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Partially self-limiting thieving in stores?

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When playing good parties, I rarely steal from stores, but in my current game with a chaotic neutral Blade CHARNAME it really seems a shame not to put his pickpockets skill to good use. To prepare for this I had been selling *all* my gems and jewelry and high-value magic items that I don't need (at least the ones that he will buy) to the armour merchant in the Carnival Area (apart from rings, which he won't buy, they've been going to the main store in Nashkel, which is also quite easy to steal from), as he offers good prices and the store is one of the easiest to steal from (see: http://www.forgottenwars.com/bg1/miscellany.htm ).

My Blade is now Level and has 42 points in pick pockets, so with two potions of Master Thievery (bought from the Wandering Merchant near Durlag's Tower, though you can also get on from Vitaire in the Carnival Area, if you're quick about killing him) I can get 122 points in pickpockets, which gives a net pickpocket score of 112% vs. the armour merchant.

This means I can easily steal *everything* back from the armour merchant (inlcude Prism's emeralds, which I can then give to Oublek for his quest). Whilst "under the influence" of the potions I also pickpocket everyone in the Nashkel area (Volo, Zeke, the Great Gazib).

I've done this for all the gems and jewelry I sold, though won't be able to sell these again until I get to:

[spoiler]
Black Lilly's in Baldur's gate
[/spoiler]

I've also sold and stolen back (fully charged - 50 charges) my Shield Amulet and the +1 Protection Amulet I bougt from the store next door. I'm also considering doing the same for my other magic rings and amulets (and maybe belts and possibly my magic ammo).

BUT - I'm tempted to pretty much stop there, otherwise in theory I could sell every single magic item (and Dorn's Full Plate etc.) my party owns and then steal *all* of it back, which seems a little excessive.

Also, it seems a little *wrong* to be able to shop lift a Suit of Full Plate Armour a +1 Large Shield or large two-handed weapons, for example - these could hardly be grabbed and hidden under clothing. It also seems wrong to be able to steal all this stuff then to openly wander around with all these items equiped and on display.

So, I'm thinking of limiting myself to shoplifting items that could conceivably be concealed under clothing, both for stealing and when in use - rings, amulets, perhaps belts. Also wands, potions and scrolls ( (though you can't sell or steal them from the armour merchant anyway) - they can't be concealed when in use, but you need only get them out when needed.

Off-limits would be: Armour, Shields, Cloaks, Boots, Robes (easy to steal, but not to conceal when worn), Two-handed weapons - basically anything that you can't conceal when worn

Items I'm undecided about whether to allow stealing for: one-handed weapons and magic ammo (could be tricky to RP concealing these when stealing, and you would have to display them openly when equipped with them), gloves (could be concealed for stealing, but have to be worn openly to be used).

What do people think? Does this sound like a reasonable compromise? I don't want to ban stealing from stores entirely, as it's a fun addition to the game and is one of the benefits of being a Bard, but wan't to make it a little less OP.

Melkin where are yooouuuu!!!

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Going through 2nd run where Neera is not one of my primary characters but have done the Adoy sidequest. I was hoping that afterwards Melkin would show up like he did on my 1st run when Neera was in my party. He's just not triggering, I've tried going through more dialogue with Neera but nothing seems to get the little snot to show up. I really want his boots!!! If anyone has any insight on what may be causing this let me know, thanks!

best group format

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wanna know how people form their group

I myself have it like this at the moment:

my char - assassin
Ajantis
Khalid
Jaheira
Viconia
Neera

considering replacing Khalid with Baeloth but not so sure if that's a good idea

Help Me Understand Shapeshifting (e.g. the Avenger's Fire Salamander Form)

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Hi all. I've never played through with CHARNAME as a druid before and I've always noticed that Jaheira's shapeshifting into bears or a wolf is basically garbage so I don't have any experience shapeshifting. The Shapeshifter kit would be cool but seeing as it's so terribly nerfed and I hope to play into BGII, that's out. However, the Avenger looks like an interesting kit, with the new forms as melee possibilities since CHARNAME clearly wouldn't be taking on melee himself wearing leather and wielding a club.

That said, I don't quite understand the mechanics of shapeshifting. Does the shapeshifted form have the Thac0 and HP equivalent to my character's level? Do the number of attacks change, or will the spider always have the 4 attacks he has when you first get the ability to change?

