Hi, my current character is a level 12 Barbarian and I was hoping to go for a prestige class. I was looking at going towards Kensai as I think it would be fun but I see that a Barbarian CAN'T be lawful but a Kensai HAS TO BE lawful. At first glance this would suggest that it is impossible for me to do both but I was wondering if there is anyway around this. If not I can do something else with my character. Any advice would be very much appreciated.
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Barbarian - Kensai, is it possible?
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Buying Characters
I didn't see this already posted so hopefully I'm not duplicating. In the store the buy button for the characters is greyed out and can't be clicked. Is this for a later release?
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Does the cloak of non-detection cause the thief to be invisible?
Does wearing the cloak of non-detection cause the NPC or PC to be invisible? If not, what advantages does it give to the character?
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[Warning! Spoiler!] Stuck in the Game - Bug?
I'm up to Iron Mines before having access to Baldur's Gate.
I killed Tazok and filled up the Mines with water.
Now when I get out I can't go East.
What do I need to do to unlock this Area (AR1400)?
I didn't find any walkthrough that solved my issue - is this a bug?
Thanks.
I killed Tazok and filled up the Mines with water.
Now when I get out I can't go East.
What do I need to do to unlock this Area (AR1400)?
I didn't find any walkthrough that solved my issue - is this a bug?
Thanks.
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"Let the Fates Decide" Game Journal (there will be major spoilers)
I've started a game that will be determined much by chance. For a great many decisions I'm turning a deck of playing cards to answer yes or no, such that a red suit equals yes and a black suit equals no. For other types of questions I'm rolling dice. Eg, what direction might I go exploring? Roll a d4 where each number equals a cardinal direction. And so on.
So I figured I would play a Diviner. Seems fitting from a roleplaying standpoint. The dice were pretty good to me after 5 rolls.
Str 12
Dex 17
Con 11
Int 18
Wis 18
Cha 10
He scribes Blind, Identify and Sleep, memorizing the latter two.
Alright, I'm initially just testing this out to see if I really want to do it. From just outside the door of the Candlekeep Inn I roll a d4 which determines go North. Righto. Of course I run directly into Phlydia. Do I talk with her? I turn over a red card. So yes. She asks me to look for her book. Do I want to do it? I turn over another red card. So sure thing, Phlydia, I'll fetch your book.
I do this in earnest, roleplaying as if I'm really looking for the thing. (No dice rolls here, just looking where one would normally think to search.) And that takes me into the house where Shank is waiting. I had no weapons. I had Sleep memorized... but I figure, look, I'm a Diviner! What the hell do I know about fighting some guy who's trying to kill me? So I get the hell out of there.
I run towards a Watcher in front of the inn, assuming he'll do his job. Can you guess what happens? Bingo. He ignores the homicidal maniac on my tail. (Wth?) So I run into the inn. (Maybe Firebeard will help!) Again, they don't seem concerned in the slightest that a madman is chasing me around with a knife. (Hmm, maybe I wasn't so popular there in Candlkeep growing up.)
I run into the Candlekeep library garden, in the hope that either Tethtoril or Gorion will protect me. Shank is in hot pursuit. I run straight through the Chanters in a panic. They immediately scatter like a flock of frightened birds. That elicits a laugh right there. And for just a moment I seem to be outrunning my attacker. Maybe a Watcher finally responded! So I look back to see what's going on.
![image]()
I actually just caught a glimpse of the Voice of the West whacking Shank with his staff. You see my Diviner there basically staring in disbelief.
So anyway, yeah, this game is definitely on. Right at the outset I experienced something I've never, ever seen before in the Prologue in countless playthroughs. So that's an auspicious beginning.
Addenda:
1) As I've commenced this game I realize the best way for me to employ this RP concept is to have many decisions simply follow simply according to my conception of the main character. For example, there is no question but that this character would take Imoen along. That's just fundamental to who he is. But there are many decisions where the character might question what he might do next. And also, when questions aren't crucial then it might just be fun to leave them to chance. So those are the sorts of things being decided by the cards and dice by me as a player. From an RP standpoint the main character is then looking for omens, signs, and consulting various means of divination.
