole purpose of avoiding the need lowering reputation. You also should have enough money to buy a Splint Mail. Normally I wouldn't waste money on such trivia, but lowlvl in AD&D means grab your chances. Beregost: here we learn childs can't call the authority. In the house leftmost in the quarter with the Jovial Juggler (best inn, buys everything except books) on the first floor one of the chest is trapped (so go there with good health). To dispose Silke you can do it at lvl 3, healed up, and the potion of invisibility from the Manor House gives the extra niche you just need. Sell your Ring of Wizardry here (identify in the Temple if you did not do so before), and buy bastard sword +1. Now you can stop worrying about breaking equipment or magic immun monsters, Nashkel: the local assassin has a Helmet of Infravision. Better than plain helmet sure. Carnival: buy the Necklace of Missiles Nashkel Mines: from the local boss get the Boots of Grounding. Unfortunately soloing you won't be able to bring out all loot,but you still should have plenty of coins anyway. Nashkel: as now we have plenty of money after selling the equipment of the assassination-party (they're no problem if you're berserkering) buy a large shield +1. Oh, keep the Boots of Missile defense! Also hop to the Carnival to buy the Amulet of Shield (useful against Magic Missiles). Bandit Camp: Wear Boots of Missile Protection here. The mercs outside will likely harm you a lot,but fortunately some Potion of Firebreath can be found here -one single dose can clear out the main tent: aim it at the mage, and run to kill the hobgoblin archer. Cloakwood Forest 1: Before you start consider you'll have to fight a boss-mage, traps, and spiders. So bring quit a lot of potions (eg. Potion of Invisibility,Freedom, Firebreath, Antidot,Absorption). Concentrate on the main quest and come back when it is done if you need to. Remember: being solo you don't need every bit of exp. Kill Aldeth for Bastard Sword +1, +3 vs Shapeshifters in this section, also the Cloak of Nondetection from the taslois. Cloakwood Forest 2: Drink your Potion of Freedom after speaking with the child (free exp is good exp). Run to the Queen Spider's Lair, wait until all the minions are in one group, than use your second Firebreath Potion (found where the first) during your adventure. Hopefully this'll kill the majority of 'em. When all is silent get the Spider's Bane and run out of the area. Do NOT fight the spiders outside as they are strong and constantly respawn. Stop to pass down the body. Cloakwood Mine Exterior: I swear this game has some kind of boots-fetish. The assassination-attempt (have good HP, also drink a Potion of Speed before starting) which happens when you step through the gate of the mine provides you the continuously useful Boots of Speed. 99% of chance you'll run out of HP here, so store your backpack-stuff in a stash, grab some loot-to-sell, run back to the Friendly Arm, patch up (again annoying you can't buy fullheals) and come back. It is quite a distance in ingame hours, so don't forget to sleep. Oh, and don't forget to buy possible ALL potion of Healing from the local church (why isn't it a secular hospital?). Lastly: with the Potion of X Giant Strength brought by the assassins you can bash open the chest in the barrack which has a Potion of Magic Blocking. As the potion lasts for a long time suggested to do this when you arrive back helaed. Cloakwood Mine lvl2: There'll be fighting a horde. First: if you're lucky the lightning trap along the way will hurt some of them. Second: they tend to bunch up along the corridor. If you have a Potion of Fireball (or wassissname) from the Bandit Camp that can ease your life a lot. Cloakwood Mine lvl3: Another big fight happens. Just do a rage and you 1HKO the people. Focus on the archers, than get use of the nearby thin passage. There is a ~temple (of evil) along this corridor which has 2 healing potions, so visit it. Cloakwood Mine lvl4: Now this is a though level. First, kill the initial guard WITH BOW. You can't afford to loose HP against him. Second you loot until you find a Potion of Cold Resistance. Third drink all these potions, in this order: cold resistance, heroism, invulnerability. Now you are ready to face the two battle horrors ONE BY ONE. If both comes after you - reload. Watch out to not loose too many HP against them - although you'll miss quite a lot anyway. They are immun tp piercing damage, so don't waste arrows. They also cause randomly either fire or cold damage (hence the resist potion),and they have very good stats anyway. I was lvl 7 when facing them. The local sub-boss isn't THAT hard if you know what you'r doing. First drink a potion of Magick Blocking. This both saves you from any negative effect, AND reduces damage from that Fireball spell he'll throw at you. Throw a Potion of Explosion on him which main function is to cripple his Mirror Image spell and cast his second. Focus on HIM, and between swinging your sword cast Magic Missiles from wand to get rid of his Mirror Images. When he's down start to run around, away from any summoned creature (which can be disposed by arrows). |
Continue
So, we COULD go into BG, but it'll provide us tons of exp anyway before passing through, not to mention better gain some equipment we skipped until now as things will become harder.
First goal is the Tome of Constitution, start it with High Hedge. Buy there Scroll of prot. from magic, prot. form undead, wand of sleep (can use!), Horn of Kazgaroth, Claw of Kazgaroth (this might be unnecessary as you'll loose the regeneration from 20 CON), and all three doses of Potion of Mirrored Eyes in case you come across some basilisk, lastly all Potion of magic blocking. Lighthouse: here reside some sirens who try to dire-charm you. While they posed no threat in pure BG1 for charmed protagonist wasn't equal with dead protagonist according to the engine, under BG2 engine I wouldn't risk it, and drink a Potion of Clear Thoughts than dispose both group of creatures standing in the way to the cave (dunno when did I find such potion, but it was maybe the very first potion, which points towards Candlekeep). Go in - go out then. Now hop to the Gnoll Fortress for the Tome of Charisma. Along the way you can grab the Boots of the North if you want to (does not work with 10 charisma). Hop back the Nashkel to ease your backpack, Then go SW for 1 point of reputation and the Girdle of Bluntness. Unfortunately the girl&the cat quest does not give the magic scroll and the rep 1. Go east an area and get the Bracers of Archery. Go east of Nashkel's Mine and get the Ring of Fire Resistance, Hafiz's scroll, and finally carry Samuel to the Friendly Arm Inn. At this point your reputation can be 20, so time to sleep after the many walking. If you want. Oh, and I noticed that while 19 CON still does not regenerates you, 20 seems to do the trick! Noteworthy minor treasures and their areas: - E of Beregost's Temple provides hugh amount of exp, and also the Golden Girdle (good for the very final fight) - N of Friendly Arm Inn provides you hunting Ankeghs, which aside the fighting exp means money when selling their shells. The ankeghs infinitely respawn. - in Peldvale if you manage to defeat the mages you can be proud owner of a Ring of Energy. - W of High Hedge: you can get a full free heal if you feel like it and you don't have yet 20 Constitution. - Firewine Bridge: Gauntlets of Weapon Expertise - Gullykin: various minor treasures (a scroll or potion here and there), but above all a Chainmail +2. That in itself equals Splint Mail + Ring of Protection +1 in AC potentially freeing up an equipment-slot for you. Baldur's Gate East: get hired by the thieves to gain access to the Tome of Dexterity. Also, you can buy potions, scrolls and arrows from the magic shop. I suggest investing into the antimagic stuff (and the prot. from undead scroll), and if you don't find it elsewhere 5 potions of speed. South East: there is a basilisk roaming around. Just tellin'. You can also find a Rogue Stone in the area. South: here be the basilisk you were told 'bout. Better get rid of it for safety measures. Ok, it is inside a house, but still. Do NOT go to the Iron Throne Tower! The reason for this would be a+1 Splint Mail at the maior, but even with 24 STR I couldn't break the lock, so you may go in anyway. South West: There is a tavern into you (being evil alignment) should never enter, the Seven Suns HQ you have to massacre, and a mage's house I mention for his ring of wizardry, which used to earn 9,000 gold (so when arriving to BG2 you can immediately buy stuff in the Adventurer's Mart I assume). Central: Nadine can give you a necklace of missiles, and do the thieves' bidding. West: earn the large shield +1, +4 vs missiles, and the nymph hair (in the east section's magic shop you get a nymph cloak for it) - but wait with the nymph hair if you want the ring of protection +2! North West: the Helm of Balduran North: if you didn't do the nymph hair quest the mage with the ring of prot. +2 appear and can be killed. Either way here be Tome of Intelligence. North East: the ogre assassin in the inn is better killed both for exp and gold, but he's a real brute capable of killing you. I needed a Potion of Speed against him. And finally some cross-area quests: you need to do Lothander's Gease to get the (a) Tome of Wisdom. Unfortunately I never got the option to say "give me the scroll first", so I had to force-attack her (no loss of reputation). The other is the Cloak of Balduran, which needs you start the Helm of Balduran quest properly. For this the battle horrors and such are too much, but running in and out in boots of speed solves that problem. Sewers: when you go to kill the ogre mage bring a Potion of Freedom 'cause the worms. At this point this version of combining the games allowed me to be lvl 9, letting you know. The Iron Throne: barbarians can not cast fireballs as spells, but they still can use potions. From the East section's magic shop you can bring some. For me 1 dose of Potion of Firebreath and 1 scroll of prot. from fire was enough to win (they like to cast from Wand of Heaven). Get the Ring of Free Action and leave the city (there are also some protection scrolls to have, one a prot. from petrification, other prot. from undead). BEFORE YOU LEAVE THE CITY buy, for all sake the three Potion of 24 strength! Candlekeep: - sleep in the inn BEFORE entering the Inner Keep! - if you were on lvl 5 you'll be arrested when you leave it making lvl 6 abundant. Well, not so much if you wear Boots of Speed which allows you to outrun the guard and get a ring of prot. +1 from a chest. If you need money. And if you can keep it in your inventory long enough to reach a shop. Collecting spells don't worth it as you can't sell 'em anywhere in the compound. Catacombs: lvl1: get the two Tomes (and the second ring of fire protection). This is why you had to buy the strength-potion: they are heavily locked away! Also turned out the Amulet of Shield does squat against magic missiles:( lvl2: somehow the Elminster-group walked on a trap of fireball while I followed from far. Certainly eased my job. lvl 3: rest until regenerated before entering. Or just reload? Seems reloading somehow patched me full health. Involuntary, but...Either way dispose the mercs however you want, grab their throwing axe +2, drink their potion of invisibilty (unless you have protection from petrification by either potion or scroll), and leave the area. |
Part 3, end of BG1
Now you have to decide wether to go the TotSC areas or not.
Seems Weidu (the program combining BG1&2) substituted BG2's tutorial with BG1, and thus have the same exp-limit as BG2,so I'd restrict myself in field of OTHER side-quests. TotSC areas offer for this character: - the mage's labirinth: nothing but danger. But I could not find a way to avoid this quest, so bring a scroll of prot. from magic. - Werewolf Island: IF you can suffer this insania, you can aquire the Chainmail +3 which is the best armor for a barbarian in BG1, and is (legally) transferable to BG2. Going there isn't a problem, and running away from the lycantropes solves most of the problems, but you can't run inside the ship, and the ToB-engine allows enemy to follow you through doors, so it'll be a though battle. I hope you brought the standard Potion of Speed and Heroism... Oh, and collect the free healing potions in the village and the ship's lvl 1. NOTE: this Sword of Balduran is a bastard sword. All the better. - Durlag's Tower: Bala's Axe (lvl 4, legally transferable), Staff of Striking (lvl 5, good against anyone from the end-enemies in melee), Large Shield +2 (lvl5). The problem with the two lvl 5 stuff is, not just that they are very deep down, but that you have to play the chess-game which is just not looking out for a solo party. So the only thing is the questionable Bala'sAxe, and even that mostly as trophy. Oh, almost forgot: there's a Tome of Wisdom too - cast raging to prevent the charm spell - BG2 engine DO consider you dead if the protagonist is charmed. I find the most annoying thing about the tower is the complete lack of healing. The Healing Potions are way insufficient and rare to be really helpful, so you either need to sleep a lot, or reload and hope the fullheal-bug kicks in. Also the lack of knowledge how - if at all -the wardstones and other key items ("door openers") work is frustrating as they tend to fill your inventory. By the example of the Teleporting Stone (which activates lvl 3's teleporter-runes on the ground on two half of the room) the runes once fulfilled their purpose can be thrown away. Underground lvl2: again cast Rage to prevent the Love-Dwarf charming you. Otherwise if you wear2 ring of prot. from fire you should be good. At the very end of lvl 3 I became lvl 10. Oh,and although no (other) walkthrough tells you, from the room east of the throne room you can open ANY sealed doors if you click around the panel. lvl 4 we only need to run in the garden. Have Rage continuously active as long as Greater Ghouls or what are around to prevent their Hold Person. SAVE,because there is a very nasty trap that will shoot arrows at you until you get out of reach if youactivate it (took me some reload to figure this out). Returning to Baldur's Gate: Here is my final stats and equipment for BG1: 20/19/20/13/13/11 helm: balduran's helmet cloak: balduran's cloak ring 1-2: prot. from fire belt: golden girdle boots: of speed armor: chainmail+3 amulet: of missiles weapons: bastard sword +1, bastard sword +1 +3 vs shapeshifters, bala's axe, dagger +2 longtooth potions (quickslot): 10 potion of healing (this pack can be found in Durlag's Tower, 5 potion of speed, 5 potion of heroism backpack: golden pantaloons, bow of marksmanship (this got lost twice during transition, had to manually replace. No clue), nymph cloak, bracelets of archery, diamond, scroll of prot from magic (3), scroll of prot from undead (3), Potion of Firebreath (2), Potion of Fireball(3), violet potion, potion of magic protection (5) arrows: 120 piercing arrow Endgame: speak with Tamoko, buy arrows of piercing, rescue the Duke from the Flaming Fist HQ, roam the Iron Throne, get under the Blushing Mermaid to kill the couple-assassins (squaff a potion of speed and potion of 24 strength), get healed in the local temple (right next to the Palace), enter the Palace. Cast Draw Upon Holy Might if you have that ability. The duke has good enough health, but the duchess is very fragile, so focus on keeping her away from danger. As the room is full of friendly NPCs you can't cast any fire-potions, only whack with your weapon. With the above setup you are like onehit the doppelgangers. If any of the duke/duchess dies, you have to reload, so have a quicksave! Killing any further lackeys are straightforward, and Sharevok shall be disposed by piercing arrows (less than 80 did the trick). After that in Weidu you have to go to the Palace (beware of traps and monsters when going out through the dungeon = SAVE!). Than a new transition-scene is made where you just arrive to Amn via teleport and the Shadow Thieves mug you. Seems here this version of going from BG1 to BG to solved the import of your character/party more efficiently than the original BG2 and keeping the BG1 equipment by dropping all to the floor is impossible. Not that I'd mind it that much, although the many anti-magic equipment definitely looked promising, and not have to look for a bloody random diamond would have been comfortable. The rings and belt would merely be comforting just like the scrolls, potions and all. What I counted on was the 50K gold I ended up with, and the Cloak of Balduran. Hm... **Double-checked and yes, the "Minsc can have it too" cheat is eliminated. Bugger. Here is my favourite screenshot from BG1 though: http://i.imgur.com/bfZmQlj.png |
Viva Las Vegas - this is song of Prestley, no game
Quote:
Ha ha ha, what may say one poor gamer against Master as You, dear twillight. |
Part 4, start of BG 2
HOWDY YOGA!!
--------------- Ok, so all item is lost. And the gold. Let's deal with it. Actually, I think I'll transport the Cloak of Balduran anyway. It is nothing else than a +1 cloak with a % after all. But let's w8 with this until I figure out wether the legally transitional items arrived or not. ----------- Starting in Irenicus' Dungeon... Well, they don't have any bastard sword at hand, so try the Dagger +1. There's a splint mail and a buckler too as well as a helmet. The pantaloon is at place. Btw, have you ever seen this portal? http://i.imgur.com/CB72Tvc.png The djinn's ogre mage finally has a bastard sword. The goblins have composite longbow. The Sewage Golem's room has a medium shield. Get the quarterstaff +1. The otygh's room has a helm of infravision. Irenicus' dungeon had for me the Helm of Balduran (did not have on me items of the other options, so this' good). Go back and kill one of the lesser clay golems to have an easier way (force attack) when entering Irenicus' bedchamber. The durgar party is where it was, BUT if you transitioned an item (namely for us the chainmail +3), it won't be on Ilyich's body, but instead on a table in the room! Don't panic, it IS there! One of the boxes also gives a second bastard sword (so you can drop the shield). The cambion has a +1 bastard sword - isn't it convenient? AAAND the djinn. All went well until the djinn. It is also supposed to give an item based on what you had in BG1, but even though I had Bala's Axe (what I wished for) and Longtooth (+2 dagger) too, I still got the Sword of Chaos. Why? No idea. Maybe the transitioned item should have been in the active slot. Maybe only one possible transitioned item should I have. I simply have no idea. I say it is a bug, and manually give myself the stupid axe, and if I do it, I'll do Cloak of Balduran too! Ok, just the cloak. I deserve an item, and if I have to correct what the programmers ruined, I might as well get a reward for it! Actually Bala's Axe sounds like way more powerful than the cloak. It can prevent casting, and while it has a special ability, it is still considered an unenchanted weapon, making it perfect off-hand weapon against mages who tend to cast prot. from magic weapon and such. Whatever. The next lvl has Girdle of Bluntness, and considering the amount of golems in BG2 you better get hold of it. Leave the dungeon. |
Part 5
First thing to do is the Circus Tent for nothing else but the Ring of Human Influence. While BG2 won't mess with ur quest rewards, it still helps in the shops. But before you enter, buy a scroll case, and a gem bag!