Most importantly, what weapons are these forms attacking with? If I play through into BGII and ToB, will the shapeshifted forms become totally useless in melee against, say, Fire Giants, or tougher opponents that can only be hit by magical weapons? Or is that Fire Salamander's spear magical? Or does it get better over time? There just isn't enough info in the manual for me to answers these questions on my own so I'm hoping you can!

A Familiar Problem...

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I am putting forward a case for the fair nerfing of familiars in BG:EE.

I understand and agree with the need to nerf these fantastic creatures from the realms... They were overpowered. The few threads attesting to cats defeating the mage at FAI, Rabbits taking on and breathing fire onto hobgoblins showed that adventurers had begun to use familiars as frontline troops!

In BG:SoA and ToB familiars did one thing and one thing only. They stayed in your backpack. They gave your wizard extra hp.

In BG:EE for a few months they actually were allowed to wander the realms free from backpack enshacklement!

I wish to return these beasts to the open air of the sword coast! Give them a USE other than a strange wizard permanent hp raiser they are being reduced to again...

This is a very wordy thread. I have placed each familiar in its own spoiler tag. I have placed each familiar stats namely pre patch 2014 data, followed by current 2014 patch data and my OWN idea (this may change with input) of how they should be nerfed data, in each tag. All data has been found from threads given on these forums, so thanks to @jalily mostly for giving the input!

I would fully welcome your comments.

Please, let these wonderful wizardly creatures enjoy the open air, once again... (and no jokes on how we need to touch up the nerfed familiars @Oxford_Guy and @Bhaaldog . I'm watching you @_@ )



LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
[spoiler]LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 24
– Armor Class: -2
– Magic Resistance: 50%
– Combat: 2 attacks per round at 13 THAC0 for 1d3 Piercing+chance of Sleep
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

Nerfed to...

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

I suggest

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 1 attack per round at 13 THAC0 for 1d3 damage+chance of Sleep
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

Comments
This a magical warrior familiar. It should have a magical bite. It's innate goodness would also mean that it should not want to kill opponents for it's master, unless it really had to... That is why I have lowered APR by one, reduced THACO by 2 so it has more of a chance to hit and re-included it's sleep on hit ability. (Two chances of hitting causing sleep would make it to powerful.)[/spoiler]


LAWFUL NEUTRAL: Ferret
[spoiler]LAWFUL NEUTRAL: Ferret
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 17 THAC0 for 1d3 Slashing
– Special Abilities: Has 75% in Pick Pockets, 40% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Immune to level drain, sleep, and petrification.

Nerfed to...

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

I suggest

LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 75% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

Comments
This is a thieving familiar, and as an englishman a much loved pet. Ferrets are those excellent creatures your grandpa, or grandpa's friend would scare you witless with by lifting a trouser leg when you were young... A cuddly ferret appearing magically from a trouser leg to only disappear up the other one and reappearing at a cuff is MAGIC, but not magic enough for me to give it 35% immunity (so lowered below the Imps level). This is a thief that picks pockets, hence returning it to 75%. It's other skills are near useless.[/spoiler]

LAWFUL EVIL: Imp
[spoiler]LAWFUL EVIL: Imp
– Hit Points: 18
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 1 attack per round at 19 THAC0 for 1d6 Piercing+chance of Poison
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

nerfed to...

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

I suggest

LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 25%
– Combat: 1 attack per round at 19 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.

Comments
A wizardly familiar. Imps are magical, devious creatures that would prefer others do the work. Even if that means them wasting fireballs and other spells on them, that soak up, then once weakened they come in to finish the job. Magic means I have upped MR. Magic means poor fighting skills so lowered the THACO. They also have a powerful spell... They should be polymorphing for better THACO.[/spoiler]


NEUTRAL: Rabbit
[spoiler]NEUTRAL: Rabbit
– Hit Points: 24
– Armor Class: 1
– Magic Resistance: 65%
– Combat: 2 attacks per round at 17 THAC0 for 1d2 slashing
– Special Abilities: Has 20% in Move Silently/Hide In Shadows. Has 75% resistance to fire, cold, and electricity. 50% Find Traps.

nerfed to...

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.

I suggest

NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 50% in Find Traps. Has 75% resistance to fire, cold, and electricity.