1) I guess at the end of the day that this character concept is Chaotic in practice, because you so often just can't predict what he will do next. (Nor can he, even if he faithfully and consistently follows divinations.) So I'm making him Chaotic Good. He is a prosocial and good hearted person. Although up for adventure and excitement he is not instinctively drawn toward battle. (He has high Int and Wis.) Beyond doing what is integral to his personality he will look to omens and such to guide his way. He is a pantheist (all the gods have something to offer, depending on the situation.)
3) One great thing about this RP concept is that you have to really pay attention to all the dialogue and narration, and the journal entries and even the manual (Manual 1 on the lore); and then really think about how the character would react, to decide what choices the character will make next. This means to try as much as possible to ignore the metagame knowledge I possess as a player and truly put myself in the shoes of each of the characters I'm controlling. For me this is a rediscovery of many basic elements to the story. This is all about how the story unfolds.
4) Although this is not a strict no-reload game, in the spirit of 'let the fates decide' I will accept all results to scribe spell scrolls and level-up HP dice rolls. If characters die I will not reload. If the PC (well, me playing as PC) has grown attached to a character who can be resurrected, he will do so. If the attachment is not so great, then he will cast his runes to decide.
5) I will try for the most part to leave the equipment that NPCs earn as spoils in their possession if they leave the party. In some cases I will ask for them to help us by giving us the item, and will draw a card as to whether they do or not. The exception to this rule will be an obviously selfish type such as Edwin or Montaron. I won't bother asking those types. The same idea also applies to NPCs who join with various belongings--those items stay with them. And during the course of the game, if I need a selfish NPC to share with another I will draw a card as to whether or not they will. (When there is a tactical advantage to do so, they might grudgingly agree.) I will also strive not to swap inventory items in the midst of combat. If a character needs a potion, then someone that has one will literally have to run over to the one who needs it, and hand it to them.
6) I will be roleplaying NPCs to the fullest extent possible as individuals, each with their own unique personalities and motivations, not just in relation to the unfolding events but also in relation to one another. I.e., relationships are going to form. And for each character decisions will be made that will affect everyone else.
7) I've added color coding to the 'out-of-game' comments enclosed in brackets: Green for when a yes answer is the result of turning a playing card (red suit), red for a no answer (black suit), and blue for dice rolls, party votes, and notes/commentary.
8) I'm using this dice roller from WotC.
So I figured I would play a Diviner. Seems fitting from a roleplaying standpoint. The dice were pretty good to me after 5 rolls.
Str 12
Dex 17
Con 11
Int 18
Wis 18
Cha 10
He scribes Blind, Identify and Sleep, memorizing the latter two.
Alright, I'm initially just testing this out to see if I really want to do it. From just outside the door of the Candlekeep Inn I roll a d4 which determines go North. Righto. Of course I run directly into Phlydia. Do I talk with her? I turn over a red card. So yes. She asks me to look for her book. Do I want to do it? I turn over another red card. So sure thing, Phlydia, I'll fetch your book.
I do this in earnest, roleplaying as if I'm really looking for the thing. (No dice rolls here, just looking where one would normally think to search.) And that takes me into the house where Shank is waiting. I had no weapons. I had Sleep memorized... but I figure, look, I'm a Diviner! What the hell do I know about fighting some guy who's trying to kill me? So I get the hell out of there.
I run towards a Watcher in front of the inn, assuming he'll do his job. Can you guess what happens? Bingo. He ignores the homicidal maniac on my tail. (Wth?) So I run into the inn. (Maybe Firebeard will help!) Again, they don't seem concerned in the slightest that a madman is chasing me around with a knife. (Hmm, maybe I wasn't so popular there in Candlkeep growing up.)