Second: get enough stuff - in case you don't have the gold - to be able to spend 1540 gold (let it be 1600 to be safe). You know my problem with Gaelen Bay's seller was, I could never re-enter Gaelen Bay's house again, but the Glasses of Identification worth their price in pure gold, especially for a non-mage! Heck, bring here all your stuff, and you will be able to sell stuff if you have to buy stuff from the Copper Coronet. Third: watch out how much gold you have in cash! It is very-very important to NOT have 15K gold until you are ready to start Chapter 3! This'll likely mean you buy Aeger's Hide (slightly worse AC than chainmail +3, but gives immunity to confusion which will come handy in Nalia's Keep), maybe Sword of Flame (for hunting trolls until you assemble Flail of Ages in case you don't want to rely on limited arrow-supply / buy this from the Copper Coronet which sells it on half price than the Adventurers' Mart, at least after Hendak takes over), and if you can stash enough unsold magic items Defender of Eartheaven, Staff of Rhyn (it kills adamantium/iron golems and Kangaxx), Vhailor's Helm (simularcum is the strongest summon), shield of Balduran (against beholders). Quests to watch out for: - stronghold quest(s) - the second special random encounter traveling between areas - Renald Bloodscalp's quest (no longer possible if/when siding Bodhi) - the 15K gold limit This being partly a playthrough I'll mention the quests I've done in titles: fight two moron outside Copper Coronet / duel inside Copper Coronet / Mysterie of the Copper Coronet + Free the Slaves (you get better prices and incrised stock, also don't forget to check how much you'll need at Joluv, and after the second quest you get bastard sword +1, +3 vs shapeshifters) - bought Aeger's Hide (ca. 8K gold) / killed Mencar Peblecrusher's gang for equipment. Sold (almost) everything and bought Defender of Eartheaven (ca. 23K gold - within building, so still in Act 2) / I was practically waiting here for the special random encounters, and both came when I visited the City Gate area trying to leave for the stronghold. / Renald Bloodscalp's quest - bought Nymph Cloak (+2 CHA = lower prices) and Rogue Stone before finishing off Maevar's guild (I had too much money on me, these stones are rare, and potentially needed). / Nalia's Keep (aka. gaining stronghold): buy Staff of Rynn before going (should be able to afford), also pack a potion of invisibility if you have, bow, fire arrows, healing potion and a (magical) short sword (you should have 2 to choose from). Inside the keep assemble the Flail of Ages and get the Ring of Earth Control. There is also the Elven Court Bow which is a good longbow for you. Problem with the De'Arnise Keep is, that you won't be able to carryout ALL the loot, because of stash problems. But magic arrows and bolts shouldn't hurt you too much, and all real equipment CAN be looted. Also, although I counted Nalia paying the hefty10650 gold, she gave only 650. The internet says this is correct if Nalia is not in the party. Bugger. Oh well, I'll just sell all the useless Carsomyrs and stuff... Act 3: ------- While duing Bodhi's errands dig out the Burried Alive (provides Silver Pantaloons and Boots of Arrows at the cost of 2 Reputation), as well as speak with Welyn. If you go to assassinate for the second quest (I recommend, as entering twice to the Shadow Thieves compound is boring, not to mention you don't loose reputation anyway) you'll likely want to help out Viconia and Jan. Also start working on the Sir Sarles quest (requires 22 strength to get the true illithium which you probably want for upgrading the Mace of Disruption), and maybe even kill Anomen (if you were proudly evil in the Copper Coronet, and enter Anomen's home, the whole household will attack you. No item, but funny in a way). Remember that you do NOT need magic-licence lacking any magic! Don't waste your evergrowing supply of useless money! Still in the Graveyard is the Mourning Paladin and the Orphan Girl, and when entering the Bridge District the Human Hide Armor/Skinwalker Tanner quest starts. Take a hike to get the spider figurine and the Horn of Valhalla (to get it don't forget to cast Rage before opening the chest!). Summons are important for a (solo) fighter. Outside Athkatla Locations and their offers (aside exp and occasional loot): - Windspear Hills: Ring of Fire Protection - The Planar Sphere: Ring of the Ram (it's more valuable than you'd think), Staff of Fire (summons) - Planar Prison: Boots of Speed, Gauntlets of Weapon Skill, Staff of Air (summons) - Umar Hills: Ilbratha (mirror image once per day, worth a trip), Beljuril (to upp Horns of Valhalla), Human Flesh Armor quest, Shadow Dragon Scales and part of Crom Fayer (but who needs these?), rogue stone (but this character does NOT profit from using it, aside extra exp) - Trademeet: you can buy the Belt of Inertial Barrier (best belt) and Ras (invulnerable summoned sword) and get Bottle of Efreeti, as well as an amulet against poison (makes you immun) Athkatla sections: - Kangaxx ring - Hunt Anarg: Gloves of Healing (can be used for a quest, especially if you don't have the special ability to do the same) - The Unseeing Eye: gives a 5% magic resistance amulet. Now you have an amulet. Whoa! - Windspear Key: Wand of Wonders (like anyone ever used it) And of course there's Watcher's Keep: - potion bag - Golem Manual - lots of best healing potions - Foebane - extra statpoints - lots of onetime items you end up never using - Gauntlets of Extraordinary Specialisation, which you end up not being able to use because they thought seriously only fighter-fighters are allowed to use it, and not at all barbarians. No, you likely won't be able to mess with Demogorgon, and because a oneman party gains exp so fast you rly shouldn't bother after lvl 4. One-Man Party is still not simple: http://i.imgur.com/IMeDaY6.png |
Part 6
Addendum to Chapter 2-3: items and abilities to use
- the Thieves Guild has a mazing trap. Not amazing. - all the city's special liches can be destroyed after using a single scroll of prot. from undead if you have high enough thaco (clvl 20 should do by far), and use a prot. from undead scroll (should last enough. Speak with the liches yourself, the autospeeches won't automaticly happen). Also, while their doors require higher strength (I think Kangaxx itself needs 24), a simple Rage will give you 4 STR, so it's easy. - if you plan on assaulting The Sphere, bring a prot. from petrification scroll (one of the halflings can cast the spell once) Bugs: - the Boots of Speed seems to enhance my weapons skills to. I gain 0.5 attack when wearing it. Other: - Tiris and the return of the tanner quest did not start, Jenia didn't show up. The cause might have been was simply that I forgot to pickup the raw human flesh. - At a (later) point I got "permanently diseased". Not that the diseased condition ever did anything (noticable), still. I summoned the warrior from the Horn of Valhalla (beljuril-level), removed my equipment and made it attack me until I got hurt enough the churches offer the Heal spell. Solved it. - In the Illithid City "godly strength" doesn't just mean 25 STR. It - unfairly - means "godly" strength, aka. turning into Slayer (which you should avoid, as for a warrior class the Slayer-form is weak). http://i.imgur.com/X7rybdI.png Watcher's Keep: lvl 1 should pose no problem, but for lvl 2 bring Ras, Vhailor's Helm, and Fire Staff. Summon 3-4 fire elemental from the staff so the Chromatic Demon will have something to feed on, and Ras FROM THE SIMULARCUM. That way you too will be able to summon a second Ras if you have to. Oh, I hope you bought the Potion Bag, it is a cool stuff to have. NOTE? you CAN use the wands of coursing. Both you and the Simularcum should go Greater Whirlwinding the creature to death, maybe with Foebane in hand as it gives better stats because it is a demon you fight against. The damage doesn't matter though as each hit will deal only 2 damage no matter what. At this point you should leave and dump all your stuff and only keep as many item on you you'll be able to carry all new item from lvl 3 (so bring Vhailor's Helm and even leaves Ras at home). The final room with the Deck of Many Things is interesting. You should definitely gain the Spectral Brand (invoulnerable summon like Ras), and you can safely bet away some exp (you loose 50K exp if you loose what mean absolutely nothing at this point) if you'd try not reloading that much. During the first run you can get two effect: a permanent CON-drop (curable only by remove course, so you have to leave the level with it), or a Slow effect (which is a winning condition and only temporary - it is rly just a slow spell). Still on lvl 3 is the tanar'ri vs baatezu conflict. Somehow the tanar'ri ended up as lawful evil, AND they come first. I suggest siding with them (you don't need the exp, and they are though). Before later entering the baatezu cast Draw Upon Holy Might (if you have as baalspawn-sbility) and Hardiness (I was at this point lvl 30, so it lasted very long), than (Greater) Whirlwind them to death. Watch your HP and don't feel shame drinking mega-healing even if you need it. The Deck of Many Things when you killed the cambion for it should be played like this: #1 DonJon (if you reached here early in the game - beginning of Act 3 -, you might settle for Ruin which takes away all your money, but is more frequent) #2 Star (+1 strength for warrior classes!) #3 Moon (the +10% HP is more allaround than the 5% fire resist from Comet - yes, you can have both Comet and Erinyes as third card even if you had a "bad" draw) NOTE: I hope you did not forget about your stronghold. It tends more to eat money than produce, but you probably still wish to have your own cleric in the keep. He's quite a good shopkeeper, has: boots of grounding, staff of striking, 2*prot from undead, helm of charm protection (most of these likely not needed, but still, this is kinda the best this stronghold can offer). WSK lvl 4: an illithid container and another behind the oil-door drains level. ---------- Now it is time to go to the Underdark. Before you go prepare! You'll need items to save your sorry hide, while be able to collect new gadgets. So bring minimal stuff even as you'll have the Bag of Holding. You'll have to fight beholder(s), so Shield of Balduran should come. All three of your containers too (scrolls, gems, potions). Sell stuff to have a hugh amount of money if you didn't do it until now. I brought: Shield of Balduran (must have, unless you like to reload a lot, and want to cut yourself off of an area), Helmet of Defense, Wand of Wonder, bow (ANY means of ranged damage, including Wand of Wonders suffice, but you MUST have at least one item doing it!), both wands of coursing, and the glasses of identification of course. -------- Spellhold is straightforward, and you could even actually kip the shaugains, as the only interesting things are the Boots of Etheralness which only have real use in ToB and there will be redundant for the Tears, and the Cloak of Mirroring which doesn't mirror anything in ToB, and isn't actually that awesome in solo. -------- Underdark: - kill the gnome for the light gem. Easier than killing the demon... - buy 10% magic res amu from shop. 5% more is 5% more. - inside the city the only subquest you probably will do is the "defeat the cultists", and even that only 'cause some top-hierarchy matron forces you. You'll be close to clvl 40, and there are no items from here. - from the three outside areas the kuo-toas (who have the megre bracelet of improved haste) you'll have to do no matter what ('cause we're killing dragon), and the beholders offer 0 goodies (unless you want the nonsense Equaliser or a greenstone amulet, or the sling of avoreen). The illithid lair is much better 'cause aside it provides another part of the Equaliser, or the pretty useless-at-this-point staff of domination, it also has the Ring of Fire Control. --------- Your next Stronghold-quest will definitely happen. Going shopping won't be too exciting solo. There's the Crimson Chain and the Helmet of Brilliance (another use-per-day item I tend to have but not use)for ca. 25K gold, but when I have 150K, that's hardly a thing. Oh, before doing anything (except the Stronghold, which is timed), go for making the Human Flesh Armor. It takes 4 days for completion. When going to Shuldanesselar collect ALL your stuff you wish to carry further. You should not bother too much with arrows, potions and such, but as you have a potion bag, you should carry away all the best of your selection. The Bag of Holding is also should be accessed fully. Not forget all your enchanted jewelry either - the Gem Bag is excellent to carry. Finally there are scrolls. The two prot from magic from the Adventurers' Mart is a definite go, and a handful of prot from undead is also appointed. Element-protections can also come if you feel like it (1 prot from fire and from cold sounds reasonable). From Baal's Tears start with Sharevok and scream off his head for +3 STR. For all other tears the "good" reward is way more powerful, although if you really want a debate Selfishness and Greed could be argued marginally. |
Baldurs Gate ToB solos barbarian run, trilogy
So, ToB.
If you had too many equipment you wanted to carry being a packrat, you could do it by stashing all in WSK on a shelf. For reasons while nothing disappears in BG2 areas from the ground, they are 'stolen' in ToB. My equipment at this point: helm: balduran's armor: human skin gloves: of weapon expertise (from Bodhi) amulet: of Seldarine belt: of Inertial Barrier ring 1: of Kangaxx ring 2: earth control boots: of Speed cloak: of Balduran (I know) weapons: flail of ages +3, mace of disruption +2, axe of unyielding, spectral brand shield slot: defender of earthheaven quick slots: bottle of efreeti, horn of valhalla, spider figurine arrows: 82 piercing arrow backpack: gem bag, potion bag, scroll case, glasses of identification, bag of holding potions: 2*of heroism, 25*extra healing, 3*of regeneration, 34*superior healing, 6*of speed, 9*of invisibility, 1*of genious, 1*mind focusing, 5*brine potion scrolls: prot from: 1*electricity, 13*undead, 2*magic, 1*fire, 1*cold jewelry: 1*of invisibility, 1*of djinni summoning, 1*of the ram, 1*of human influence, 1*of regeneration, 1*of spell turning, 1*of fire control, 1*of prot from fire, 1*of protection +2 bag of holding: golden pantaloons, silver pantaloons, Vhailor's helm, white dragon scale, flail of acid (for flail of ages), 2*wand of cursing, wand of wonders, book of infinite spells, shield of Balduran, staff of command, 4*tree of life nuts, bracers of blinding strike, rifthome axe, heartseeker, rod of resurrection, helm of the rock + 2*horn, vigil stone, angurvadal, ras, staff of air, foebane, helm of brilliance, storm star, ilbratha, daystar, staff of fire, shield of harmony, gloves of healing, cloak of the shield*2, cloak of prot +2, horn of blasting, horn of silence, cloak of nondetection, 2*control circlet, elven holy water, stakes, corthala family armor, cutthroat, rod of lordly might, cloak of mirroring, cloak of reflection, boots of etheralness, namarra, adjata the drinker, pearl white ion stone, arbane sword, helmet of defense, crimson chain ----------- Baalspawn 1: straightforward, 0 income Baalspawn 2: - there's the Matteo's Execution quest, which'd provide you the Starfall Ore. But that's only use'd be making your first +5 weapon - which you don't need. I mean short after you'll be able to've upgraded Foebane, so why waste time? - Lazarus' Spellbook on the other hand unlocks a shop, and shops are good. Not that he has anything more good than a couple of healing potions for us, but there you go. - get through the Sewers, not the prison (I think that way is a dead end) This is why I lub weapon immunity from the Tears: http://i.imgur.com/VC0pxZT.png Baalspawn 3: This is a place where you won't face magic, but musclepower, so swap into White Dragon Scales. Do not hold back anything when entering the complex - it is one of the really dangerous fights. Cast Hardiness before entering, and inside whirwind them to death. The Ring of Fire Control and the Helm of Rock helps too. Tip: when it is not against Fire Giants, hop into the lava with 101%+ fire resistance. You gain heavy healing during and after combat. In the Inner Chambers RUN IN and kill Belem (he has component to upp Axe of Unyielding). He has some very dangerous spells you know. Then run out to the passage where no giants can follow and dispose the army with (unlimited ammo) ranged weapon. At the had remember that shambling mounds can not be hit by blunt weapons/can only be hit with slashing weapons (use the axe, heh). Trial 2: You should know Tamoko drains level. Still, the first to be destroyed is naturally the mage. Run through the Oasis, and in Amkethran save Saemon (unlocks shop), and the local healer (I refuse from now on to call these clerics, I'm an atheist and all these clericism offends me - why am I forced to worship dieties just to be healed? - anyway this unlocks another shop). NOTE: as you'll inevitably stumble upon the thieving major's daughter you can compensate the reputation-loss from there at the saving of the healer. Not that that fight would be long, or hard, or the rep-loss would rly matter. Possibly interesting items from the smugglers (for this solo): gargoyle boots, ruby ray rod, k'logarath (+4 throwing axe), glasses of identification. |
ToB part 2
I always advocate going against the dragons first for the sake of the BMU. We're experienced enough to do so:
http://i.imgur.com/XcozzZn.png Now I don't know what happened, but I could not hurt Draconis at the gate with the FoA. Fortunately the upped Foebane did the trick. Don't forget to hop away sleeping (recharging your ability-pool). Inside the Lair there's the should-be-infamous ice salamander room. If you have a prot from cold scroll, I highly advise you casting it. And if you have a bunch of potion of invisibility (or ring, or whatever), I advise to avoid contacting the eyes. They are more trouble than their worth. When you aquire the Bronze Pantallettes I strongly advise to hop for the BMU, and sleep (bad design causes your character not to sleep for a week). For the actual fight against Abazigal first crawl around the edge to get rid of the salamanders (use ranged weapon - scorching BMR, wink, wink), and only when that's finished and you're regenerated start trying your luck against the dragon. What I actually HATE in dragons their ability to just smash away 50% of your HP. Annoyingly dangerous. So cast a Hardiness WHILE you're still fighting his human form, than whirlwind it to oblivion (and reload if fail). The whole thing is just stupid, because he not just able to smash your HP for reasons, but you also not have time to drink potion 'cause it can fullheal for reasons. Still, with baba even this fight isn't too long or neigh impossible. Trial 3 is the lamest of all. ---------- Sendai ---------- You may swap back the Human Flesh armor, as drows are ... civilized, thus will trust in spells, but Crom rejects that... I mean... You get it. I say choose the slave-tunnel. As you have weapon immunity it'll count. But you'll also need a good AC, so as soon as you enter PAUSE the game, and for this fight, and this fight only, swap the BMU. With Defender of Earthheaven you'll have -20 AC, so the Duero Berserkers, the only units able to hurt you, won't (constantly) hit you. This is semi-cheating as as soon as you enter you're "in battle", so if you're nosey, you might try going through in the white dragon scales. I on the other hand say the smallness of the doors is just bad design. The Bowstring of Gond would be a useful item IF ranged weapons would not be obsolate in ToB (we'd go for the Talarash bow, but there's rly no place to use it). Oh, if you insist as the duel with the drow captain is a fighter battle you can play the same armorswapping as for th slave-tunnel, but he has not that many HP... For Sendai itself... It is a prolonged fight, but I give you some rules: #1 always kill those at the door. They are annoying, but do not respawn. #2 sleep before this battle, lol #3 you probably want to bring in all yur buffing equipment. Haste, improved haste, stone skin, mirror image - you name it, are useful. #4 keep healing yourself #5 if you don't move from the door you likely can enter non-battle mode as the statues don't notice you until they notice you #6 your biggest weapon is the Pocket Plane ability. If you dig yourself into a hole, you can just hop away (might require non-battle mode!), sleep a good sleep, while Sendai is at your mercy :P The biggest problem with Sendai comes with her last/real apparition: she can strip ALL your HP but 1, which is that ridiculous healer-spell. So I strongly advise to SAVE between stages when the ones coming through the door are disposed, but her new form is still out of screen! Aside that with baba this fight is probably way easier than with any other classes. Trial 4: Cyric's backstabbers are no problem for someone immun to backstabbing. Still, if you have any enchantment left, or you slept, you can cast it. |
Baldur's Gate Trilogy Solo Barbarian, Final, ToB Part 3
What's left is 3 boss.