Comments
Another thief familiar. Put the 50% in find traps back so that adventures will lose slightly the temptation to eat it. The kind of creature regularly pulled out of hats, so MR is okay to me. I think movement speed is what should really boost the rabbits like ability as a familiar... It should move far faster than it's wizardly owner...[/spoiler]

NEUTRAL EVIL: Dust Mephit
[spoiler]NEUTRAL EVIL: Dust Mephit
– Hit Points: 24
– Armor Class: 6
– Magic Resistance: 10%
– Combat: 2 attacks per round at 17 THAC0 for 1D2+1 Slashing
– Special Abilities: Has 100% resistance to fire and 50% Slashing/Piercing/Missile. Can cast Glitterdust 1x/day & Glass Dust 2x/day. Regenerates 1hp/round.. Immune to level drain, sleep, and petrification.

nerfed to...

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

I suggest

NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.

Comments
Warrior or wizard familiar? I have kept the same... It appears to be unnerfed with the THACO improvement. The loss of one spell cast is not so bad...[/spoiler]

CHAOTIC GOOD: Fairy Dragon
[spoiler]CHAOTIC GOOD: Fairy Dragon
– Hit Points: 24
– Armor Class: 4
– Magic Resistance: 32%
– Combat: 2 attacks per round at 17 THAC0 for 1d2 Slashing
– Special Abilities: Can cast Mirror Image and Invisibility 10' Radius, each 1x/day. Immune to level drain, sleep, and petrification.

nerfed to

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.

I suggest

CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Invisibility and reflected image. Immune to level drain, sleep, and petrification.

Comments
A thiefy through magic familiar. The mirror image gave it little extra staying power as it is so easy to hit. You could cast mirror image and have a gamble, setting off traps and hoping they hit an image but why risk losing 1 con PERMANENTLY! It is a weak familiar because it had a good spell selection. However invisibilty raduis of 10 is gone... I say if an imp keeps polymorph, then let it's opposite the fairy keep invisibility. Return it!

After a return to normality and a comment from @oxford_guy . take away the invisibility radius with invisibility and put in reflected image... This would mean the dragons spells will appear to have grown stronger on starting SoA[/spoiler]

CHAOTIC NEUTRAL: Cat
[spoiler]CHAOTIC NEUTRAL: Cat
– Hit Points: 24
– Armor Class: 0
– Magic Resistance: 50%
– Combat: 2 attacks per round at 17 THAC0 for 1d3 Slashing
– Special Abilities: Has 30% in Pick Pockets and 99% in Move Silently/Hide In Shadows. Immune to level drain, sleep, and petrification.

nerfed to

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

I suggest

CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 0% in Pick Pockets and 99% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.

Comments
A stealthy familiar. Let it be stealthy once again! Lowered MR and pick pocket ability to keep it nerfed. Of course this is all conjecture as IT NEEDS TO WALK AT THE SAME SPEED AS ITS MASTER! Untie the string around the cats legs, you dastardly dog lovers at Overhaul, UNTIE THE STRING![/spoiler]

CHAOTIC EVIL: Quasit
[spoiler]CHAOTIC EVIL: Quasit
– Hit Points: 24
– Armor Class: 2
– Magic Resistance: 25%
– Combat: 3 attacks per round at 17 THAC0 for 1d6 Slashing
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Blur & Horror each 1x/day. Regenerates 1hp/round.

nerfed to...

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.

I suggest

CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.

Comments
A warrior familiar. Keep the same. This familiar can hit harder than a pseudo dragon... (have you noticed it's opposite alignment wise again?). It has had it's THACO reduced and looks pretty mean and tough already.[/spoiler]

All for Pufty, my own familiar. May we travel together, always.

The Kozah Idol

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Isn't that another name for Talos? So that's an ancient forgotten artifact about a God that remains firm and strong?

Multi- and Dual-Class Restrictions

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Hello all,

What is the point of multi- and dual-class restrictions? They seem rather arbitrary to me, and limit my enjoyment somewhat. Why not allow all combinations like later editions, I'd love to play Bard, Barbarian and Sorcerer dual classes. A Fighter->Bard dual for example might make the class suck a bit less in this edition. The worst thing is apparently they cannot be modded or SK'd.

Please share your thoughts.

Respectfully,
FinneousPJ

Misandrist / Misogynist: better names?