I run into the Candlekeep library garden, in the hope that either Tethtoril or Gorion will protect me. Shank is in hot pursuit. I run straight through the Chanters in a panic. They immediately scatter like a flock of frightened birds. That elicits a laugh right there. And for just a moment I seem to be outrunning my attacker. Maybe a Watcher finally responded! So I look back to see what's going on.

I actually just caught a glimpse of the Voice of the West whacking Shank with his staff. You see my Diviner there basically staring in disbelief.
So anyway, yeah, this game is definitely on. Right at the outset I experienced something I've never, ever seen before in the Prologue in countless playthroughs. So that's an auspicious beginning.
Addenda:
1) As I've commenced this game I realize the best way for me to employ this RP concept is to have many decisions simply follow simply according to my conception of the main character. For example, there is no question but that this character would take Imoen along. That's just fundamental to who he is. But there are many decisions where the character might question what he might do next. And also, when questions aren't crucial then it might just be fun to leave them to chance. So those are the sorts of things being decided by the cards and dice by me as a player. From an RP standpoint the main character is then looking for omens, signs, and consulting various means of divination.
1) I guess at the end of the day that this character concept is Chaotic in practice, because you so often just can't predict what he will do next. (Nor can he, even if he faithfully and consistently follows divinations.) So I'm making him Chaotic Good. He is a prosocial and good hearted person. Although up for adventure and excitement he is not instinctively drawn toward battle. (He has high Int and Wis.) Beyond doing what is integral to his personality he will look to omens and such to guide his way. He is a pantheist (all the gods have something to offer, depending on the situation.)
3) One great thing about this RP concept is that you have to really pay attention to all the dialogue and narration, and the journal entries and even the manual (Manual 1 on the lore); and then really think about how the character would react, to decide what choices the character will make next. This means to try as much as possible to ignore the metagame knowledge I possess as a player and truly put myself in the shoes of each of the characters I'm controlling. For me this is a rediscovery of many basic elements to the story. This is all about how the story unfolds.
4) Although this is not a strict no-reload game, in the spirit of 'let the fates decide' I will accept all results to scribe spell scrolls and level-up HP dice rolls. If characters die I will not reload. If the PC (well, me playing as PC) has grown attached to a character who can be resurrected, he will do so. If the attachment is not so great, then he will cast his runes to decide.
5) I will try for the most part to leave the equipment that NPCs earn as spoils in their possession if they leave the party. In some cases I will ask for them to help us by giving us the item, and will draw a card as to whether they do or not. The exception to this rule will be an obviously selfish type such as Edwin or Montaron. I won't bother asking those types. The same idea also applies to NPCs who join with various belongings--those items stay with them. And during the course of the game, if I need a selfish NPC to share with another I will draw a card as to whether or not they will. (When there is a tactical advantage to do so, they might grudgingly agree.) I will also strive not to swap inventory items in the midst of combat. If a character needs a potion, then someone that has one will literally have to run over to the one who needs it, and hand it to them.
6) I will be roleplaying NPCs to the fullest extent possible as individuals, each with their own unique personalities and motivations, not just in relation to the unfolding events but also in relation to one another. I.e., relationships are going to form. And for each character decisions will be made that will affect everyone else.
7) I've added color coding to the 'out-of-game' comments enclosed in brackets: Green for when a yes answer is the result of turning a playing card (red suit), red for a no answer (black suit), and blue for dice rolls, party votes, and notes/commentary.
8) I'm using this dice roller from WotC.
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How can you attack a Cambion?
I previously started a thread on the thief's ability to backstab. The discussion there eventually got to the point of identifying which monsters can't be backstabbed. The Cambion was mentioned. It made me remember a couple of trial runs I had with BG2 years ago when the party encountered a Cambion (I think in Irenicus dungeon) and we couldn't harm it at all, and eventually just left. It brought to mind my question at the time, "How do you successfully attack a Cambion?" In fact what would you give as the definition or description of the creature?