#1: Balthazar I suggest you go in by Havarian. That's so much faster. Another tip is to isolate the bugger. He IS dangerous, even if the fight is straightforward between a specialized warrior (Blathazar, the monk) and an overspecialized warrior (you, the barbarian). Oh, and this being a warrior-match INSIDE swap in the BMU for the AC. #2: Ravager Bloody straightforward this is for this character. I suggest to cast Stone Skin from the boots, Mirror Image from the sword, cast Hardiness, and cast the +4 sword as summon sending it in, than just run in to let the battle rolling. I suggest use Flail of Ages +5 until the Ravager is Slow, than swap for Foebane (it IS a demon you know). Never mind how "ineffective" your weapons are, you DO damage the monster (who is actually Old Father Baal). If you have like 10 greater whirlwind on you (you should have like 14, but who counts), you'll destroy it. Oh, don't mind the swords, they are annoying but respawn indefinitely. They are why you summoned your own sword - to gain time using it as distraction. #3: (A)Melissan Now put everything you have in your Bag of Holding, because: - you won't be able to come back - you won't be able to sleep anymore - you'll possibly not be able to save between every stages of the coming encounter (bug) - despite you not being able to sleep, you WILL be able to linger indefinitely between stages. With your natural regeneration (CON > 19), Ring of Gaxxx, Axe of Unyielding, Ring of Regeneration, and that Ioun Stone you stashed probably your regeneration-rate should be in the sky, not to mention consuming regeneration-potions. Still not enough to rely these in battle, but between battles... As you can just stand around until healed (faster if you drink potions), try not to use up whirlwinds against pool-monsters! - ALWAYS concentrate on Melissan, as anything she summons goes with her to Oblivion - cast Hardiness before Melissan re-emerges. You should have a bare minimum of 3, but not more than 5 of that ability (whirlwind is your offensive arsenal). Detailed battle between me and Melissan: Stage 1: Before stepping through the Gate cast Hardiness and wear the Big Metal Unit. To dispose Melissan cast Whirlwind (one is prerequesit), and 1 Greater Whirlwind. Stage 2: Before disabling the pool cast Hardiness. Wear the BMU. When deactivating the pool WAIT until Melissan pushes you away. Only AFTER that start to cast Greater Whirlwinds (4 required). During this fight once I gut stunned (from unknown source, the battle log did not mention it) - stun and Hold Person are the greatest threats to this character as they are unavoidable to happen and means automatic loss 'cause you'll be plumped to death before their semi-infinite duration expires. Swap into Ice Dragon Scales to fight the ice elemental prince, who'll dispel any other source of cold resistance (meaning scrolls). Stage 3: Before disabling the pool cast Hardiness. Wear BMU. BE ABSOLUTELY SURE you're wearing Boots of Speed. Stay away the last pool if possible. Melissan has enough HP to last against 5 Greater Whirlwind, but you can get away with just 4 and not dying, so I suggest you spare what you can. The next pool is Extremly Dangerous, so much as Melissan, so I Strongly Suggest luring away the creatures one-by-one! If you have 2 Hardiness left, you can keep that in mind and cast one if/when needed. Stage 4: Before disabling the pool cast Hardiness. Wear the BMU. Blast away Melissan with 5 Greater Whirlwind (no reason to hold back anything, this is the end). http://i.imgur.com/BZCMdnl.png (wearing Human Skin Armor as for the majority of the game) And finally let's consider what could we destroy during the entire saga: - The Iron Throne: destroyed - Baldur's Gate: destabilized - Sarevok's cult (including a doppelganger invasion): destroyed - Shadow Thieves: destroyed - rival organisation of the Shadow Thieves: destroyed - Anomen: destroyed - Keldorn: destroyed - Viconia: burned to death for we didn't rescue her = destroyed - Jan Jansen: imprisoned, and probably died from captivity because we didn't free him = destroyed - Minsc and Jaheira: likely the roof collapsed on them while being caged because we didn't rescue them = destroyed - Yoshimo: destroyed - Mazzy Fentan: left in a dungeon, imprisoned - starved to death because we didn't help her = destroyed - Valygar: destroyed - (Shadow) Druid sect near Trademeet: destroyed - Spellhold: pretty much destroyed - pirate rule in town next to Spellhold (Brynnlaw): destroyed - Shaugain city: for keeping a mad king who exiles and executes his nation = destroyed. Alternatively we could dethrone him and place a mad prince on the throne who'd attack BOTH drows, illithids, and practically anyone you can think of = destroyed. Heck, this city/race is pretty much self-destroys either way... - Underdark draw ambush against the surfacers: destroyed (because we killed their leaders, prevented contract with a demon etc.) - if playing with warrior, the noble family of Roenals: destroyed - all other Baalspawn: destroyed - Baal, lord of murder: destroyed - all (ex-)cultmember of Baal: destroyed - The Throne of Baal: destroyed |
Baldur's Gate Trilogy Solo Bard, Character Creation
I don't plan on running this in the recent days, but once it'd be interesting.
Bard is everything a Fighter is not, and can be seen as any of the other classes with reason, although weaker in any field: - it can somewhat fight, so don't have to strougle THAT much early game as a mage - it can cast spells like a mage, or healer, or even druid, but with hugh limitations, lacking any Deva, or the healer-spell which strips all-but-one HP from the enemy (assuming a successful hit AND passing the magic resistance, but that's what reload is for) - it can set traps as HLA taking the most important aspect of the thief. And while if you choose a kit, or eg. druid,you can always compensate the idiocity of the choice by dual/multiclassing, so no need to bother coming up with nonsensical ideas like "insane (diffuiculty setting) solo poverty (no item used)" crap, because everyone with half of a brain will do a kensai/mage instead of a pure kensai/mage hunter etc. So, in theory the weakest class is bard in my eyes, which can't even compensate by dualing/multiclassing with anything else. ------------- Sex: aside some laying options which influence absolutely nothing doesn't matter (ok, technically females miss the event of copulating with a drow, but that's it). Race: half-elf. It gives bonus on pickpocket for starter. Alignment: Neutral Evil. Being evil is good, 'cause: - you get Larloch's Drain as first baalspawn ability without problem - you don't have to fight a big group of demons in Watcher's Keep - won't cause problem if you pick an evil ability from the Tears with your familiar. Starting Stats: STR: 10 is minimum to be able to wield most weapons. This should be bare minimum. For all other keep in mind Tomes and the Machine of Lum. With 13 some more types open, like Flails and Halberds. 14 is the requirement of Carsomyr if you want to use it (bard likely would rely on a LOT of item-swapping, so we go for 100/ magic resistance occasionally). Anything else is obsolate, and should use by STR-belt only. DEX: max it (18). CON: 16. Well, you can pass with 15 and still get all the benefit, because how the engine handles HP/lvl (be sure to set back the difficulty to Normal when leveling up!) INT: 18. Sry, no alternative. Ok, bard sux at casting, but why pass on learning all the spells you find if you don't have to? Maybe also effects spell slot amount, so just do it 18. WIS: 10. Realistically you must have dumpstat, and 10 WIS at least won't mean penalty on Lore. Ok, you could go lower if you really have to for all the Tomes and whatnot, but don't be cheap, k? And if you wish to do some (limited) Wish from scrolls, drink a potion! CHA: 15. No reason to not make it a dumpstat either, even if the minimum is so high. Cast Friend if you need any more for shopping. So the bare minimum worth stats looks: 10/18/16(15)/18/10/15 Super optimal stats: 13/18/16/18/10/15 Realistic roll is all stat 14, CHA 15, and 1 more point in store. If you have any unspent points, dump them into STR to be able to carry around heavier equipment. Kit: Blade. Well the choice is between a constant +1 dmg/thac0 and a temporary +2/+2 PLUS an extra attack. There's also the defensive spin (more useful in party, to block doorways, but who knows solo). I vote Blade, and I assume noone votes pure bard or jester. ------------ Proficiencies: This is where comes some very interesting problems, as Bard gain points very slowly. In the original exp-cap you'd end up with only 4 points here, and you only start with 2. Blade's most promising advantage is, it can put 3 points into Two Weapon Style, but c'mon, first you have to survive to be able to do that! What BG1 ultimately needs is bow, so there goes one of your two initial points. What are the weapons in BG1 to use? Well, for starter Bastard Swords fall out for Bard as they go above 10 required STR (I try to go with the minimal worth stats here). Also keep in mind you want an enchanted weapon ASAP because weapons break in BG1. Well, you can immediately get a +1 Dagger, what is as good as any. Cast Friend to have the necessary 17 CHA. Longswords is a second good choice as it also comes semi-early (in Nashkel Mines extrerior), and can hold out as endgame category. It comes also with +2 enchantment, which is very rare in BG1. If you don't like Longswords you might want Warhammers instead. You have to kill Bassilus for it. Lategame you could use Crom Fayer with this. Now here comes another question: do you want to kill Drizzt? One of the methods is to get Bow of Marksmanship, a ton of Arrow of Piercing, and 1 potion of invisibility. attack him, lure him to the lake he won't be able to circumgo, drink the potion, get aorund and shoot until he's dead. Drizzt has 2 scimitars (which will be lost after BG1), one which is not useable by evil or neutral alignment (I don't know if "neutral" here applies to lawful/chaotic branch too or not! If it does, than bard's can't use it at all!), and another +3 (well, the previous,Defender is technically +5, but by stats only +3 too). The problem with scimitars is, they never come "great", only as "good". Middle to lategame comes the rest: - short sword of backstabbing is a +3 weapon, comes at the last chapter of BG1. There're a multitude of "great" short swords, including Haer Dhalis' Chaos Blade, which drains 2 DEX per hit, and if you can pull it out that means death. - there's the chance to put 3 point into Two Weapon Style - some staves are overpowered (eg. Staff of the Magi in the Rogue Stone Doorway), and staves come in almost all damage-type (crushing, piercing) - twohanded swords are an interesting idea, not that they'd be "best", or would absolutely need proficiency to use them. I mean Lilarcor comes as an early +3 weapon to possibly kill iron/adamantium golem in De'Arnise Keep, but you hit it from out of range, so who cares who long it takes? And Carsomyr is for mage-battles where you aim 100% magic resistance with it, so again the duration of the battle won't really count. - and finally there are axes. One axe in particular, Bala's Axe come sin BG1, and if you consider what can be brought (legally) to BG2 from BG1, that is simply top choice. Transitioned items from BG1 to BG2 (suggestion): - golden pantaloon - helm of Balduran (or Claw of Kazgaroth, but do you rly dare to risk the saving throw penalty in BG2?) - the armor form the durgars won't really kick butt, so don't bother, take the default - and finally there's the weapon from the genie. After eliminating the useless sling and cursed (Kiel's Morningstar), and not-in-the-game (the root of the problem) options, and the "meh" +2 weaponry which simply don't worth a quest-reward, you're left with Bala's Axe or Varscona (which is a +2 longsword with +1 cold damage). I vote on Bala's Axe, but it's up to you. - katanas can hardly be justified given how suxxor they are. The only notable katanas are Celestial Fury (a +3 mediocre blade), Dak'kon's Zerth Blade (like you'd really need that +1 AC and +1 spells that you'd sacrifise an actually useful secondary weapon for it - eg. Crom Fayer -, or a good shield- eg. Shield of Harmony), and finally the UPPED Hindo's Doom, which'd save you from death-magic, but comes so late it is obsolate. In order my pick would be: 1, 2 - daggers, longbows 3 - long swords 4 - axes/short swords 5, 6, 7 - two weapon style 8-12 - short sword, staff, warhammer, two handed sword, halberds (there's one which kills fire elementals, efreeti and salamanders with no save) ---------- THIS WAS THEORYCRAFTING! I NEVER PLAYED SOLO BARD (but intend to later to see). --------- EDIT: there's no Friend-scroll anywhere in Candlekeep, but you can pickpocket every quester for minor treasure, and the +1 dagger! Also, you can't bash or lockpick anything, but can't wear almost any equipment either. Settle for a longbow + arrows and a studded leather armour from the shop. |
Baldur's Gate Trilogy Solo Bard, Chapter 1-3
First a CORRECTION: instead of Long Sword choose Short Sword! there's a +2 Short Sword south of High Hedge, and this way we'll get use the ShSw of Backstabbing.
Second: in BG1, or at least at its beginning, and above all solo anything but a fighter/barbarian SUXX. Hardcore. You desperately need to reach clvl 3-4, and that can only be achieved through quest-exp. Unfortunately most of the early-access quests give reputation, so I tried to counterbalance it with working for Silke, but although I got the 400 exp, but no money, neither reputation-drop, so WTH, I'll get healing as special ability. The main problems is: - you can be hit easily. Even in armor. Heck, despite they disable abilities you SHOULD wear the lowest AC armours and remove when you use the Stealing. Unfortunately stealing is not very well thought through as there are very few stuff to steal, and even if there are, those are quest items. Meh. - you can't hit anything. You desperately need to rely on bow, and that not always a possibility due to respawning enemies or small areas. It doesn't help either that a lot of enemy can run after you (you are still a bit faster, but not much). - you can be oneshotted by any semi-important enemy for, I dunno, until you have 30 HP. Doink. So best wishes against the assassination-attempts. Running towards the local militia helps though. I suggest hopping after the quests before Naskel which demand only to kill a couple of hobgoblins or sg (try to dispose only the quest-creature, not the entire group, and especially avoid archers!), so after those hop to get the +2 shortsword, and as it is in the same area, kill Basilus. Basilus is that cleric surrounded by skellies (which are eliminated through conversation). He has a Rigid Thinking which doesn't really matter (you'll either run into safety or keep attacking), 2 Hold Person which you must survive, and finally Entangle. Entangle is your friend, because he too can get stuck giving you free shots with the bow. He's still very though (higher level than you by enough), so if you can hide behind a stone of the stone circle and save at a point that's good. I personally also needed 5 potion of healing, and 5 charges from the wand of missiles (and a couple of reloads, lol). TIP: you can learn Armour. If you sacrifice for it a spell slot, you won't have to wear actual armors, which is a plus given your (compared to the barbarian) low strength. TIP 2: - if you meet a random ghast, KILL IT for the exp! Worth a lot, but slow as kcuf, so safe to kill. - don't forget to buy arrows to resupply! - This low strength of course means you can't bash open anything either. --------- In Naskel Oblek did not mistake me with Greywolf. Maybe because my reputation was already higher than with the barbarian? Still, this means one less reputation collected. Also, you can't bash things, so you can not complete Joseph's Greenstone Ring. Hm, maybe with Knock spell? Too bad that is only available from Baldur's Gate (the city) itself. So no exp in time. The assassination in Nashkel is like the battle against Basilus, but here you have no cover, only some militiaman for support. With at least one around you'll probably be able to constantly cause casting failure, and you'll likely not get the 650 exp from killing him the lethal blow coming from the militia probably, but that equals with a random ghast, so not hugh problem. In the carnival I needed 5 healing potion just to get rid of the "uh, it's a witch"-mage, but at least it was done. Could use a couple more levels before going in the mines though. Let him kill the "witch" - big loot, no loss. Get the two special potions. With one you'll be able to learn spells withut intelligence-limitation, and with the other you'll be able to bash open something you really want. Than sleep. A lot. Killing Drizzt would be attractive for his armour - unfortunately the BG2 engine has a way better pathfinder routine, so you can't just arrow him down. The only chance for the exploit is to buy a bunch of invisibility potions and hope for the best (saving between every swings), but this way will only be open when you have access to Baldur's Gate city. I thought it'd work if I make Drizzt attack me, turn invisible, than the gnolls take care ofthe problem while I go FAR away, so the pathfinder routine don't kick in. I could definitely dispose some gnoll one way or another. Unfortunately the gnolls though "attack" Drizzt, very rarely roll an attack roll! No wonder Drizzt can kill them without taking scratch (although that he's lvl 16 ina lvl -10 campaign likely helps too). Too bad. Before going into the Nashkel Mines I suggest look around for some easy areas, like south of Nashkel for the bracers of archery (needed 1 potion od defense to clear the area from events - remember 3 are dropped at Silke), or the gnoll stronghold (all areas to that are pretty much ok if you don't rush into a crowd, and you can get the Boots of North from the guy, and the prot frm undead scroll from the girl and her zombie cat. Only problem is if you attack the Cursed Scroll Seller, who has some damaging spells, and even if you manage to prevent his mirror image causing casting failure - after that comes a horror you must save against -, he's still a capable enemy. Try to finish him off using an Offensive Spin. Still takes 3-4 potion of healing to beat him.). Be aware though that most other areas, like anyting with Sirens, ankeghs, Gullykin/Ulcaster, are too strong for you! So the only area possibly doable is Durlag's Tower's above-ground floors. Ok, Sirens are bad, but helping the dryad is ok. Although those guys there hit lethal, but if you killed the Cursed Scroll Merchant (next to the Xvart Village) you were able to learn Web (I try to avoid buying scrolls), and that way it is like free exp (use bow, start killing Dumber/Krumm). Nashkel Mine exterior: Greywolf is a big guy, but not that terrible at this point. Has enough stats to consume all 4 of "spins" of yours, but hardly does any real harm. East of Nashkel Mine: this is not the area south of Durlag's Tower. That is NE of NM. This is a l00ter place with a soldier you shouldn't make attacking you (he costed me reputation -> reloaded), a ring of fire resistance, and a body to carry away for quest exp. BEWARE, the body weights 125 weight (whatever the measurement is ingame), so you have to be strong and/or leaving all your regular equipment behind. DO NOT LEAVE ANYTHING ON THE GORUND, it'd disappear. Fighting the soldier showed me how unfair the RNG can be. I could hit it rolling 14-20, and he could hit me rolling 19-20. Still took me 3(!) tries with I assume equal amount of HP to kill him. Khm. The Nashkel Mines only have kobolds mostly, and although I suspect the engine cheats, because the average roll for my character is 4-7, and I get 3 times more frequent critical misses than the AI gets critical hits, and I get 1/10th critical hits as critical misses, kobolds are still hardly a challenge. I strongly suggest though to get the Wand of Frost from the nook in the area, as it serves perfectly in the room of the local boss, and against the assassin-group when you leave the mine. Rly, if you have like 30 HP left and drink a potion of defense, you can do Full Frontal Assault and be happy! The wand should kill the two non-casters (reload if the one which'd have loot desintegrates - unfortunate possible side-effect of this wand), than run away to only see one, and kill them with +1 arrows (strangely while normal arrows never hit here, the +1 ones did always). Do not leave loot on the ground. Place 'em in a tomb and come back later. Come to think of it, robbing the tombs is advisable. The one where you have to bring the +2 dagger (I had 43K after going back to Beregost and selling all loot until now, so money isn't a problem anymore) has a potion of Freedom, which is immensly useful in another tomb here which has 3 ghouls-or-what in there which would happily Hold you. Casting another charge from the frost wand there is again good idea. Oh, abut the assassination attempt in Nashkel don't worry. Wait until the entire militia-regiment walks near the building (now it is a 5 unit group), and you're 100% safe. ---------- At this point your options are: - go straight after the Bandit Camp (better reconsider) - do Durlag's Tower upper floors for 4000 free exp and possibly some loot (potions and such) - go to the Lighthouse to get that Tome. You likely still won't be able to fight the monsters in the area, but that's what a potion of invisibility CAN solve - probably ankeghs aren't impossible now, so you can pass that farm area solving its quests - there's still the basilisk area (E of Beregost Temple) for hugh chnucks of exp if you insist - Firewine Bridge worth a try for Gauntlets of Weapon Expertise (this is a single 1-on-1 fight which with a lvl 6-7 character should hurt you but not kill you) - there's also Gullykin (and the Ulcaster dungeon accessed from here for some loot) to give a try if you can manage the assassins for their chainmail +2. The fight is not without danger though. When you arrive you should make your way to the gnome settlement to have access to the local hospital. Yes, they have a healer there. Next start to play peek-a-boo with the would-be headhunters! You have to save before trying, and also should keep in mind the Random Monster Spots which are freakin' annoying! If you're lucky only one enemy will chase you (when you showed yourself and see it running after you run like half a screen before starting shooting arrows to minimize the chance more than one incoming). Use +1 arrows. If the human fighter comes after you, consider yourself lucky; if not, welcome the exp (hopefully). When the enemy is down, get healed by the healer and repeat the process. For the last time I could not separate the mage from the human soldier, so had to fizzle away my wand of frost (used 3 charges here). As you can buy another if you must at High Hedge it is ok to do so. Also, the human warrior is a big brute, who's even fast walking, so if you have some +2 arrows (I had 5, found on some enemy somewhere), why not pummel him with those. |