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I'm thinking about modding two of the Evil NPCs to each gain a perk when attacking enemies of a particular sex.

Specifically:
- Shar-Teel: +1 to attack rolls when attacking male foes -- Iron Maiden
- Eldoth: +1 to attack rolls when attacking female foes -- Lady Killer

What should I call this bonus?

EDIT: Done! Thank you everyone!

Shadowdancer too OP?

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I managed to solo Drizzt at lvl 7 with a SD using the following equipment:

Shadow armor
Longsword +2
Dagger of venom
Gauntlets of weapon expertise
Boots of stealth
Healing potions
Potion of defence
Potion of speed

Difficulty: Easiest!!

Stats: (Elf SD)

Str: 18
Dex: 19
Con: 18 (tome)

Max HP for a lvl 7 thief

Spec:

I put everything in MS
Longsword +
Daggers +
One handed style +

Strategy:

Pop potions
Talk with drizzt
HiS
Backstab
Repeat until he dies

If HP gets low, run away and use healing potions

I tried using the dagger of venom, but he saved the poison every time.


I know this isn't very impressive since difficulty was set to easy, but still i raise the question:

Is the SD to OP?




Aces up you sleeves

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In a fight and you need to pull out the quick win? Then it's time to use one of the aces up your sleeve...

My favorite, the wand of paralysis. This item has single handedly, albeit sometimes with help from doom and greater malison, defeated almost every difficult encounter in the game, and there are quite a few of them out there, as well. Daevorn, check, Aec' Letec, check, Sarevok, check, Sarevok's cronies, check, anyway you get the picture...

My second favorite, level 1 spells: sleep and blind. Sleep is great when you come across almost any non-boss battle... cast and at least 50% of the enemies fall over waiting for you to kill them, they have to be under level 5... and blind... blind someone with the level 1 spell and they will stay put, unless you are in melee range, and stand there as a stationary target for your archers, it's scary how often this minor spell disables tough bosses.

Runner up, the Stupifier (mace); this item is too good to add to this game... 25% chance to stun anyone = lots of dead enemies. The too good part is unlike the wand(s) this doesn't have charges and works roughly 25% of the time, which in some cases is probably a better probability then the wand!

Second runner up, Web: cast 1 or 2 of these and stand back pull out your ranged weapons and even a blind mage can hit anything with a weapon, without proficiency. Better still if you have free action on a fighter.

Remember kiddos, if the enemy can't hit you back, or at all... you've already won.

Did you ever miss Draw upon holy might? *BG2 spoilers*

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Little off subject of BG;EE, but in BG2 your bhaalspawn powers are taken away and replaced with the ability to changed into the slayer. Which is really good, I'm not putting that down it's just that one of my major buffs in BG2 for my Undead Hunter was Draw upon Holy Might.(Although I was still able to do this through my priest spells,) When I played as a Swashbuckler I no longer had that ability and it upset me. Did you ever miss it as I did?

Accumulated Non-Travel Time ("Subjective Timers")

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It seems like the timers in BGEE rely on in-game time. Specifically, I'm thinking of the various romance timers.

Having now played through the first few chapters several times, this results in some repeatable bad behavior: if I'm jumping from one area to another, I'll subjectively fly through these banters, while if I'm adventuring in a single area they'll come at a more normal pace.

So I'd like to suggest an alternative metric: Accumulated Non-Travel Time

This would be used for the EE romance banters (so they'd feel more naturally paced in the face of extensive travel), and modders could use them for their own banters.

The implementation should be pretty easy, since there's already a count of in-game total time. Just keep a separate count of accumulated in-game travel time, and when someone asks for accumulated non-travel time, subtract the latter from the former.

What do people think about this? Should I make a Feature Request?

Thanks, -- N

Can't leave Cloakwood Druids Map!

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Hi - I can't exit the Cloakwood Druids map from the East of North to Cloakwood Wyverns - I have travelled all the wau along the North and East edges of the map, but don't get offered the opportunity to leave the map, even though I have all my party gathered. I have killed *all* of the Shadow Druids - was this a mistake, do you need to get them to show you the way or something or is this a bug? I'm basically stuck now, and can't progress the game :-(

Shadowkeeper - Cleric Spells "Grayed Out"

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I created a dwarf fighter/cleric. I wanted to change to a zerker/cleric for roleplay reasons. I made the change, set level to 0 and removed all benefits. When I load up, the spellbook works fine, but on the main screen, the moon and stars you would left click is not made yellow when I have spells ready to cast. If I left click, nothing happens. Interestingly, when I right click, my spells are there. If I have 2 minor heals memorized and I do a right click to cast one, the minor healing icon now appears where the sun and stars was previously. What am I doing wrong?