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Standard Barbarian vs Frenzied Bezerker - Pros and Cons.
Ok, so I'm still looking at options with my Barbarian. I've looked at various options but with his lack of intelligence and wisdom most of the prestige options are out but Frenzied Bezerker is ok. Am I better off staying with a standard barbarian (which a freind of mine said) or would ten levels of f/b be a better option (my character is a 12th level barbarian).
Any help/opinions would be much appreciated.
Oh as an aside my character currently weilds a greataxe, is that a good weapon for him or would something like a bastard sword be better?
Any help/opinions would be much appreciated.
Oh as an aside my character currently weilds a greataxe, is that a good weapon for him or would something like a bastard sword be better?
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Killed Aldeth Sashenstar *after* Merchant Guild - will Dabron Sashenstar appear? (spoilers)
Hi - I helped Aldeth Sashenstar out against the Druids, so I got his quest in Baldur's Gate in the Merchant's Guild i.e.
[spoiler]
Killing all the dopplegangers
[/spoiler]
After I completed this quest, I talked to Brandilar then Aldeth and collected my reward... then I killed them both (well my party is evil...), HOWEVER, I thought this would mean that Dabron Sashenstar would appear in the carnival area in Central BG so that I could then kill him and get the Heavy Crossbow of Accuracy, but I can't find Dabron anywhere - is he not going to appear now (i.e. do I have to kill Aldeth earlier?) or am I looking in the wrong place. I want *both* the Heavy Crossbow of Accuracy *and* the Bastard Sword +1 (+3 vs Shapeshifters)...
[spoiler]
Killing all the dopplegangers
[/spoiler]
After I completed this quest, I talked to Brandilar then Aldeth and collected my reward... then I killed them both (well my party is evil...), HOWEVER, I thought this would mean that Dabron Sashenstar would appear in the carnival area in Central BG so that I could then kill him and get the Heavy Crossbow of Accuracy, but I can't find Dabron anywhere - is he not going to appear now (i.e. do I have to kill Aldeth earlier?) or am I looking in the wrong place. I want *both* the Heavy Crossbow of Accuracy *and* the Bastard Sword +1 (+3 vs Shapeshifters)...
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X-files: Do Basilisks enjoy penthouse accommodation...
Well not quite penthouse accommodation but can anyone think of some good reasons why there are Basilisks on the roof of Durlag's Tower? Perhaps they enjoy the scenery, but I imagine there is not too much to eat up there...
Perhaps an evil mage decided to levitate a few on the top of the tower, as I did read that some Basilisks can be domesticated... then again perhaps not...
Thoughts and opinions welcome as always!
Perhaps an evil mage decided to levitate a few on the top of the tower, as I did read that some Basilisks can be domesticated... then again perhaps not...
Thoughts and opinions welcome as always!
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Safana starting at level 2 (walkthrough with many spoilers)
You can have Safana join you at level 2, here's how:
What you need:
The potion of clarity from a locked drawer in Candlekeep
Two potions of speed, 1 that Imoen starts with and the other held by Montoron.
The potion of invisibility that Jaheira starts with.
Two potions of healing (just in case).
At level one, head out to recruit her, you can even go solo. You can find Safana right underneath the Candlekeep zone, kind of in the middle of the bottom part of the area. She's difficult to see because she blends in well with the background. Agree to help her with her quest, give her all of the potions potions, and then hold up someplace safe. She will be level 2 with 9hp.
Have her drink a potion of speed and then invisibility. Run to the cave entrance in the NW area, ignoring all foes. Go LEFT, try and set off the trap before entering the chamber with the first flesh golem. The traps here are weird, they seem to change each time you do this quest and they have a smaller trigger zone. Unless you somehow found a potion of perception already, it's highly unlikely that she will be skilled enough to find and remove the traps here. If the trap is a couple of magic missiles she will need to gulp a healing potion before continuing on. Usually it's a domination spell. Don't worry, she will remain invisible while the spell wears off.