Baldur's Gate Trilogy Solo Bard, Chapter 4-5
Before going into how to beat the Bandit Camp and further, let's check areas you should NOT visit, because they consume RL-time while not generating sufficient income in any way, or are simply too hard to bother:
- Drizzt's area: you either go there to kill Drizzt, or for nothing (andI have no real idea how to kill Drizzt for now) - E of Beregost Temple: this is the famous basilisk area. Aside gaining exp - assuming you can prevent turning to stone - there's little to no reason for this. Well, a guy has a Golden Girdle here, but is there a real gain in that? - Ulcaster: rly, that area only exist if you need a second Boots of Stealth in case you traded the first for quest-exp, and you changed your mind or sg (if it is possible to steal back the boots it is at least very hard) - Ulcaster Dngeon: yes, it has "heaps" of minor treasure, but it's oh-so-much easier to buy those form a shop! - S of Ulcaster: the +1 rep quest is insanely hard even with a full party, anything else exist just to make another area - Larswood - E of Larswood - W of High Hedge: this isn't just without meaning, it even would kill you - S of Lighthouse: the Archeological Dig's demon is insanely hard and give no treasure. I know everyone does it for the challenge ONE time, but be honest, you never do it again (and nothing else is here) - Firewine Ruins - N of BG's Bridge - Ice Dungeon (TotSC area): ye, there are some wands, but from the useless variety. I suspect you aren't forced to visit if you didn't do the thieves guild initiation quest when you first visit Ulgoth's Beard - Werewolf Island: it is long, it is dangerous, and the only mentionable reward is the bastard sword +1, +3 vs shapeshifters which is rarely needed even in a full party Ulgoth's Beard: - seems I was right, I was not sent to the Ice Caves. The guy who offers the quest has 8(!) things to be pickpocketed, amongst others a Feeblemind spell. I thought that was not in BG1. Result of random under BG2 engine? - there's actually a door - of a house - I could bash open. Had a pearl in it. Still, trophy! - the local tavern's shop offers some interesting items: a harp, cloak of displacement (although Algernon's Cloak is still handy with the 2 CHA and the charm person charge, it is not a constant battle-gear), and improved invisibility scroll which isn't sold in BG. the Greenstone Amulet no longer gives its boost while inactive unlike in the unpatched BG2. The Ring of Invisibility is expensive as hack, I don't think it'd worth it (maybe only fora thief who likes to backstab). - Hurgan Stoneblade in the inn is the dwarf sending you to the dagger from Durlag's Tower which'll summon the demon ... Long story short, as the programmers did not actually think you'd pickpocket every random NPC, you can - again - pickpocket the questreward from this guy - the warhammer +1, +4 vs giants. The funniest thing still remains 'bout this is that there's not a single giant in BG1! PS: he also has a diamond - do NOT try to steal from the runestone-sellers. It is set "failure". - it is a valid steal to steal a Ring of Free Action (check a walkthrough/wiki from whom) ------------- Bandit Camp: Outside the Big Tent is that full armoured guy with that freakin' big sword like comin' from Game of Thrones. Well, he can't be big if he's paralysed by the wand of paralysation. And his archers can't help 'im if they're sleeping by Wand of Sleep, right? Inside the Tent is a lackluster. Two simple Aganzanar's Scorcher from a Wand of Fire kills everything (aim the mage to prevent casting). ----------- Cloakwood Forest: #1: a pretty standard area. Yes, there's the Cloak of Nondetection what we can't use but worth minor quest-exp, and a guy to kill (side the druid, who cares). TIP: before saying goodbye to the druids (if you sided them) stealfrom the chief-druid to get a Ring of Animal Friendship. #2: there r web-traps and spiders all around, so that Ring of Free Action and all your antidote/health potions (the pink ones curing poison) will all come in handy. Fortunately we can 'teleport through' once leaving it. And while we don't need the Spider Bane at all, there's a Wand of Frost, so at least consider the Spider Queen (too bad respawning spiders don't stop after killing her - would be cool). Oh, carrying the body is again a problem - bring a Potion of Strength if you care. Unfortunately bards/non-warriors can't use any of the 19+ potion. #3: don't bother with the wyverns. I bet they're god exp, but even the slightest chance of dying from wounds isn't attractive. #4: more optional wyverns. #Mines exterior: the problem is the assassin-group, and my lack of patience at this point, so I initiated Operation Scroched Earth: I went in circling from below aiming the caster there, and adjusting the wave to burn the meleers (the one with the boots of speed is the main threat, but none is negligable). This ment some running around, and somewhere in the middle I think used Frost Wand to elminiate the other mageling/caster when the first died. I kept doing this until everyone lied dead, than liberated the nearby building to be able to stash the extra equipment, than went selling stuff. Pack some Heavy Artillery (wands. Wand of Frost seems a safe bet, but you might try of Fear, of Sleep or whatever if you have the patience to test them), POTIONS OF ABSORPTION, and healing potions. #lvl 1: initially a guard attacks you, and some steps further a bunch of guards are summoned to attack you. Now don't bother fighting, just lure the single guard to the group, cast sleep (use the wand) until all sleeps, and kill them with a single use of the frost wand. That escalated quickly. Stick to the necessary road though, we don't want to fight if not absolutely necessary for the entirety of the mines. #lvl 2: quaff that potion of absorption before going down that corridor. The big group of enemy is in theory a problem, but that's dwarfed with the terrible Wand of Frost. Given that noone has any worthy treasure there's no reason to restrict yourself (though the mage had a scroll of speed, which I don't see listed as sold for any shop). You CAN bash Rill's door (guy who frees the slaves). #lvl 3: at arrival make people sleep. Now this was fast. Before going down heal up! #lvl 4: isn't that hard at all. I used a potion of firebreath (found in the bandit camp on the Big Sword Guy) to kill the two horrors at once, sme charges from the wand of frost to finish the second horror and weaken the mage, and finally offensive spin away him. Was much easier then expected after all. Problem is the Mustard Jelly which I have no idea how to kill. One thing is it is immun to piercing, but was immun to the unenchanted other-kind-of-sword the guard down here had too. Whatever, I just ran away. Some curiosity: one guy had a really bad aim, and the other rolled 0 on a dice whichhad numbers from 1-20 (but still saved!): http://i.imgur.com/NdxuwC8.png |
Baldur's Gate Trilogy Solo Bard, ToSC
Durlag's Tower:
with all its problems the Tower isn't you against an army, so I say no better time than now. To enter you'd have to fight 2 battle horrors, but they're immun to piercing damage aka. bows, and if a barbarian has trouble fighting them imagine a puny bard. So I just ran up and down, mostly 'cause I didn't want to waste wand-charges on 'em. I don't think my own spells would do too much harm to them you know, although I COULD re-memorise to switch from webs to Aganzanar's Scorcher for the heck of it. But Boots of Speed is just gamebreaking. Anyway, the upper levels at worst has some ghast if you wonder around, and if not 4K free exp. You can steal the staffspear from the unfortunate adventurer and sell it for money. I'm still a bit frustrated the shopkeeper don't have infinite healing potions if we lack a healer... Below ground: - lvl 1 has some ghast, pummel 'em with arrows. - lvl 5-6 offers nothing, so skip it. Again not worth trying the chessboard. - lvl 2: has a battle horror. Meh. In the room you find it is a locker you CAN bash open. Good news is there're arrows everywhere so you don't have to go out for supply. Yes, most of 'em r special arrows, but BG1 has not trolls or anything (nor could you hit the Big Bad Demon in Ulgoth's Beard with arrows), so feel free to use them. Walk always manually through the side-corridors because the passage to the south(? well, which is in front of the entrance) has a trap which shoots fireballs and don't get deactivated when walking through it. Also watch out for two Mustard Jellies (again immun to piercing) residing in a room. There're 2 flesh golems and a Wraith Spider which demand +1 arrows (don't go melee). Oh, and there's a Monster Summoning III scroll on this level (not noted in walkthroughs). The 4 dwarves-apparition: Before talking with the last questor take all your arrows in your inventory. Right after talking with the last RUN LIKE HECK (booots of speed/potion of speed demanded) to the entrance, so you spearated ... Fear? Whatever, it is a blurry doppelganger-thing. Pummel it with +2 arrows. Next get as close to the other ghost-thingy on this side of the lvl-door to activate it THEN RUN BACK. This "activation" causes a mini-cloudkill running, damaging TWO of the minibosses! When it ends they are much easier picking. Actually the closer-one is a thief who'll try to backstab you (not that high damage), so use a spin to eliminate it ASAP. Pride is the hardest, even after being weakened, so you want to deal out damage FAST. If your offensive spin lasts use it, and do some +2 arrow shots (retreating until the entrance) to weaken it further (could manage 3*11 dmg), than release some wand of frost charges (2 should be enough, running away between the shots). - lvl 3: a thing to know of doppelgangers is, they cast Mirror Image and than Haste. Both takes time. When they start casting back away, so they don't chase you, and you can simply w8 until the effect dissipates. For the throne room run out ASAP with the helmet, w8 until the gangers stop rolling saving throws, than hit the rightmost dummy to open the door again. To get Kiel's Buckler (bard can only wield these suxxor-shields) you have to kill the doomguards. First: there's 4 of them, and the traps (fireball, lightning) never get deactivated (but you can go around 'em if you know where they are, but the AI will blast 'em on your head, so nah), the corridors are thin - so we have trouble. Casting THREE web before touching anything makes the situation manageable. What you need to do during that is casting zounds (ca. a dozen) fireballs from wand/s. Well, for solo Fireball charges mostly suck anyway. Opening the chest is the second problem, so either sleep right now to memorize a knock spell (if you have it - could be found during the adventure. It is lvl 2, so you the webs take away the space to have it memorized already), or come back after gaining Bala's axe (if you want it - I do). You can NOT bash open this chest even with 25 STR (violet potion). NOTE: on (one of) the way out in the room where's Durlag's Goblet oh-so-sudden I met 2 uber-doppelgangers. They had stats in the sky I could not hit 'em with roll 18, so I had to use up a ton of charges from wands to get rid of them. They also kept healing each other, so it took looong. I have no idea why this happened. At this point my equipment is: weapons: Long bow of Marksmanship, Bala's Axe, Short Sword +2 necklace: necklace of missiles gauntlet: gauntlets of weapon expertise armor: chain mail +2 shield: Kiel's buckler belt: of piercing bots: of speed cloak: of displacement ring 1-2: claw of Kazgaroth, ring of free action/of prot from fire ------------ methods which do NOT work under Trilogy/Weidu/EE to kill Drizzt: - summon infinite monsters from wands (maximum monster present is 5) - shoot him with arrows from the other side of the lake (pathfinder routine sees further than under real BG1) - shoot him with Detonation Arrows (accidental breaking immunity/resistance no longer exist) - stealing: you can only steal Frostband - combining Boots of Speed with Potion of Speed: they no longer stack method which COULD work by the look of it: step 1: summon monsters step 2: attack drizzt with piercing arrows and other thaco-boosting equipment, buff etc. step 3: keep summoning things step 4 profit --- the only problem is, my lvl 11 blade could not have low (high?) enough thaco to hit Drizzt outside criticals. So I don't think it is possible to kill Drizt solo outside original BG1. The running up and down while the whole party is shooting arrows COULD work of course with some luck. |
Baldur's Gate Trilogy Solo Bard, Chapter 6-Sharevok
Baldur's Gate E: you can steal the nymph cloak quest reward from the magic shop - why bother with the quest, eh? Get the tome of wisdom (requires accepting the thief quest - as I had 80K gold at this point I could evenafford that ring of invisibility!)
Brevlik also has a quest reward: a lightning wand (strange, I know no other of this kind). Well, steal it, that's cheaper. First he'll "give" a cursed ring, just throw that away. If you want to avoid the "shopkeeper recharges my wands" technicality you could kill the four mages in the magic shop. Also, there's the I'd mention all the reputation-quests too if I could kill Drizzt, but as I can't... Check the NE section to be threatened, than go to the S section. Baldur's Gate S: There's an NPC Desreta who has a companion. Run away from Desreta (she has Gaunlets of Ogre Power, but who needs those) and steal 2 spell and a wand of fire from the co, than just reject the offer (of shredded to entropy = being killed). Than they disappear. Leave the Iron Throne for now. There're 3 reputation to gather here if you need it (how I wish I could kill Drizzt!). Baldur's Gate Central: as we MUST pass this to reach more relevant areas I suggest to do the thief quest. I suggest to turn invisible and leave the girls alive. Oh, to let you know the door of the house is locked, and I don't know how much STR you need to open it, but 14 definitely not enough. So either try a potion of STR if you feel lucky, or cast a Knock (hope you have it memorizes). By the way I forgot how strong the questor mage is, so I did not risk it, and used the wand of paralysation I just stole from him to prevent any mischief. Oh, start Lathander's Gease quest to avoid any future trouble! There's 1 extra reputation to collect here if you need (you'd need if you could kill Drizzt). Baldur's Gate W: do the Nymph quest. It demands only a short talk, and gets rid of a mage who'd get in the way to get a Tome, so just hop in. Of course this door is locked too... Baldur's Gate NW: start the helm/cloak of balduran (not that you'd rly have use of 'em, but think upon BG2, k?). Yes, here the door is locked too. Go to the twins' house, and start the quest. But don't mind it, just be a bard who always step in, gets her/his way (sexual suggestion here), and steps down. I mean steal that wand of polymorph which'll is an excellent way to get rid of the Priestess of Umberlee. There's also an extra reputation. Meh. Baldur's Gate NE: talk out the ogre attacking you, and solve your poison-problem. Marek is a minor mageling, so try Bala's axe. Baldur's Gate N: There's a Tome here, but that's it. time to go dealing with the Seven Sun. EDIT: Don't bother the Balduran shield/helm quest, just steal the cloak and get the helm! The Seven Sun is a minor thing where they can't even really hit you (unless natural 20), so the 3 offensive spin is way more than enough to eliminate everyone. The Sewers is pathetic if you buy the Ogre Mage Slayer Arrow from the mage shop in the East district (you only have 1 chance, so save). The Iron Throne given they are only on the top floor, and a bard has way enough CHA to bluff her/himself until that is not that threatening. I entered improved invisible, used up 2 potion of firebreath, and 1 charge from the wand of frost (I'm starting to run out of charges from that). Fortunately noone got desintegrated, 'cause one of them has tons of spells. Buying spells: I bought in a temple here a scroll of luck. I suggest buying Detect Evil, Melf's Acidic Arrow, Monster Summon 1, Polymorph Self, Slow and Vampiric touch from the mage-shop in the east quarter 'cause those can not be bought outside. Before speaking with the duke I strongly suggest moving all your useful stuff to the Friendly Arm Inn, while holding tight some very specific equipment you want to have with you for Candlekeep. Candlekeep: this place is darn straightforward (we're heading towards the climax u know). Climb to the top floor (you might check all the shelves for spells you possibly still not have), get arrested, arrive in the dungeon where you'll need 2 knock spell (sleep as needed) to get both tomes (also get the ring of fire prot and wand of fire - means you need 2 free equipment slot for this go). Against the solo doppelgangers I say use defensive spin (so they can only hit you with critical), and against any group blast fireballs or whatever you have in mind (and clear the rubbles with arrows). You'll have to pass some basilisk, so you either had to carry a potion, memorised the counterspell - or simply turn invisible. Baldur's Gate again: E: talk with Tamoko, buy any spells you still not have (for me they were Shocking Grasp and Skull Trap), change your arrows to ...of Piercing S: enter the Iron Throne, climb it, take Diary of Sharevok (after a short fight). I concentrated on the human woman, and let her go. This caused the ogres to self-destruct(?). NOTE: if you'd want to do things proper you should talke to Tamoko in the SW section before this, but NOT enter the FF-HQ! N: just to do everything proper come here, and go EAST to find an allied Fist soldier. He won't be fisting you (pun intended), but send to the Flaming Fist HQ. Oh, you better stash away all your armor and stuff, 'cause you'll have to carry a body! SW: talk with Tamoko and rescue the Duke (-> S). Carrying out the body is not that simple though. First, when you enter all guard and whatnot will start casting spells, so prevent that with a fireball (wands, wands, wands!). Next run to the upper floor where make everyone following sleep. If a single opponent still comes you must decide what to do - hopefully will be Near Death, so you can risk activating offensive spin and win w/o armour (also helps to kill the sleepers). Finally there's the medic/doppelganger. Initiate the fight, than just paralyse it. Heck, I have so many wand of paralysation I feel awesome. NE: to kill the two assassin in the Undercellar first lure the speaker away - then paralyze him. Even then hitting him will be hard, so cast Offensive Spin. For the caster get close until she terminates her invisibility, then cast aganzanar's scorcher from wand of fire. That prevents her castings, and won't accidentally damage innocents, like the local Ilmather-temple's priest, who won't heal you if you visit him, just lets you avoid to pay the 20 gold onetime fee for the Undercellar. There you go: a real priest. Healers are medics in hospital. Priests are The Dukal Palace... First, you are NOT ALLOWED to cast Olulike's Resilient Sphere on the dukes. Because reasons. I mean then everyone would turn hostile, thus you'll be f*ed. Second: preparation. Summoning 5 monsters definitely sounds a solid idea. Then cast every single spell you can come up with. I casted Improved Invisibility, Mirror Image, Blur and Protection from Evil. I was still clvl 11. Save now (to prevent frustration of recast), and cast Offensive Spin. Third: attack. The question is - with what? I found the most cheesy way here shooting arrow of dispel to any ganger who looks blurry (removes their haste, and anything else they have giving you time), and whenever timing allows use Wand of Paralyzation. Those charges only work occasionally, but are awesome. Now, I'm not sure about the winning condition for the fight. I though both dukes must stay alive, but last time Belt, the male one died for me, the female still acted like both being alive (or just used royal plural?). Whatever. The final branch outside the final fight is almost pathetic. You can unload on 'em anything you want: extra cloudkill scroll, fireball charges, or whatever. The final fight is much more problematic. As Boot of Speed no longer stacks with Oil of Speed keeping distance from Sharevok is a nuisance. His goonies are also problematic for only appearing when you see Sharevok EVERY SINGLE RELOAD. They also get the y spells kicked in every single reload. Finaly that stupid mage who's so behind is ridiculously impossible to lure out to only have to deal with Sharevok himself. The archer-dude on the left of the screen is voulnerable to saving throws, so you can paralyze him then kill with piercing arrows. The assassin/stealthing Tazok will hit you no matter what, but is slow. He has bloody high saves, so just use arrows. The mage likes to cast charm (= instant game over because of bad design, and BG2 engine instead of BG1 engine). To deal with the mage you need the Ring of Invisibility! Let Sharevok notice you and run to the faraway corner where activate the ring. Go back to the throne, and blast there a fireball or something so Angelo(?) will start acting. Shoot him with arrows while pressuring with Aganzanar's Scorcher, and he's toast! YEAH% Sarevok himself: ONE thing DO work against him: Step 1: you might as well remove your armor in case you have some damage-spells (lightning) just in case Step 2: quaff a potion of resistance for fire + potion of absorption in case someone activates a trap. Traps are inconsistent and do not deatcivate by stepping on 'em. Bah. Step 3: I long carried a Potion of Power, but a replacement can be bought at certain shops. Drink it. Step 4: you were able to find and/or buy Wands of Monster Summoning. Summon some monsters. Monster summoning rule: if you have 1 melee monster left summon a new doze of monsters. If you have 2 ranged monster (hobgoblins) left, summon new monsters. Otherwise wait. Step 5: attack Sarevok with Piercing Arrows. I needed 12 charges of summoning to win. The wands I had had 8 and 5 charges originally (never used this kind of wand until now in this adventure) http://i.imgur.com/JTX5gj2.png |
Baldur's Gate Trilogy Solo Bard, BG2, Part 1
Bard SUX. Again. It is true bard develops hard to hit, especially if you're Blade subclass, but it can't hit squat. That smoke mephit at the first corridor almost killed me, I needed all 3 offensive spin, the +1 ench dagger used prophicient.