Also, is there any way to add the new Dwarven Defender kit instead of zerker?

Thanks.

First-Run Advice: [Branwen or Xan in the Nashkel Mines]

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My party: Charname[FM-CG Halfelven Level 3-3 18/76-18-17-16-12-10]
Imoen [Lvl 5]
Jaheira [Lvl 3-4]
Ajantis [Lvl 4]
Minsc [Lvl4]
Kivan -- Trade Bait even though I would love to have his help with the Bandits later.

We do not have access to "Web" as could not justify killing Borda with Good Party. We do have the Wands of Fire and Frost. Planning to purchase Full Pate Mail and Dagger of Venom from Thunderhammer Smithy and already have the Comp Longbow +1, Varscona, Ashideena, Halberd +1, 2 Ankheg Mails, Large and Medium +1 Shields, Ring of Wizardry and usual assortment of other goodness.

If Xan needs to be rescued it would be interesting to get to him with only 4NPCs and then, once we finish the Mines, bid him farewell and rescue Branwen [who might decide to wear the GenderChange Belt as a disguise while she plots her revenge-in which case I need info on cusomizing 'her' portrait, something with a little more ooomph..

On the other hand, its curious how seemingly impossible was the idea of trying something out, calmly knowing that I could reload and run Plan B within an hour or two, at the most... Somehow, in my imagination that whole Reloading because of a Mission Failure -- such as not having essential area spells like Fireball, Web or this Stinking Cloud I have read about -- seemed like tangled knots that would take at least a month to unravel...?? Funny Monkey-Mind! :)

I suppose Branwen would have Animate Dead. Will Xan have Fireball?

Thanks for your comments.

Imoen's big fat round face

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I always hated her portrait from BG1... are they all getting redone?

Black pits wont end...

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Anybody else have this issue?? did some research nd came up with nothing.. the two times that I did the black pits, I manage to beat Bealoth , he goes down, becomes non-hostile, I then click on him, he says "blah blah blah I'm defeeated, this is cliché.. etc" but then NOTHING... he cast casting his scripted defensive spells and just stands there, I can do his dialog endlessly

as a footnote, I clicked him before defeatng the rackshaza.. might be the issue

Enemy upgrades in BG2

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Not exactly how to phrase the title of this thread.

The enemies you face in the various quests in BG2 are often determined by average party level - so lower levelled partis might face an Iron Golem where higher level parties get an Adamantite Golem. LL could face a shadow, HL a wraith; LL an ochre jelly, HL a mustard jelly, etc.

Does anyone know at what average party levels the enemies upgrade?

The specific reason I'm asking is for Watcher's Keep. Since you can get stat-point boosts in there, when I next get to BG2 I'm keen to get them as soon as possible so I get maximum utility from them. At the same time, however, I'd like to get the most experience possible, and I know that many of the enemies in the first level of watcher's keep are subject to the upgrades.

The most ridiculous stats you have rolled for a Baldur's Gate character?

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I remember my first full play through of Baldurs's Gate after three attempts I rolled some amazing stats for a Paladin. Which is easier to do on a Paladin because you always get the class requirement minimum ie you will have a min Charisma 17, but despite that I managed:

Strength: 18/00
Dexterity: 18
Constitution: 18
Intelligence: 11
Wisdom: 16
Charisma: 18

Which in turn meant that thanks to all the stat boosting tomes I imported into BGII looking like this:

Strength: 19
Dexterity: 19
Constitution: 19
Intelligence: 12
Wisdom: 18 (There were two wisdom boosting tomes if you know where to look!)
Charisma: 19

Question is what are the best stats you've managed to roll, and how long did it take you? I'd also be curious to know what are the crappiest stats anyone has managed to finish the game on?



Using restricted weapons

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Does anyone know if EE Keeper or any other utility will allow you to mod characters to be allowed to use weapons restricted to their class? I really want my dragon disciple rocking a 2 handed sword...
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