Next, go through the first chamber and set off the second trap in the northern passage. Same as above.
There is another golem in the treasure room, and when you grab the loot, she will become visible! Take everything and run out the way you came in! Swig that potion of clarity, you will need it to resist the sirine's charms, and it's not a bad idea to gulp that other potion of speed too. Just in case.
Here's the tough part. It took me a few times to escape because there appears to be a nasty bug of some kind. Safana starts to inexplicably stop moving after you grab the treasure. It would be easy to run by everybody, but this bug makes it very tough. She keeps starting and stopping, so you have to keep clicking her forward. Once she catches back up with your main everything is back to normal with reagrds to movement, and you can run off into the sunset together. And since her quest is done, she's yours till the end.
I like Safana's personality, and her innate ability to charm person comes in handy if she fails a pick pocket attempt. She's a decent thief when you get to guide her abilities from level 2 through level 10. I made her my trap/theft specialist. Later on you can give her short bow proficiency. Also, her and Coran have words.
The treasure horde is a great bonus, many might consider it the primary focus of this quest. A +1 to con at level one? I'd trade a few potions for that anyday. There's also a wand of paralyzation that is uber powerful in the hands of a 1st level mage. So many assassination attempts were made laughable. There's some other stuff there too.
Have fun!
What you need:
The potion of clarity from a locked drawer in Candlekeep
Two potions of speed, 1 that Imoen starts with and the other held by Montoron.
The potion of invisibility that Jaheira starts with.
Two potions of healing (just in case).
At level one, head out to recruit her, you can even go solo. You can find Safana right underneath the Candlekeep zone, kind of in the middle of the bottom part of the area. She's difficult to see because she blends in well with the background. Agree to help her with her quest, give her all of the potions potions, and then hold up someplace safe. She will be level 2 with 9hp.
Have her drink a potion of speed and then invisibility. Run to the cave entrance in the NW area, ignoring all foes. Go LEFT, try and set off the trap before entering the chamber with the first flesh golem. The traps here are weird, they seem to change each time you do this quest and they have a smaller trigger zone. Unless you somehow found a potion of perception already, it's highly unlikely that she will be skilled enough to find and remove the traps here. If the trap is a couple of magic missiles she will need to gulp a healing potion before continuing on. Usually it's a domination spell. Don't worry, she will remain invisible while the spell wears off.
Next, go through the first chamber and set off the second trap in the northern passage. Same as above.
There is another golem in the treasure room, and when you grab the loot, she will become visible! Take everything and run out the way you came in! Swig that potion of clarity, you will need it to resist the sirine's charms, and it's not a bad idea to gulp that other potion of speed too. Just in case.
Here's the tough part. It took me a few times to escape because there appears to be a nasty bug of some kind. Safana starts to inexplicably stop moving after you grab the treasure. It would be easy to run by everybody, but this bug makes it very tough. She keeps starting and stopping, so you have to keep clicking her forward. Once she catches back up with your main everything is back to normal with reagrds to movement, and you can run off into the sunset together. And since her quest is done, she's yours till the end.
I like Safana's personality, and her innate ability to charm person comes in handy if she fails a pick pocket attempt. She's a decent thief when you get to guide her abilities from level 2 through level 10. I made her my trap/theft specialist. Later on you can give her short bow proficiency. Also, her and Coran have words.
The treasure horde is a great bonus, many might consider it the primary focus of this quest. A +1 to con at level one? I'd trade a few potions for that anyday. There's also a wand of paralyzation that is uber powerful in the hands of a 1st level mage. So many assassination attempts were made laughable. There's some other stuff there too.
Have fun!
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Anyone know if WotSC could allow 2e rules for bg3?
I'm sorry if this topic has been done to death, but I don't think I could even look at the game if it was 4e. I would be sick to my stomach.
I was thinking it over, and I believe that it would be impossible to obtain 3e or 3.5e because WotSC is trying to drown out the Pathfinder competition. Thank goodness Pathfinder is holding its own, because I hate 4e.