So I think that "blade is cool with dual wield" is just freakin' theorycrafting not working in the actual world (at least not without party). Well, that's 3 proficiencies to spend elsewhere... To be said, bard isn't terrible. Challenging, yes, but not undoable. All hardcore people looking for what is traditionally THEY name "challenge" bard is the way to play BG1 (BG2/ToB not yet played). Heck, I'm thinking about freeing Jaheira for the romance. I'd just sleep/stand around endlessly to get that stupid Harper's Pin. We'll see. Don't forget that bard can steal. This makes choosing a familiar easier (anyone ever used a familiar, or just summoned to take precious backpack-space?), and actually provides INFINITE MONEY once you're out of Irenicus' Dungeon - because of the shopkeeper on the east who buys stolen items - and allows you to steal from her/him. ---------- As you can't hit the blinding-mephits (dusk, steam, whatever), and the rest are hard to hit too (goblins are goblins of course), it is preferable to only fight goblins in armor, and memorize direct damage spells instead of useless buffs. Also start using scrolls you find. Do not fight the golems (no entry to the wife's bedroom), leave the cambion alone. Imported items: - even as I weared Mail of the Dead, there's nothing under Weidu here. Fok it, I'll manually add. It isn't that big of an issue, but c'mon! (I still can't register to the weidu forum, or contact the developers in any way) - I had both Claw of Kazgaroth and Helm of Balduran on me in BG1 areas. Here there were both items in the closet. To avoid cheating I left behind the Claw. - again that stupid Sword of Chaos, although I made doubly sure I only have that weapon. Oh well, manual import then. I lvled up at the djin,, and invested the prof-point into quarterstaves. Those'll be my blunt weapons against clay golems if I must, and that category has some useful (aka. lategame still), AND early access items, unlike maces (they are good mid-game weapons, but nah), or flail (a proper warrior can have good use of Flail of Ages, but not anyone else). Clubs would be an alternative as they're good early-BG2 items dealing acid damage to trolls and stuff, but they are lame at ToB and can't buy at every corner anyway. The mephit portal room is tricky. What I did was cast a fireball to get rid of the mephits at the door, but staying outside the view of the portals, so no replacement arrives. Summoned some creatures in the middle as meatshield, then I started shooting from (short)bows the portals until they fell using offensive spin as buff. Unfortunate that bard can't use composite bows (of the goblins), and there's no plain longbow anywhere in the dungeon. ---- After getting out of the dungeon sleep until it is night, get money (ca. 50K) by selling/stealing/selling, buy all available spells which you don't have but can memorize (and any mislead, simularcum, project image etc.), Aeger's Hide (will have to do until we reach lvl 20, where we'll choose Use Any Item and thus reach the Promised Land of That Guy Who Saw It), Staff of Rhynn, longbow +2, Vhailors Helm, whatnot. Watch out to NOT have 15K gold until we're done with certain quests, especially as Jaheira is around. Keep note that you MUST buy Wizard Licence, again 'cause Jaheira - friends incoming. |
Baldur's Gate Trilogy Solo Bard, BG2, Part 2
Where were we...:
- you don't have to do anything in the Promenade, go straight into the Slums. There you don't have to buy anything, but you might still consider the glasses of identification (for safety reasons), the wand of frost (although wands are hardy as useful as they were before), and investing the rest of the coins into piercing arrows (for THACO). - avoid to deal with the two ruffians at the Copper Coronet until later. Much later. - when you go to pick up the Mae Var's guild quest (the only quest only available in Chapter 2 - buy the nymph cloak before giving the documents) enter the Sea Bounty Inn to make Jaheira cursed. You'll have to enter here anyway once Edwin sends you for the documents of Marcus. Then hop to the Government district not just because of the particular quest, but also to buy the magic licence. Takes 5K gold for the paper and 2K for the quest, but as it was mentioned gold is no issue for bard. After this things settles until you get the special random encounter with the dying harper. Still, I say roll the Mae Var quest a bit - stealing even from a priest is a quick thing to do, and we can check the prayer-men's shops (Lathender has a boots of grounding, what is pretty ok, also Staff of Striking with its astonishing +9 thaco). Killing the mage for Edwin is no small task. The mephits are ok to deal with, mayor problem is actually moving Jaheira from harm's way. Then I casted improved invisibility + blur, and went up with 1 offensive spin. The game is really unfair, as even w/o it I hit the golems (stone variant) rolling a 6, still they killed me more often than not despite after the initial offensiveness I changed to defensive, what ment they can only hit me with a 20. Now remove your armor, and prepare the mage. Start with a Magic Missile AS SOON AS YOU APPEAR and say you're leaving. If you do it right you'll have time to cast another spell. The guy is dangerous and higher level than you, so make it a summon. Now the fear/stun spells will go that way. Trick comes: go down a floor and wait 30 ticks (watch the pendulum in the corner). Go back up. Thanks this being a program, the fight did not continue, and the protection-globe has expired. Cast Aganzanar's Scorcher for more damage, while start impaling him with piercing arrows (sometimes it hurts him, sometimes it does not). When your summons start die and your scorcher expire launch a fireball to finish this fight. The rest of Mae Var is talk, so let's skip to the end: you only have to kill Mae Var for the goodies. So leave Jaheira outside the building, turn invisible, and go in then down. There watch out for the prisoner in the cell on the left (the tortured guy doesn't matter) and launch 2 fireballs. Hopefully this kills everyone but the priest (who you have to deal personally, but easy as he won't attack as he can only cast, and that won't happen until the invisibility completely expires - use the improved version), and even if not they'll all be near death, so kill them with arrows or something (but try to keep the prisoner alive, he'd cost reputation, and even though you can easily buy it back be a bit humane). After the dust settles cast invisibility again and walk out. EDIT: I went spending the thief-given money in the Adventurer's Mart buying the harp from the special merchant in it before turning it off for the day, when encountered the first special random/inbetween encounter. Panicing shot a fireball what killed everyone except me and Jaheira (my aim is quit good I have to say). Good for me, but now I'm stuck(?) as the next move will be the Xar/Montaron quest, where a simple fireball I assume won't work. I'll come up with something though I suppose. |
108 passed games yet Last is LoG2
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According to my last word I am returning to the game Baldur gate 2 - Enhanced Edition -BG+ToB+more. Because screen shot of my last save game is 1.5 MB i am unable to post here and i sent to You. Pls see Yr e-mail. Xa xa xa I have small problem with this save file. Namely, i duno where am i.. Many times from this gameplay. My team are from 6 members. How You doing? Greets yoga the brave @SmilingSpectre Dear SS, relax, I keep my last save of LoG 2 and maybe soon will do Superfinal. |
Baldur's Gate Trilogy Solo Bard, BG2, Part 3
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in the end-area of BG2. It is a pocket-dimension in the Abyss, where you'll be trialed, and fight Irenicus the last time (big-big bossfight coming!). The eyes on the door told this clearly. Take them as my watchful eyes. Although I'm not Helm :smile2: But for you, unless you have some backup save, there's no turning back. Hope you stuffed all precious cargo in the Watcher's Keep or at your characters! ------------ I went a little further in my version, and yet did not immediately encountered the Xan/Montaron quest. Good for me. Went to the Graveyard District, and used a prot. from undead scroll to rob primaly the Crypt King, and it even lasted through all minor crypt in the area. Found a Staff of Curing, although is is not usable despite told class-restrictions which does not apply bards. Whatever. After the tombs went down, killed spiders, and even got the Spider Figurine! Dealing with the spiders on the way was passable as long as it happened one-on-one (defensive spin needed against sword spiders), and summon monster (II) was used at the gate of the dome, mainly as there spiders don't reside, but appear. Strange was for me to see how much stronger an ethercap was compared to an ogre berserker. Inside I launched a fireball, ran out, waited for regeneration (fortunate nothing followed), ran back and launched a second fireball after I was sure it'll clear the room. As only low-health mutant spiders are in aside the chief this works good. I wasn't even got hurt by anything but my own fireballs, and that wasn't that harmful at all. On top of the figurine the ioun stone (HP + thaco) and the spells are also nice. ------------- While Jaheira is called away you have some time to spend alone. This is a good opportunity to do some quests which include none, or minimal fight. For example the Silver Pantaloons is the perfect time (contains an optional fight against weak enemy/s for the boots of avoidance), or Wellyn the ghost child (no fight at all). Dueling Amalas is also a perfect example. I leave the rest for your imagination, but after you go to sleep you'll have a maximum 2 days window to gain even more exp before a BIG, mostly mage-fight will happen. And while 1 ingame day can contain 2-3 sleeps, any timed group-fight, where streetwalkers limits you, and the difficulty constantly rises should worry some. So before you go to sleep to return Jaheira hop to the Watcher's Keep to buy at least the potion bag! The slaver compound is a semi-large battle from your possibilities. The biggest problem poses entering it. When you appear IMMEDIATELY go left to avoid igniting the miniboss in the room, and release 2 fireball to weaken the people and hopefully kill the archers and the healer. I used up scrolls as I was out of memorisations and fireball isn't that top-notch anyway. Finally whack until the room empties. Then save, wait until healed (you'll need HP 'cause a big trap) and try to charm (use the nymph cloak from Mae Var's guild) the leader. When succeed run through the corridor into the room filled with slavers with the charmed boss and you yourself stay behind disposing the coming yuan-ti(s). The guy is very strong, will kill a lot of guys before falling. If needed you can use Nemarra sword's silence ability (at lvl 14 I could identify it myself). Oh, and against the carrion crawlers in the sewer the Arbane Sword is invaluable preventing Hold Person. ------------- The hardest part was until now rescuing Haer Dhalis. Going down the sewers is primaly troublesome for the random monster spot at the entrance, but that only prevents you easy access to healing, so prepare to stand around for long long times. The Raksasha gives a cloak which improves the AC, but it is far from being enough. The only good thing is, Keldorn is slow as f*, so we can kill him and take his stuff. The mephits, or even the lesser earth elemental aren't real issue at this point, but the Umber Hulk ARE. Even by drinking potions along the fight I was not be able to handle more than one, and even that demanded trial and error (save and reload). Standing at the right position allows you to arrow down 1-2 of them without fight (they are many, so are stuck), and the nearby chest releasing bolt(s) of lightning can do its fair share of harm too, but that's the most advantage you can gather. Then there's nothing else but hoping the best, running away separating them, and even relying on running through the door of the house (which doesn't always work, and leaves a copy of the creature at both sides). This shows if I'll finally try my luck with the De'Arnise castle, I'll need a potion of invisibility to remove the hulks from the way, and will have to be very-very cautious. Also, the "infinite money" until being ready to start Act 3 has a limit, and can't eg. buy that nice fire damage dealing axe in the Copper Coronet :( |
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my progress is still very little. More over after so mant time i forgot how to play BG2, but i entered some town under attack and was atacked from 5 soldiers even i want to help them. :smile2: |
angry brave
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Rats! I am still in that town under siege. Have to leave it!! Ha ha ha :OK: |
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3 ch-s, because tired. Tomorrow next 3
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Whos character,please? Preparing to leave the town after Yr sincere help? 175 KB for color picture is so small size. :(( :smile2::smile2: |
Baldur's Gate Trilogy Solo Bard, BG2, Part 4
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MY character currently is a bard (check title of posts). For YOUR character a what-to-do list: - enter sewer - go until you enter castle - kill Gromnir - go to pocket dimension (use the special ability) - leave pocket dimension, and you'll be offered to be transported outside the sieged city. ------------- The first Jaheira-related fight was ... less challenging then expected. What you need is 1 Stone skin, 1 Mirror Image, 1 Melf's Minute Meteor (MMM from now), 2 Sunfire. Buff yourself up (MMM just makes life easier, and avoids consuming supplies), go in, PAUSE during the loading screen so you can send Jaheira away and place yourself in a position you can effect everyone, then ASAP start casting the two sunfire to get rid of the numerical superiority. When that's done RUN AWAY like mad to avoid possible condition-spells (confusion, held) and to get rid of the lesser earth elemental. Save, and finish mopping the floor. Also do not forget to find Montaron's body for 20K exp. WARNING: Do NOT have ANY kind of invisibility on you when you enter the compound! The battle will not start unless you're 100% visible! TIP: if you have some stoneskin left from the fight I suggest go and kill the sea-troll in the sewers. It is too though to fight without protection, but your leftover should be enough to win finally (MMM's autohit helps too). Getting the Horn of Valhalla has the basic "find an immunity spell, or magic resistance and reload until it kicks in" methods, but rly the most simple way is to have someone for a second and let her/him take it for you. This whole "you're mazed for 2 minutes, so it's game over" thing is quite ridiculous anyway. ----------- The De'Arnise Keep is pretty ok area at lvl 15-16 with 2 "waypoint", but before that let me mention 2 things: - I could identify a coursed scroll at lvl 15. That's like 85 lore or sg. - I met an event before I never encountered during any of my playthrough - for obvious reason. As I did not do the Copper Coronet immediately I met 2 slaver leading a slave at the entrance of the Copper Coronet. Theslave asked help, so I force-attacked the slavers who turned hostile and defeated. This worthed 5K exp. So, Nalia's Keep has mostly 1on1 fights with trolls who aren't impossible (although can hit a lot, so prepare to stand around lacking any medic around). The main hall should be avoided or handled very carefully with its 4 trolls, but as you can avoid them it's not that serious. The guard captain is. I tried the method which did work in vanilla BG2, but seems it is no longer there anymore in the recent patch. So have to kill him. To do it quaff a potion of speed, run around him softening by arrows until he drinks it too. That's the time to leave the room, close the door and just wait until the effect expires (there's always a sound-effect). To ensure victory I casted Draw Upon Holy Might and offensive spin - this turned the table. The second is TorGal the local boss. That's one big troll, immun to invisibility (he smells you) and a good portion of magic resist. First drink another potion of speed because he can slow and statdrain you. Cast Mirror Image, and whatever defensive spell you still have (I only had improved invisibility). Also cast MMM. Don't forget to summon stuff (horn of valhalla, spider figurine). After all this run in and lure him out closing the door behind him to lock out his two bodyguard. Then kill him. I used offensive spin 'cause MMM is not autohit after all, and 3 magic missiles. Still need a couple of good hits, but manageable. To kill the two greater troll 1 potion of firebreath was used (basically Aganzanar's Scorcher). ------------- Trademeet: More trolls trolling. If you go cautiously they usually pose no problem. For variation there be humans. Their first group is fighting some trolls, which are bigger than usual. Your job is to find balance so the two group kills each other leaving a totally weakened single opponent for you. I suggest you kill the mage, and the first troll falling. BEWARE, a lot of times these trolls don't die on fire! Acid still works as intended. The second group is more dangerous if not more annoying. Drop in a cloudkill (use a wand), and let's hope after it dissipates they won't heal each other and do other foolish things soyou can kill them with (piercing) arrows. The raksashas (yes, as you can steal you might as well work for the djinns instead of fighting them) are immun to magic or something, but one stoneskin and a MMM can carry you a long way (kill the boss first, the others are weaker). Support the MMM with offensive spin! You just gained a new necklace which renders you immun to poison. Don't forget, you got a new, +2 longbow from the De'Arnise Keep too. |
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Bard is a nice character. OK, thanks for instructions. If You do not mind i will play with 6-members team. Still i learn how to play. ...... 3 last characters shown. PC: I agree with Yr formation- weak character is located in circle. Let bet who will passed the game first? :smile2: ha ha ha |
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For example while everyone praises Aerie I HATED her slow progress, she was always behind the group by capability. And while the baby is nice, she IS a whiner, which might be attractive in real life, but not in the BG-series. (PUN: BG, like Bulgaria!) On the other hand Viconia is a machine of destruction. The semi-low HP of her did not bother me at all ever. But 1 solo playthrough actually widens a player's look on the game, for thing like the above mentioned Sunfire spell, which will never be used with party, but when you don't have to hesitate for harming your allies, it rocks (this was a pun by the way pointing the best BG2 sling-ammunition). On the other hand bard is a terrible character in itself (check first bard-post). Yes, it has one of the more appealing strongholds (warriors, magelings and bard have way better strongholds then the others), and Blade is a nice party-leader with the spins, or Skald is a freaking ultimate support character (its song is bloody powerful), but otherwise quite horrendous with its terrible offensive power (and lack of defense). It has no thac0, the spell-resource is very limited, not to mention don't really have any worthy special abilities (and when HLAs come to play, it'll choose the same as a thief, which can be dual/multi to fighter to help on the taco, or thief/mage which is pretty much bard on steroid - rly, if you wand to play a bard, play instead thief/mage!). I honestly play it for the challenge-factor. |
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In sewers at last! Terrible battles. But step by step i am ready to meet all of monsters. Stop. Stop, amigo mio! But Aerie is my best character for now! After You every member is good/bad? .. I will stop now because will go to nearest mountain to bring nice mountain water to drink. This water is not chemical threated one! See You later, aligator. LOL :smile2: |
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From a more experienced point, spiced with my personal taste here is a full rating of NPCs in BG2-Tob: - Imoen: she's like Vhalor in Planescape: is away for a long time. As a thief she's also not top-notch, and there are far better mages. - Minsc: not my taste this dumb-joke theme. Rangers are meh anyway, and his weapon-selection isn't the best either. In pure-BG2 with Lilarcor he was quite a highlight, but that's it. - Jaheira: I HATE her attitude, she sux as druid (what is a meh class anyway), brings plenty of difficulty with the extra fights she brings in, and I refuse to like Elminster. - Yoshimo: pretty useful guy, too bad he dies. - Aerie: as I said her progression is always behind my group. And her attitude is not very inspiring for battle. - Anomen: he's a pathetic figure. Really. Mediocre fighter, weak healer, and wishy-washy romance. I'd first try m luck with the drow lady as a female than him. Although the story of he romance is quite nice actually. - Edwin: THE mage for me in the game. He has the stats, and has more spells than the class allows! What's not to like. - Haer Dhalis: too low intelligence, can't even help with the permabonuses you find. Wisdom lacks too. His stats aren't even good to be a fighter-wannabe. Just no. If he'd be a skald, that'd be ok, but he's a blade :oh: His weapon(s) is also a lackluster. - Jan: he's THE thief in the game, and adequately useful as a mage too. Uses crossbows, what helps again. And his stories are phenomenal. Totally rockstar of BG2. - Keldorn: a very good party-NPC. The choice of twohanded weaponry is a very convenient one, and his class-kit is again very serving. Give him the gloves of dexterity and he's a good frontliner. - Korgan: a pretty boring character on the long run, but a massive powerhouse. The choice of axe is good, as that usually not interfere with the rest of the party. - Nalia: Terrible thief skills, and an average spellcaster. Better take Edwin. If she'd be a thief/fighter that'd be good, but nah. Said thing she isn't for romance. - Viconia: give her some STR-boosting stuff (Crom Faeyr, hint, hint) and she's a massive frontline fighter. Yes, she's supposed to be a healer, but healer spells are meh anyway. Good support-abilities though those spells, rising her value. She's easily as godly as Edwin or Jan. - Mazzy: a pretty decent warrior with pretty face. For not-many interactions, alignment reasons, and other minor things she usually not fit for my party, which always makes me a little sad, but yeah, she's as valuable as Korgan. - Valygar: Uhm, what to say. Katanas suck, spear doubly so. And this is not Icewind Dale, so no backstabbing. Like ever. - Cernd: Face it, noone likes Cernd. His stats are abysmal, he can't cast spell transformed, and his transformed form is again crap. And he's a druid. Pureclass even. There's a reason people avoid him like plague. So my 6-pack is: me (whatever I play), Viconia, Edwin, Jan Jansen +2 extra. Who are surly NOT in my group are: Jaheira, Aerie, Nalya, Imoen, Yoshimo, Anomen, Haer Dhalis, Cernd. |
brave is starting his giant battle against evil
..