I suppose overhaul might be able to get something going with Paizo. I might be able to play BG3 with Pathfinder rules, but it would still take some serious consideration--I would have to argue myself into it. Becayse if I wanted to play 3.5e I'd play NWN.
Speculation: I wonder if WotSC is the reason Bioware got away from DND rules in the first place?
IMHO, 2e is the only way to go for any BG game. Don't get me wrong, I like IWD2, but I couldn't stand how much 3rd edition nerfed the ranger and the paladin. Again, sick to my stomach.
Any thoughts?
I was thinking it over, and I believe that it would be impossible to obtain 3e or 3.5e because WotSC is trying to drown out the Pathfinder competition. Thank goodness Pathfinder is holding its own, because I hate 4e.
I suppose overhaul might be able to get something going with Paizo. I might be able to play BG3 with Pathfinder rules, but it would still take some serious consideration--I would have to argue myself into it. Becayse if I wanted to play 3.5e I'd play NWN.
Speculation: I wonder if WotSC is the reason Bioware got away from DND rules in the first place?
IMHO, 2e is the only way to go for any BG game. Don't get me wrong, I like IWD2, but I couldn't stand how much 3rd edition nerfed the ranger and the paladin. Again, sick to my stomach.
Any thoughts?
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How to advance to level 3 without lifting a finger. Almost.
If you aren't a big fan of dying from a well placed arrow now and then you can advance your party to level 3 fairly easy. Just head to the basilisk area east of Beregost and talk to Corax the ghoul. Let him take the lead and follow with one or two archers to assist him from a safe distans. He can then attack a bunch of basilisks and get you a good number of XP without endangering your party. Just remember to have your cleric heal him when he becomes to wounded.
I tried this and toke out the whole area rather easy.
Ignore this if you find this to cheesy.
I tried this and toke out the whole area rather easy.
Ignore this if you find this to cheesy.
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So I picked a lame class and want a mulligan. Any advice on doing this?
I started BG with an Avenger, I'm on the third level of the Nashkel mines and I'm underwhelmed with the lack of power in this build (mind you, I haven't levelled yet, but I think I would have preferred one of the fighter, cleric or ranger kits). Is there an easy way (short of restarting or multi-/dual-classing) to change my class? Thanks.
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Tanar'ri vs Baatezu
Which one do you prefer?
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Find Familiar in BGEE - not scaled-back?
I noticed that Find Familar is listed as a level 1 arcane spell in the BGEE "Melee and Magic" manual (also as an innate ability of the Beastmaster ranger kit), so it looks like this spell is available in BGEE, though it's not obvious whether any Find Familiar scrolls have been added to BGEE, so it might still be safest to take this as an initial spell until this is confirmed (BTW if you remove this spell from your spell book later, do you still get to keep a familiar already created?).
Also, in example given in the manual (page 68), it says that for a mage starting with 12 HP, the Imp familiar (i.e. the one you get for being lawful evil) this would add half its 18 hit points to the mage's, i.e. adding 9 HP. This is interesting, because this is the same number if HP that the Imp familiar has in SOA, so it looks like the number of hit points familiars have (and the amount of HPs they add to a character) has *not* been scaled back for BGEE.
There were some complaints that familiars were OP for BG1, so I wonder if they've changed something else for Familiars in BGEE instead, e.g. scaling back their innate abilities? In ToB they did the opposite, and actually enhanced familairs, both their HPs and their abilities, so there is some precedence.
My CHARNAME will be neutral evil (Dust Mephit) or possibly Lawful Evil (Imp) in my first run of BGEE, would be interested to know what the actual abilites of these familars will be in BGEE.
Also, in example given in the manual (page 68), it says that for a mage starting with 12 HP, the Imp familiar (i.e. the one you get for being lawful evil) this would add half its 18 hit points to the mage's, i.e. adding 9 HP. This is interesting, because this is the same number if HP that the Imp familiar has in SOA, so it looks like the number of hit points familiars have (and the amount of HPs they add to a character) has *not* been scaled back for BGEE.