So my 6-pack is: me (whatever I play), Viconia, Edwin, Jan Jansen +2 extra. Who are surly NOT in my group are: Jaheira, Aerie, Nalya, Imoen, Yoshimo, Anomen, Haer Dhalis, Cernd.[/quote] OK. I will meet You in some place and show who is the boss! :smile2: Kidding of course. I very carefully read Yr post twice. Dear twillight, if You create one hero without any bad chars, i promice to start solo again BG 2 with this one. Man, i suspect you are one of the creators of the game. But You know all for everyone!? How many times You passed the game? My best result was 12 times for Clouds of Xeen. Would be so kind show us a battle of Yr char with 10-12 monsters at once, surrounded? Me? Keine problem. Q: Is it true that without holly water i will not finish my task? Still i have not such water. I have only mountain water as told post above. Q2: Why You, Master, refuse to meet me in competition? :max: |
Baldur's Gate Trilogy Solo Bard, BG2, Part 5
Dear twillight, if You create one hero without any
bad chars, i promice to start solo again BG 2 with this one. Man, i suspect you are one of the creators of the game. How many times You passed the game? My best result was 12 times for Clouds of Xeen. Q: Is it true that without holly water i will not finish my task? Still i have not such water. I have only mountain water as told post above. :max:[/quote] I wish I'd be a game-developer. That'd mean I'm rich. BG2 (BG1 not) has a very high replay-value. The many choice of character-combination, the fluent randomness of the battles, the ability-choices, and the lot of time-factors (at least when you have a full party) kicks major in with the interesting quests. Now let me count: 1) Avenger druid (first playthrough ever, in vanilla BG2) 2) thief/mage (solo) 3) sorcerer 4) fighter/mage (first playthrough with the trilogy) 5-6) barbarian*2 (solo both times) 7) ranger/cleric (solo) 8) priest of Talos 9) monk 10) blade 11) some kind of paladin. I think Cavalier. (solo) 12) wild mage 13) bard (*in progress, solo) I think that's pretty much it. Your Q: I don't remember the need of Holy Water, but I remember any time it gives an advantage, it is there for you in the specific area. In BG2 you used holy water in Bodhi's Lair to weaken the vampires twice, that's for sure. In ToB you could buy HW in Saradush (the sieged city, at the hospital-shop), but beats me why. No other ToB-area needs HW. ------------- On bard: With Sunfire (man, I totally forgot that spell) I could progress very far actually. The problem is of course memorizing it, which takes time. That's what I dislike in spellcasters, that after launching your best attacks you still have a ton of to-cast which you always struggle to find some use of. How 'bout just find me another bomb to blow up? Lich in the Wall: this is a pretty weak lich so to say. First activate it, then ASAP leave to the inn and wait 60+ ticks to let most of the contignency-spells expire. Have a MMM. Enter again, and leave again to last out the time stop. Wait 10+ ticks, and re-enter with offensive spin. Kill the lich. Oh, while in Trademeet kill the local "Lord"-noble after delivering the mantle to the major. Why? For the elven chain, and because you don't loose reputation doing so. Gave a thought using up some of the accumlated wands and such. Face it, you don't really use them much even with this character. The wand of cloudkill is still good (mostly to prevent casting), but that's mostly it, especially when everything start to become immun to elements, or simply magic in general (those stupid drows...). So went and tried my luck against the bunch in the sewers - it did cost all my summons from daily items to have meatshields, and a lot of bugged lightning wand casts. You know, lightning wand is bugged, instead of releasing charges when clicking it likes instead counting back from 5 or something to a random number, then releases multiple charges at once. Ok, one of these shots hit the potionseller too (darn), but he isn't that important, and I can use Limited Wish scrolls on other things than the gong quest. Really a shame though. After that I took my time with Mencar Pebblecrusher in the Waukeen Promenade whose group a good warrior can kill right coming from Irenicus' Dungeon. First I let them mocking me, so the conversation passed, then charmed the thief so he could not escape with the loot (free ring of invisibility). As I used the elven chain it was important to not get confused by the imp, but I was happily confusing them with my 3*daily cast harp. To dispose the mage used fire wand's aganzanar's scorcher. So and so, only Mencar remained and me with little HP left, so quaffed a potion of speed because he's fast runner, and finished with arrows. The Elemental Lich is a big disappointment. You call it out, run aside until the initial time stop ends, suffer an Abi Dhalzim, and finally pummel it with the simplest arrows because it doesn't cast anything. Bug? |
Yes, BG 2 is very rich game..
Trademeet?
But in my world map i see only: From left to right Watcher Keep, Siege Camp, Saradush (i am still here), North Forest, Forest of Mil-The temple, Marching mountains. Nothing more. Oh, in this game i have so many abilities that i am going crazy!! Spells, potions, weapons...mama mia!! I spend a lot of time to organize my stuf but not to go forward. 13 times passed BG2. Nice result. Good luck with Bard! |
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You either chose the wrong button in the main menu, or have some very strange version of the game... And I can't help as I don't have Enchanced Edition, and everyone on the net is modding their game like no tomorrow and/or start gameplay videos after the character creation. |
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Here we are. |
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This is the worldmap of the Shadows of Amn, aka. BG2 part: Naturally the picture is too big for the forum, so either copy it out, or check it online. If I'm correct this video shows how to start the non-expansion part of BG2 (after which you finish you'll be transitioned into the expansion you're playing now). The difference of basic BG2 and BG2:ToB is, that ToB is way linear, and the culmination of the events. A heroic ending - but an ending. BG2 on the other hand is much like a freeroaming game, and much more complex. Smaller but more clever battles, letting you to get accustomed to your party, equipment and abilities. IF you like the game until now I'd suggest restart it to get the most of the experience. But if you just find it another game to pass, stay in ToB. You'll get the hint why people liked the franchise (and especially BG2), but won't take that much of your time. Because for a firsttimer BG2 + ToB easily takes 2-3 weeks. Even someone with time and practice it takes like a week. Think about it. |
Dear twillight,
before some years i started and passed the game Baldur gate 2. If my memory serves me well i think we both spoke during my gameplay. Remember? Ok. I kept the last save file of this game. Now i simply transfer that save file from BG2 and started the expansion Throne of Bhaal, using above file. No, no, i do not like to start again BG 2, pls. ..I killed Gromnir yet. Cont.. |
Baldur's Gate Trilogy Solo Bard, BG2, Part 6
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-------------------- about the bard: I loosened the chronologic telling, but I tellyou I made it through to gain the theater. The biggest problem was the arrival, I mean to keep Jaheira alive during it. The Master of Thralls was also a biggy as he's immun to elements or what. I'm not sure how I won at the end (likely includes arrows), but I do remember how I got rid of the air elementals: by its own quarterstaff. To make Dermin appear the first time (Jaheira quest) it needed 3 days from the previous party (Reviane) appear, AND reaching that limit by a sleep. *shrugs* On the Statues of Trademeet: now I could see that the statues are determined the moment your party speak with the major. To be able to speak with the major the character who speaks with the major must be human. Should check this way they can have a Slayer-statue or not. lich at the unseeing eye: it has way more access to spells. Its initial timestop is like the 3rd spell it casts, and you should wait 60 ticks before seeing it again (it removes its mislead, which contrary to its description makes the caster completely undetectable, not just improved invisible). Then rely on interruption - can't tell more as I just killed it first strike with mace of destruction. Btw, watch out for its symbol of stun, do NOT go near it until that happens. Oh, and don't lure it on the ex-cultists! kangaxx: ye,ye, prot from undead scroll. The real problem is, it regenerates HP, so you either need to rely on Mace of Disruption (without proficiency. My lvl 16 point went to twohanded weapon style back in the De'Arnise Keep), or a lot of offensive spins, or 3 MMM + Ring of Ram. No need to worry about party, the lich form will walk to one end, and as long as you keep any extra of your party at the entrance you'll be ok. PS: don't forget to steal the second ring here! Watcher's Keep lvl 1: at clvl 19 this went as intended. Big difference. And man, I luv Melodic Chain (from the Haer Dhalis quest)! The statues in difficulty: gnoll: 1 (slow and low stats), halberd: 1 (low stats), archer: 2 (can hit you easy, but don't hit hard. Fast.), shield + sword guy: use defensive spins against this, ushono's blade guy: this like shield-guy can hit you hard, so you need defensives. I suggest Mirror Images and if it hits through it occasional healing potion. golem: 0 (can't fit through doorways). Stand in doorways for tactical against the shadows and spiders. Isolate the statues by closing doors and running around. Beware, that they can open the big door (but not the others). WSK lvl 2: if you make things attack you in smaller chunks it'll be ok, but man that snake with its stun is darn annoying: use meatshield summons. The ice room is bad for the slowing effect and the amount of damage the golem deals. I say use +2 arrows to get rid of the mists around it, and +3 arrows to get rid of the golem. First character which gets real use of the arrow belt (container for arrows). Also, it is impossible for now to advance because the stupid chromatic demon and no HLA. I'll try out something, will report if it worked. EDIT: figured out some strategies against the Chromatic Demon. Locking it in the Poison Room is URBAN LEGEND, don't fall for it. What works is naturally raw damage, but obviously this character don't have it. Do not fall for the ingame clues either telling "this form weak to that element" - that's BS too. Simply Urban Legend. How the Chromatic Demon works is this: - every time it changes form it gets an automatic full heal. This happens in every XX second/minute. - it has bloody lot of resist ALL %. Each attack deals like 2 damage to the demon, and that's it. Maybe the various forms are immun to a certain element, but they are not weak to anything. The demon seems to have some resistance to magic too. This means it can negate any of your spells even before rolling a save. And its saves are pretty high too. What you CAN do aside raw damage from a warrior is lowering its saves (Greater Malison was the only thing I had here). Now this takes time, especially if you're determined as well as desperate, so summon the sword Ras to protect you (I didn't have Mordekainen's Sword or anything else) - that is immun to damage. Finally cast a spell which if works cause instant death. This can be Finger of Death (if you have it, I had not), or Desintegrate / Flesh to Stone. This last two spell destroys the loot from the demon, but who needs Circlet of Netheril and Ixil's Spike? I never used either even in a full party, and I always had Edwin! |
Good riddance. Death to Demogorgon!
Thank You. -------------------- about the bard: To make Dermin appear the first time (Jaheira quest) it needed 3 days from the previous party (Reviane) appear, AND reaching that limit by a sleep. *shrugs* I know that Janeira is Fighter/Druid? But You speak about solo Bard? Q: You play solo Bard, yes? If Yes, why Janeira appears? Excuse me, so many variants, i go grazy. :smile2: |
My first hard problem. :((
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Please help.
i meet some nasty problem: -I killed this stupid Gromnir and using Pocket Plane spell of my leader Kmonster i visit North Forest - very small place outside Saradush. Here i killed all opponents and met in left up side a shopkeeper, who inform me that some temple dissapeared. OK. Now i wanna visit another place Forest of Mir - The temple, but my pointer is unactive and i duno what to do. :( |
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You play solo Bard, yes? If Yes, why Janeira appears? Because I want the Harper's Pin. I NEVER had that item, or never used it, or just I WANT IT now. Jaheira does nothing, just stands in the background stealing my exp. She don't carry item, don't even has a weapon (but she has a simple Splint Mail to avoid accidental shots toward her). Now i wanna visit another place Forest of Mir - The temple, but my pointer is unactive and i duno what to do. Leave the area to the east. Oh, and pay attention, that the story won't ever send you to Watcher's Keep. That - despite its size - is a completely optional area. Filled with most of the items Caspenar can upgrade for you (the imp in the pocket dimension). I'd say visiting Watcher's Keep, and at least clearing Floor 3 is a very good idea right after Forest of Mir. |
GO, Master, GO
:smile2:
Köszönöm haver! (TY, friend). Now i understand about Janeira. ------------- I wish You luck with Harper's Pin. Sure You will do it.. After 13 passed You are Master of course. :OK: |
Hurray
:smile2::smile2::smile2:
Great!!! It works! God bless YOU, dear twillight. Respect. Bow. grateful brave Now i am in Forest of Mir - The Temple |
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OK
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Baldur's Gate Trilogy Solo Bard, BG2, Part 7
So, back to the
I decided I'm strong enough to finally get rid of Jaheira. Between her leaving again (where you have to destroy two group of harpers in their guildhouse going in-and-out) and Dermin's final I dpn't know howmany days must be spent, as they did not appear to me anywhere in Amn - I had to go to the De'Arnise Keep to make them appear, and they came right aftera sleep (which is convenient for you can cast Stoneskin and still have it after the sleep). Send Jaheira ut of the way, release 2 sunray, and finish the fight (if you casted MMM before sleep that remains too). During this the bard guildhouse keeps rolling of course. I went for the best result (naturally, although just once it'd be interesting to see the play suffer like a slimegod), with one possible exception. While hiring the famous musician according to one source is the very best solution in terms of quality of the play, I wanned to see my troupe happy, so I went rewriting the music "myself" and let Marcus play it. That reaction is just heartwarming, and, well, we have to think about developing the future generation of bards, non? Also, while the net says to the barbarian invasion from the one before 7-30(!) days passing, or in accordance to the ingame story 13 days as it should be, it only took me no more than three days to happen! The bug which causes Elminster to appear and give the Harper Pin is STILL bugged and demands 5 days real time (if not romancing) instead of ingame time... So just use the console. Oh, and despite the description the item is Harper Only (until we get Use Any Item of course). And just for a sidenote, here is the best map I could cut from the various sources for WSK lvl3: Yes, I see the picture is too big for the forum but if you copy it out you'll see the whole of it. NOTE: yes, the graphic is cheating. With 1 attack per round you actually do 1 attack while you see 4 attack to happen. Also, the Boots of Speed with this pathetic sluggishness gives no extra (half) attack, I even think it leads to missing out on attacks. I suspect the engine tries to syncronize the visuals and the unrounded number of attacks. This is of course conclusion from what I see from the attack-rolls. So with low attack per round do not wear Boots of Speed in battles if you can afford that. Shadow Dragon: finally I was able to stand shadows, although for the first light gem I had to cast a sunray to get rid of the horde. Yep, Daystar's ability would also suffice, but you know, inventory-space. Unfortunately the dragon sees the invisible (Mislead won't work). My initialide a was to greater malison + chrmatic orb or similar, but I had enough stuff left to try my luck. Precasted stone skin, released Ras, casted MMM with arrow of dispel as weapon (I'm not sure if the "MMM carries abilities" apply here, but there was nothing to loose and a lot to gain), also mirror image, draw upon holy might and finally offensive spin (it is bloody hard to hit the thing with this char's thaco). Had to throw in some other spawns (doesn't really matter, they are to make the monster waste its memorized spells), but eventually worked it down with 2 MMM and like 5 magic missile. The Shadow Lord was almost pathetic, and just this first time I saw I don't have to kill Shadow Patric (does this mean the Shadow Lord is SpongeBob?). Btw, Valygar's armor (Crothala Family Armour) is bloody strong! It has the same AC as the Melodic Chain, but also gives resistances, immunity, AND don't hurt the thief-abilities! At Firkrag the traps from HLA comes in, so that's no biggy. Still rising eyebrows how will I finish Watcher's Keep lvl 3, but now I at least I have something better than the Staff of Rhynn (namely Carsomyr). |
All about Yr hero - Level, HP and more
Hi, dear Bard,
Would be so kind show me your data? Ty |
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NOTE: I noticed the Ring of Gaxxes "fell" down, so the magic resist is improper. That's 70% (had to re-apply the rings and nwit is correct at me). Actually the net called my attention that with Carsomyr (50% MR), HumanFlesh (20%), Amulet of the Seldarine (10%), Ring ofGaxx (10%), Tear of Bhaal (10%) it is actually possible to reach 100% MR. ---------- Now something different: how name/sex/portrait changes your game: - name: there is an easter egg if you are an elf, with low reputation, called Drizzt, then in BG2 you will have a nasty surprise - character portrait: does not effect the game - sex (male/female): aside romances, you also won't be able to lay down with the drow lady (the BG-series can be very conservative with issues, Nalia's reaction to the proposal of marriage is especially rude), nor will be able to piss of Anomen being proudly evil. So Anomen won't retire to his home waiting for you hostile, meaning you can't legally kill him. I consider this loosing a sidequest. - alignment: lawful good characters have only access to Purifier. It is a onehanded Carsomyr-wannabe, but there's no reason making a protagonist just for this: higher Keldorn if you somehow need it (it feels like Lilarcor: everyone knows about it but none actually use it). There's also an issue with the familiars. If you really want it, you can have a familiar with pickpocket skill (chaotic neutral / lawful neutral, although cat might be bugged and not be able to steal ever). The major issue is though being Evil. Evil is good. You can avoid (or delay conveniently) a serious fight in Watcher's Keep lvl 3, as well as allows you to side Firkrag during its quest for a change. ------------- Final words on Pickpocket: We all know bard gains a fixed amount of pickpocket stat, but noone tells how much. Not even any of the manuals. Not that'd seriously matter you'd think... Pickpocket is poorly implemented. Not just there's nothing to steal so to say. Aside some nifty items - who am I joking, the +1 dagger at the start of BG1 and the Ring of Regeneration in BG2 are probably the only items you'll ever steal, unless you abuse bugs, as in BG1 you can many times steal the quest-reward w/o doing the quest (but you'd want to do the quests for the exp, and the items are that good), or in BG2 you want to duplicate some items via stealing (specifically Ring of Ram and Ring of Gaxx, no more. The ring of acuity from Lavok can no longer be dupped.). With that, my Blade since some levels seem to be capped out at 140% pickpocket. Why that'd be an issue? Because of the Deck of Many Things. It might be just an urban legend, but DSimpson's walkthrough states at a point you can steal DoMT only with 150%. Of course it might turn out it's like Bodhi, whom you ever try to steal from it is an automatic failure, and not just that, you are automatically killed. There's not even a fight. |
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Very nice protectons. I have new Q: - I dunno what AC for weapons is good? Positive or negative? When evaluate weapon, what factor is more important? THACO OR DAMAGE? TY for Yr time. |
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THAC0 means "to hit Armor Class 0". So the lower your AC the better. But the BG-trilogy has the minimum AC of -20, so anything beyond (under) that is obsolate. This is where Blade's Defensive Spin start to be diminished by time: with better equipment your AC will improve, and the DS-bonus start to disappear. Not to mention after a point everything will hit you regardless of AC. But it can be darn convenient for sure until that. This can easily be checked by wearing armor compared to not wearing armor. --- On weapons: your final damage actually is what determines the usefulness of a weapon. With that aside most of your damage will come from stat bonuses and abilities, and the weapon classes don't actually differ too much from each other by basic damage. For example while one will do D6 damage the other D10 - that's 2 damage difference in general. When you hit 50, that's hardly noticeable. And BG don't determine damage amplifying the weapon's base damage, like adding multipliers to it. Better weapons simply get +X damage, not +X%damage. Also, most weapons gain the same amount of bonuses at every stat (thac0 and damage bonus), so there's not that hugh variation there- So to answer the question thac0 is the prime factor to decide on a weapon, especially as 99% of times the bonus thac0 determines the enchantment-level of the item too, which determines what you can actually hit. For example if there'd be a 1st level enchanted weapon (+1 thac0) with +100 damage, people still rarely would have it, simply because even a mid-level monster requires 3rd lvl enchantment (+3 thac0) to wound it at all. So a +3 thac0 +3 damage weapon will likely be preferred over a +1 thac0 +100 damage weapon because of that. (Sometimes +X thac0 and enchantment-level is different, eg. Staff of the Magi has 5th lvl enchantment, but gives only +1 thac0.) Thac0-bonus also helps to hit the monster in the sense of armor class level, so again that's preferable. Actually damage most of the time comes only as THIRD when deciding weapon, as usually it is more important what extra ability the weapon gives than its pure damage (resistance, immunity, extra attack, extra elemental damage can highly evaluate a weapon). -------------- With all that there's no "good AC". While Armor Class value helps you to survive, it NEVER guarantees survival. In AD&D you have to focus on destroying the opponent before it destroys you. Eg. both my barb and bard used Aegis Hide for a long time. While the barbarian could destroy things without problem in it, the bard suffered with the same AC. On the other hand when you can rely on your Bag of Tricks, bard can be safer and faster than the barbarian. Yes, a bar can kill a dragon in hand-to-hand, but with enough level behind it, bard simply lays down a couple of traps, and dragon dies before the battle even started. The problem is, when you CAN'T fall back on tricks&treat, like that bloody no-magic zone in Watcher's Keep lvl3. Not to mention I don't really have any idea either how to face the tanarri horde at the same level. |
Baldur's Gate Trilogy Solo Bard, BG2, Part 8
So, the "infamous" Watcher's Keep, which I at times confuse with WorldStone Keep, but that's another game.
To win at the AR3004 no-magic zone I put up the Shadow Dragon Scale (the cornugons actually cause acid-bleeding or what), and ran back, so only 2 demons jumped at me. What a relief. Sent one away by Ring of Ram, which only turned out a temporary solution, but at least caused some damage. The weapon was more interesting. You remember the Staff of Striking you never end up using? I took use of them, and even realised they only use up charges on hits which actually land. Good. Also, innate abilities don't disappear, so Defensive Spin worked. That's one room down. I wanted rooms clean to delay the big encounter, so here are some tips for the wild rooms: - do not dare the quazit-room without some serious magic resist. That's just insane that room. You'll also need boots of speed, because the little #@& like to go invisible and your chance is to run always to the nearest visible. Your job can be immensly helped is "gate: summon demon" surge happens (the demon can decimate them. Oh, you need protection from evil running!) - the thiefling-room is the other way around. You have to focus destroying them one-by-one. Laying down traps is a VERY good idea in groups of two (we're talking about Spike Traps of course). For reasons wild surge don't apply to setting traps, but apply to innate abilities which are otherwise exist as spells too (I suspect lazy programming). Both times the biggest threat is some 'instant" death condition to happen (charm, stun, hold person). AR3010: this is the room leading to the baatezu group, so they must die. This is quit a creative room. The two glaberzu can not see the invisible (mislead), but they asap start happily summoning things like no tomorrow. Both can summon up 3 fire elemental, 3 ice salamander which all just lub roaming around (so your mislead is not safe), and they also summon up some mini-cloudkills (big deal, ring of kangaxx negates them), just to finally rise fire shield. They also have like 4 attack per round. So instead of jumping in with cover of invisibility, go to the bottom left gate, and peak out until ONE of them starts a spell. Then fall back and lure the thing on you. Do this until they run out (for a while I thought this summoning is innate and started panic, lol). To kill them cast Improved Haste (from ring of gaxx). They die for only a handful of strikes (don't fight both at once though). AR3013, the group of demons led by a "slayer": So, they are massive and ugly. They even respawn as it turned out until the leader is killed. You'll need a great deal of preparation for this. First the buffs: stoneskin, MMM, blur, mirror image, fireshield (blue), protection from acid. The strategy is to make 3 Death Fog running - let's hope they won't cause casting interrupted. You need Vecna's Robe, Boots of Speed, Harper's Pin (or other source of immunity to lightning. Resistance to fire can also help), possibly Cloak of Displacement. Heck, could turn out a Globe of Invulnerability could serve great. IMPORTANT: Do NOT try to cast more than 3 Death Fog! The game will overload and crash! Yep, I chose Magic Flute as ability. Bard don't have too many options to chose from. Aside the spike traps, and the forgettable time stop trap/explosion traps there is evasion and avoid death - both joke-skills wilh tiny duration. The make potion/scroll option are totally pathetic. And while Delayed Blast Fireball is worse than death, globe of invulnerability and resist fear are two spells I neglect (and regret for neglecting) to memorize. So for me it worth a pick. Darn, I can go further! -------- I was right: it is URBAN LEGEND that you can steal the Deck of Many Things. You can not. You do need 150% pickpocket to steal from the cambion, but that only gives 2 unenchanted necklaces. Killing the group is not that hard with some well-placed traps and the usual method. If you can though, steal from the minions, as they have super healing potions. I'd also like to see for actually happen that every class' every kit (if necessary) draws from the Deck of Many Things. I'm aware most people won't bother reloading for it, but darn, that plus statpoint is though. Now it revealed that Blade gains Strength from it. ------------ dragon at WK lvl 4: it is well designed. If a summon is nextto it it'll attack it despite being neutral, and if you lay a trap it becomes agressive. But - as always - there's a loophole: cast mislead at the entrance, then you can lay as many traps as you want. As the #&@ dragon like to cast Heal this is very convenient. NOTE: the dragon does not notice the efreeti from the bottle (not tried spell version). NOTE on Machine Lum (strangely alliterates to Asylum, non?): Carsomyr gives the 50% MR taking in consideration the 5% MR from the device. |
Baldur's Gate Trilogy, ToB, Have 2 hearths of Yaga and his mum
Tnanks mate.
-- I finished quest to find both hearths - of Yaga Shura and his adopted mother Naylee. First one in Marching Mountains Second - in the same place. I returned both to Naylee in Forest of Mir - The temple and she...!.. tried to kill me. But brave was winner. -- After this deep analys of THAC0, AC and Damage i will stop for a moment to analyse my equipment after twillight instruction. Then i will post all data for all 6 members. Once again my location: -Forest of Mir - The temple All members are OK but i have big trouble with dangerous traps in MM. The monsters are not easy, no, no, not of all. In the beginning of the game i thought: - Poor enemies! The have no option to stop battle and recover. I have. This is not good act. But now i change my opinion. |
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Imoen - Mage/Thief - L 18/17 Minsc - Ranger - L 18 Janeira - Fighter/Druid - L 14/14 Aerie - Cleric/Mage - L 15.14 Korgan - Berserk - L 20 |
Baldur's Gate Trilogy Solo Bard, BG2, Part 9
The longest (and only unimaginative) part of lvl 5:
Just a question for the above: anyone seriously thought after fighting THREE liches at the SAME TIME, some single mages will pause a problem? (although the 3rd one can be tricky with its many summons) The hardest fight is the beholders, where the #&@ Hive Mother with its many heals is hard to kill before it casts imprisonment that catch you. NOTE: Bala's Axe is a crappy weapon. It is NOT unenchanted, it does NOT work if the enemy has Stone Skin (and afteryou make it srop they're usually out of spells anyway), and is in every sense a weapon I did not use, and will not use. I'm actually sorry for it, as it in theory had so much potential :( Minor thing: lvl 5 has no container with easy access at least. So I caught myself running between lvl 4 and 5. Oh well. lich/flaming skulls seal: doing it for the serpent staff keeping in mind Ravager. The lich likes to Maze you which is just stupid, and somehow pierces magic resist (or I'm just plain unlucky), so kill it with trap. To dispose the skulls wear boots of speed and lead them to a wall where they can't back further. finalseal: doing it for Gauntlets of Extraordinary Specialization. Optional goals can be the Wish scroll and the Taralash Bow. Lay traps accordingly, buff yourself for survival, open the seal, grab the loot, and leave. Hail to the Powergamer! NOTE: with the GoES extra 0.5 attack the Boots of Speed started to give its extra 0.5 attack too. ------------ Underdark: While the Beholder City still not plays (offers nothing but experience, and we're capped already), there are some things to do here: - you can pickpocket the Sun Gem to get access to the dragon. This was the dragon won't be mad at you (like that'd effect anything), and kills all the gnomes in their city. And that dragon is supposed to be good. Entrap the area now, so you won't have to do it later. - cast freedom and deal with the elemental gates. The loot is optional of course, but why not have it. NOTE: the guy for me when coming Near Death eject a Mislead, casts a Shadow Door (and time stop and gate), and disappears for good. The only way I could prevent this behaviour was to set traps. - in Usth Natha you can do the lich-quest for some rare spells, including Spook. Like you'd care. Still, I like my collection of spells in their fullest. Question: Uhm, anyone knows why bard is allowed to learn spells above slvl 6? I mean bard won't be able to cast 'em... - you still must do the "kill the local cult" thing and the illithid city is still rewarding. - if you want the Crom Fayer you'll have to deal with the Demogorgon Statue. NOTE: I wondered when the lich-quest will be available, and gave a thought as it did not start at the moment what the tavern actually offers. I mean aside the duels. I'm not sure when I was last at the upper floor, band it is largely of uninterest, but as a minor topic the same-sex courtisan DOES offers sex if asked for, albeit "the last guest just left, come back later" of course. But this does not change the subject that at least in theory they ARE OPEN to the subject. ITEM NOTE: Don't forget to buy in Usth Natha the staff of Earth and Rod of Smiting. WEAPON PROFICIENCIES: good proficiencies for bard/blade are: - quarterstaff - two handed sword - halberd - two handed weapon style (because of all the above) ranged choice: - longbow (more damage, nice weapons) onehanded options: - warhammer: crom fayer if you can assemble it is a nice slow weapon. Does hits. - axes: axe of the unyielding has a nice vorpal effect. If it'll work on Fire Giants, that'll be cumbaya. - longsword: The Answerer can help out IF the debuff it cause has no duration. I have no info on the question. Well, noone plays bard, so that might be the reason. spending extra points: - 3 point in double wield. It is entirely possible I'll never use this, but where else to spend the points? The only problem is, all in this list are 1 point more than the bard can actually spend. But I'd use first and Answerer uneducated in longsword than without the style-bonus. Of course this is just my ad-hoc preference, no deep analysis behind it. |
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If i am not wrong You killed alone about 15-25 monsters!? Can not believe.. Only very good Master with excellent equipment can do that.. and courage.. No, no i am sure i never will do such a heroic deed. Only crazy and genius is able to performe such an action. Better to be silent.. |