There were some complaints that familiars were OP for BG1, so I wonder if they've changed something else for Familiars in BGEE instead, e.g. scaling back their innate abilities? In ToB they did the opposite, and actually enhanced familairs, both their HPs and their abilities, so there is some precedence.
My CHARNAME will be neutral evil (Dust Mephit) or possibly Lawful Evil (Imp) in my first run of BGEE, would be interested to know what the actual abilites of these familars will be in BGEE.
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Is it possible to truly dual/multiclass kits using EE Keeper?
I know you can add kits in the "innate" tab, but it looks like you have to set the level range manually. Would there be any way to create, say, a shadowdancer/kensai or a blade/wild mage and have their respective skills increase naturally as they level up?
I know there's potential for major cheese, but that's what I'm looking for for my third black pits run :)
Can it be done?
I know there's potential for major cheese, but that's what I'm looking for for my third black pits run :)
Can it be done?
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New difficulty level?
So I was reading an interview of Oster and Tofer and noticed something:
""There's a difference between challenging and frustrating. We're doing everything we can to make the game less of a chore, but we're not going to dumb it down," Tofer says, adding that they've even added a harder difficulty."
But there isn't any new difficulty level in the game?! Could this be connected to DavidW "joining" the team and SCS being implemented as official difficulty level?
source:
http://mashable.com/2013/04/17/balders-gate-enhanced-edition/
What do YOU think? Also would be even better if someone from Beamdog just clarified this...
""There's a difference between challenging and frustrating. We're doing everything we can to make the game less of a chore, but we're not going to dumb it down," Tofer says, adding that they've even added a harder difficulty."
But there isn't any new difficulty level in the game?! Could this be connected to DavidW "joining" the team and SCS being implemented as official difficulty level?
source:
http://mashable.com/2013/04/17/balders-gate-enhanced-edition/
What do YOU think? Also would be even better if someone from Beamdog just clarified this...
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Strategies to deal with Aec'Letec [Spoilers]
So I just defeated the EE version of Aec'Letec in my no reload run. No one died although it took a large investment of resources, potions, scrolls, wands, and some scouting tactics with potions and scrolls of invisibility... probably the most difficult fight I think there maybe in BG EE.
What strategies do fellow adventurers employ to deal with this fight (Using a full six person party as I believe a solo would make it easier).
Preferably non-cheese strategies!
What strategies do fellow adventurers employ to deal with this fight (Using a full six person party as I believe a solo would make it easier).
Preferably non-cheese strategies!
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Nooby Question
I am new to the boards, and am making a walkthrough of sorts for my solo/poverty/core Dragon Disciple. I want to know: A. is there interest in that sort of thing?, and... B. Where would I post it? here, or somewhere else? in what format?. if there is a faq fr my ???, link me to it, thanks
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What if there were a Live action BG Movie?
So, I was thinking this morning about how I would cast a Live action Movie of BG. Now, in order to do this, I started thinking about not necessarily A-List actors, but known actors from the last several decades. Here is what I came up with:
Branwen - Vanessa Angel
Xzar - Dwight Schultz
Xan - Brent Spiner
Shar-Teel - Fairuza Balk
Saravok - Clancy Brown
Kivan - Roger Cross
Imoen - Michelle Trachtenberg
Edwin - James Callis
Montaron - Peter Dinklage
So, that is a decent start. What do you guys think? Who else would you suggest for the various characters, not just the NPCs?
Branwen - Vanessa Angel
Xzar - Dwight Schultz
Xan - Brent Spiner
Shar-Teel - Fairuza Balk
Saravok - Clancy Brown
Kivan - Roger Cross
Imoen - Michelle Trachtenberg
Edwin - James Callis
Montaron - Peter Dinklage
So, that is a decent start. What do you guys think? Who else would you suggest for the various characters, not just the NPCs?
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