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It goes this way: there's 4 button. Each has to be pushed 4 times. 3 of 4 buttons summon up 4 monsters each time to beat, the remaining one summons 1 mage each time. So those are 52 monster PLUS whatever the basic monsters summon up (there was a gate-demon and an efreeti for sure). My kill-score is 1610 at the moment. Strongest monster was (according to the game) Firkraag. Yours divides between your group, and I think you didn't play the BG1 part either before you go all-whoa. But when you'll fight the draw bhaalspawn, you'll have an ever bigger heap maybe! |
Baldur's Gate Trilogy Solo Bard, BG2, Part 10
Here is a container that's "within" a container:
There's another such thing in the Umar Hills' dungeon where the Shadow Master was, that being inside the talking head at which you solve the ritual-puzzles. That I never could open. Any information of its content would be welcome. And this is my favourite battle: I'd never though the head-illithid is so weak against mind control, but the Staff of Domination 100% works. --------- Leaving BG2: Yes, there are a ton of "can be useful" item in the game, and with a (potentially) weak character you want to bring them all. This actually shouldn't pose such a dilemma with all the bags available if you are even marginally reasonable. In the Bag of Holding, a Gem Bag, 2 Scroll Case you should be able to stuff a crapload of item, so much even you don't even have to think about what to stash in the Watcher's Keep, because the answer to that should be NOTHING. Stealing from Drizzt&Co: We all know after Bodhi some guy will appearand take away all the item - or is it all the item? Actually he only takes the NAMED items. And while there isn't much outside those, there's a ring of invisibility on one of them (not sure how the program handles the group, it is sure there when you meet them coming from the Underdark). ----------- As the Tears and Irenicus are trivia, I won't go into details. The only question can be the Wrath Tear, because the +3 STR is nice, but: - there's the Fire Giant belt (gives 22 STR) - my bard can reach 20 natural STR with the +3 STR from Wrath - Crom Faeyr gives 25 STR - the only other belt to change for is Belt of Inertial Barrier, and to be honest that seems a little bit marginal compared to just put on a STR-belt/CromF - my bard started with minimal charisma, and as Deck of Many Things did not improve that, I only have 17, which is not enough for Keldorn's armor. That armor gives free action, +1 saves, and 0 AC, tone on the free action as that can combo Defensive Spin. EDIT: You actually get +1 DEX as a bard (rogue?) if you yell his face. Ok, there's also the question of Selfishness Tear. - bard can have bloody high MR without what this provides (50% Carsomyr, 20% 2*Ring of Kangaxx, 10% Amulet of the Seldarine/Kaligun's Amulet, 5% Machine of Lum, Robe of Vecna 10%/ Human Flesh Armor 20% = 95-105% MR) - bard has crappy AC - the loss of DEX hurts - AC can/will become marginal. So here are all this for you to decide. WARNING: the evil reward is BUGGED! The AC-bonus don't work anymoreif your AC reaches -20. Bard can reach BEYOND the AC-cap: -25 with the right combination of equipment: 2*ring of Gaxx, fortress shield, BMU, helm of Balduran, cloak of sewers, axe of the unyielding (or similar), DEX 21 (or lower, depending on weapon). ABOVE this should the -2 AC from the tear come, but it does not apply that way. With the above stats, PLUS the evil tear-reward and Armor of the Heart (or other -2 AC armor) the -20 AC cap is reached. Final Note: you can swap on Keldorn's Armor (which is otherwise a very specific item) just using the Ring of Human Influence or other charisma-improving item. And now the equipments I used during BG2: rings: Ring of Kangaxx (*2), Ring of Free Action amulet: Harper's Pin, Amulet of Power (immunity to leveldrain), Sensate Amulet (protection from evil - no summoned demon will notice) helm: Helm of Balduran gloves: Gauntlet of Extraordinary Specialisation armor: Aeger's Hide -> Melodic Mail -> Corthala Family Armor / Plate of Balduran -> Armor of the Heart / Robe of Vecna (the plate armors and vecna are situational, use depends on meta-gaming) arrows: arrow of piercing, arrow +2/+3, acid arrow, quiver of plenty +1 cloak: Cloak of the Sewers -> Cloak of Displacement boots: Boots of Speed belt: of Hill Giant Strength -> of Stone Giant Strength quick items: Horn of Valhalla, Flesh Golem Book, healing potions (wands don't really have use, but sometimes some scrolls here can help) shields: Shield of Harmony (main), Tower Shield, Shield of Balduran weapons: situational weapons: staff of air, staff of earth, staff of fire, rod of smiting, carsomyr, battle axe +3 Frostreaver (has elemental damage, onehanded), Crom Faeyr basic weapon progression: dagger +1 -> staff of Rhynn / battle axe +3 Frostreaver -> Crom Faeyr -> Dragon's Breath charged items used (used more than once, or at important situation): Ring of Kangaxx, Ras, Harp of Discord, Staff of Striking, Wand of Cloudkill, Daystar. Potion of Invisibility, Oil of Speed, Potion of Fire Resistance. No record on used scrolls. used spells (at least on one occasion): Mirror Image, Knock, Melf's Minute Meteor, Fireball, Stone Skin, Improved Invisibility, Sunfire, Protection from Acid, Mislead, Death Fog, Death Spell, |
Baldur's Gate Trilogy Solo Bard guide, BG2, Part 11
Bhaal's Tears Double Solution (exploits):
Wrath: There's no exploit here, but there's an easter egg: yell at Sharevok for an extra bonus stat point depending on class above what the gate gives. (removed in Enhanced Edition mistakenly thinking it was a bug) Greed: You want the Black Razor while also wish the Good reward? Can be done, if someone in your party can pickpocket. First drop the sword, then pickpocket the tear from the djinn (tell it you don't know what to do). Go and take the reward from the gate, then go back and pick up the sword. NOTE: the blackrazor only gives prot. from charm/fear. No regeneration, no leveldrain or other activated ability. Under latest ToB patch and Weidu. Selfishness: For this you need an NPC in your party, who must be hasted (lend the Boots of Speed for example). Before the person gets held has just enough tome to open the doors from the inside, so you won't have to loose the dexterity stat (or anything) for the good reward. SOLO SOLUTION: The stats aren't just taken away. Opening the doors actually triggers divination spells. Now if you have Spell Immunity running... You don't loose anything. SOLO SOLUTION 2: you can't cast spells Spell Immunity? Don't worry! Right when the conversation ends with the demon pause the game (or be freakin' fast), and talk with it again before it teleports away! There, free good Tear of Bhaal. After this you can open all the doors as you please, but their effect will still happen. The funny thing is, the evil doors will hurt Nobody (have you seen the movie "My Name is Nobody"?). Fear: Tell the demon you have to consider your options, get the tear, gain the reward, then go back and ask the cloak from the demon. I checked, you stay immun when you go back to the gate. Should test if the reward remains after transition to ToB to be 100% sure of the process though (true for Greed too). NOTE: tried to kill the demon on duty, but it has minimum HP 1. Also immun to vorpal effect (and thus I suspect any instant death condition, like turning to stone). Pride: you can say you don't kill the dragon, then go and kill the beast anyway for 22,000 exp. It won't have any of the spell scrolls though. ------ Fighting Irenicus: dress to AC, and (if you can) dualwield Crom Fayer with Axe of Unyielding (as I said dress for AC. I also took the AC-reward from the tear, and the evil wrath reward for the +1 Dex). Put 3 traps to the far side of the arena in front of the big gate (this isn't necessary per se, but Irenicus at times maze you and it is frustrating to die for that), 2 trap to kill one of the 4-armed demon, 1 trap to make a red-demon Near Death (dies at first hit). Start the battle, and focus on the demons using offensive spin. When they are all down switch to Carsomyr and hit the "mislead". There seems to be some kind of bug where the misleads of Irenicus don't disappear, but it might related to the 3 traps layed on the far... Whatever. If you did everything in THIS order you get victory-screen at the moment you land the first hit on that ~Mislead. Keep in this equipment for the first challenge of ToB too. ------------ Saradush: - do the library quest and get project image scrolls, and whatever you like. I took an antidote potion to craft Thief Hood. - steal the Shakti Figurine. Maybe it can come in handy, although its AC sux by letter (not that much if AC -5 is your base AC w/o armour). |
Have mercy, have mercy on me :))
:smile2:
Have mercy on me, dear Bard! I am going crazy because of YR giant speed. ...... A friend of mine asked me How to enter 1-st level of Watcher Keep. No, not me, i am very far from this location. My location: Sendai Enclave |
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This stone is needed both to enter and leave the keep. In case your friend lost the stone somewhere, the item code for it is plot01b |
Baldur's Gate Trilogy Solo Bard guide, BG2, Part 12
So, Yaga Sura.
The whole complex turned out easier than I feared, mostly because at the entrance there was only 1 elite giant. For the complex I drank 2 Potion of fire prot and weared Ring of Fire Control when not fighting toe-to-toe fire giants. The Amulet of Master Harper is a very nifty item with its -3 AC. Ajoke to gain it, as the Wave halberd onehits even the elemental prince. It doesn't seem to work on the salamanders though... For Yaga Sura the random mages are #&@ annoying, and it shows bard is not barbarian, although the to-do is very similar in comparsion. But it is not impossible. The second challenge is... I hate it. With -23 AC mostly only Tamoko could hit me, but when the AI threw 5 criticals for her 3 in 3 attempt that's "hilarious". The mage is also bloody annoying again. And I don't know who leveldrained me once, but that was a #&@ move. Good news is though, you don't have to worry about Alonzo or who at all, and the mage runs out of spells relatively fast, so if you survive until that, you're fine. --------------- Abazigail's son: the human form can't harm you in any way, so dispose the Stalkers, then make him change. BEWARE, he must NO be tried to destroy with traps because he MUST transform to a dragon,else the game will infinitely linger! Werewyvern: this bugger regenerates so fast you have no chance damaging it. The only way a bard can succeed here is vorpal effect of some weapon! (Axe of Unyielding is preferred, because with a massive shield you can have good enough AC to not be hurt too much and last almost infinite - until vorpal effect happens.) Eyes: Just drink some potion of invisibility, ok? Abazigail: Shows bard sux hardcore. To win you MUST lay down - eh, why count, lay all 6 traps in one heap. Of course only after you disposed the ice salamanders (the BMR is still excellent). Then drink a Potion of Heroism, and start to offensive spin the human form preferably with dual wield as that gives more hits, and you need high attack per round 'cause you will only occasionally land a hit. So cast any defensive buff you have which prevents being hit. Blur isn't important here, as although good AC is preferable, he'll hit you easily still, so as well might try to rely on stoneskins. Bring a crapload of potions and boots of speed too, as you'll NEED to get healed when backing away (he isn't running). Takes a looong while to make him transform, and then you must cross yur fingers to not get afraid, nor get oneshotted (its breath-attack once took all my 150+ HP darn it!). Make him follow you to the traps - YEAH, DEAD DRAGON. WHOSSA SUPERIOR RACE NAO?! ------------- Sendai's Lair: the slave cave with -25 AC and immunity to +1/normal weapons is practically a joke only. Ogremoch is BIG. I suggest make the Short Sword of Mask to leveldrain it to acceptable level while sitting there with your -25 AC which he can only hit at criticals. Yes, takes a while, but what else to do? Sendai herself is the Most Hated Battle by me. Maybe not just in the BG-series, but in any game. Her ridiculous neverending summoning, constant teleporting around, the #&@ Harm spell which always hits you unless you have -25 AC, the fact that w/o BMU you can't really have -25 AC but the BMU can't get on the platforms where Sendai 90% of the time resides, her infinite protection spells and stupid healing tendency is #&@#&@! Nevertheless, the fight CAN end if you focus on HER whenever it is possible. You can even hit her on the platforms with bow (check her spells: nothing - use arrow of piercing, mantle: +3 arrows, improved mantle: you're screwed and should attack some summoned things which'll be immediately replaced for #&@ sake), but I'm not sure you can hit more than she heals back (but arrows are of no use from this point anyway). The fight took me this time 2 REAL LIFE hours, but as my character had the immunity to +1 weapons from Tears of Bhaal, the summons could not harm me (ok, I'm not sure about the sword spiders, but definitely the skeletons). ---------- Balthazar has a CRAPLOAD of HP, which influences one thing: how many traps we'll use. ALL SIX I say. Put them at the entrance, wait until the battle starts, run to the left of the screen until only him and 1 (2 if unlucky) monk follows. Kill the monks, and pull Balthy on the traps. Instant victory. ------------ Final Trial: Crap, this demon is hugh! But we don't fear it. Summon a Simulacrum from Vhailor's Helm (first use!) and a Wizard's Eye (first time too!). Send them in (the Eye helps to control the sim), and make your avatar place ALL traps it can (I had 15) where Bhaal's avatar will appear. The monster is so hugh, I needed 19 Melf's Meteor thrown in offensive spin state (and some did not hit) from the 20 of the spell to kill it, so if you want to enhance you can send in another one, or use project image instead or something. Be creative. But that was it. Only Amelissan remains. |
Location - Sendai Enclave
Rats!
I met very serious problem: Sudenly my Aerie - Cleric/Mage lost all mage spells, namely Knock, Teleport field and many more. Even after resting they are colorless and do not work... ????????? Still i am unable to kill Sendai. 5 days battles in vain. She use many supporters activating them one by one. |
Sorry
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Lapsus lingve SuDenly to be read SuDDenly (second row ) |
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2) For the Sendai-battle: #1: keep your team at the door! #2: kill the incoming drows! They do not respawn! #3: do not move from the entrance if possible! (the caster-forms of Sendai tend to not move from their platform) This way after you killed the current Sendai and the drows who came in the room you can SAVE between the stages. You can even hop to the Pocket Dimension if you need a rest (memorize spells and such)! #4: against the thief-forms put in harms way only your highest-HP warrior, or someone with the Thief Hood, or Enkidu's Plate, or if there's any other "immun to backstab" thing (Stone Skin/Iron Skin negates the damage if you have it running)! |
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Great! You genius: I remove Darkmail+3 and spells are Active now. I will search for robe now. Again You are correct: I am following #1 and #2 advice and i have very little progresssssssssssss! - And my friend send You sincere thanks about Ritual directions. In fact he is She, You know :smile2: Hope She will open that door or like. I am still very far from Watcher Keep. This strong Sendai make me cry, but hope is appearing now.. Back in battles. About my solo: Do not hurry. I will wait. |
Baldur's Gate Trilogy Solo Bard, BG2, Final Stats
Here is the character data:
The above is with the "basic" equipment (sword of mask, axe of unyielding, enkidu's plate, amulet of master harper, 2*ring of kangaxx, helm of baldura, boots of speed, GoES, montolio's cloak, fire giant belt). boots: Boots of Speed. There's no reason for another, especially as it gives 0.5 attack even to this 1 APR character IF worn in combo of: gloves: Gloves of Extraordinary Specialization helm: Helm of Balduran. There's occasional use of Vhailor's Helm (actually only during preparation vs the Ravager), or Death Helm, or Helm of Brilliance for their charges, but that's it. Oh, and Thieves Hood (but check armor why it isn't relevant). rings: 2*Ring of Kangaxx, one replaced by Ring of Fire Control during Yaga Shura's Lair. cloak: Montolio's Cloak. Spellcasters are rare in ToB, and Blade can dualwield. belt: Girdle of Fire Giant Strength. The evil reward's +2 STR part for Wrath Tear applies after equipment. The high STR helps with the thac0. amulet: Amulet of the Master Harper for its +3 AC worth immense in ToB. Occasional use of Amulet of Power (for immunity to level drain), Amulet of Seldarine (this I only used against the lich in Sendai to be honest), Harper's Pin (only used against Balthazar who shoots ?Magic Missiles?). armor: I used Shurupak Plate, but right at this point only noticed it ruins my thac0 with its +1 DEX or something. Had been better if used Enkidu's Full Plate +3 for its 5% MR and immunity to backstab (surprisingly few amount of backstab in the game, mainly in Sendai's Domain,during the battle with Sendai). Occasional use of Big Metal Unit. weapon: for the majority of time I used Axe of the Unyielding (main hand, vorpal effect) and Crom Fayer (offhand, 25 STR, elemental attack). Didn't notice the 24 STR after getting the 22 STR belt. Well, it worked out nicely. This changed to Short Sword of the Mask +5 (leveldrain, entangle) + Axe of Unyielding (offhand, AC, renegerate, occasional vorpal effect). Situational weapons: Wave Halberd (efreets, fire elementals (any form)), Staff of Air/Earth (yes, even Ogremoch dies from these), Carsomyr, Big Metal Rod, Taralash, Runehammer shield: - arrows: +3, of piercing, scorcher ammunition quick items: healing potions, potion of heroism (1 dose), potion of invisibility (2 dose), potion of fire resistance (2 dose) |
Ha ha ha
You, crazy man! :smile2: Nice portrait of Yr hero. 2 nude ladies.. Now seriously: Dear twillight, one of the biggest problem for me is huge number of stuff: weapons, potions, rings, spells and like. I am going crazy what to choose? How do You know "whattoget"!! :smile2::smile2::smile2: |
Quote:
Also, the forum-guidance allows it. Not to mention, I prefer to add some life to boring character-page, ok? Now seriously: - on the net people listed all equipment in the game. It is there to you to compare stuff. - it is wildly known there are enemies immun to certain level of enchantments of weapons. So you plan with that as minimum requirement. - I confess you need a certain amount of experience/guidance to know about where status-effects appear (charm, maze, finger of death, whatever). - categorize. You don't have to decide between rings and potions because you can have both. First fill up all your equipment-slot with permanent items for that character (for a full party you rarely change equipment, only improve it when you find the next step). - potions/scrolls/charged items: actually their use is backward-engineering. When you see you lack something you compensate that with potion. Enemy deal fire damage? Drink fire resistance potion. You can't hit the enemy? Drink a potion which lowers your thac0. Enemy has a particular weakness? Use a wand. You always get poisoned? Have some antidote potions around. Really easier then you think. - spells: now this is where you have to READ the spell-descriptions, and know a bit of your enemy. Spells can do 3 things: - buff you - debuff the enemy - deal damage. Damage-dealing is simple. You check how long it takes to cast, what type of damage the spell does (you don't want to cast a fire spell against a fire elemental - common sense), and how much damage it does. Simple. Self-buff: depends your choice on who you can cast (anyone, or just the mage), and what it does. You'll choose others when going against spellcasters (you want to rise magic resistance, lower saving throws, counter spells) then when you fight in melee (you want to avoid being hit, or lower the damage). Debuffing the enemy is the most complicated. There are spells which weakens them for other spells, take away self-buffs and some others. The two most popular high-level debuff-spells are True Sight and Khelben's Wardin Whip for their extreme duration. TS dispels all invisibility, mirror image and such, while KWW takes away all spells which prevents your melee members hitting the target (stone skin, weapon immunity etc.). Pierce Magic and Pierce Shield are also top-notch to lower magic resistances. Spells like Charm on the other hand "die out" on higher level because they can be, and WILL be negated (= won't cause anything to happen) on higher level. I did not mention Summoning Spells, and for a reason. They are majorly used as "meat shield" with the exception of the most high level stuff which can bring in for a period "another party member". Deva/Planetar spells are the prime example: a single one of those can obliterate an army if needed. But there's a reason why people don't even look at Monster Summoning 1-2, and even 3 is only used as meat-shield. Those things can't hit anything, and their HP is very limited too. Other sought-after summon is Mordekainen's Sword not because it is strong, but because it is invincible. ----------- All in all spells can be great, and an adequate mage can throw around A-bombs and H-bombs until the battlefield is scorched, but there's a reason why starter-classes are melee-oriented (fighter/paladin mostly, monk if you are familiar with AD&D/Icewind Dale or similar). So, I think I'll surprise you, and instead of thief-mage to avoid confusion I'll make you a fighter-mage to make your life easier, and let you accustomed more to the mage-part. -------- PS: THIS page can help you overview all the possible equipments in the game. If you need a detailed spell-guide for dummies, feel free to PM-me. That'd be a very long writing (simply 'cause there r like 2-300 spells in the game while only a fraction got ever used), wouldn't put it here. |
Duel of twillight and brave yoga?
Dear twillight,
may we organize gaming in network one against other; even i am weak opponent of You? Have You courage to stand before me? You - Halfling mortal? :smile2: |
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