I just finally successfully finished the chess board fight in durlags tower, but one of my party members died. I'm looking for an exit in order to revive him, but I can't find one. Is there no exit until after the final battle after the chess fight?
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Durlags Tower Chess Fight
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Mage/thief good in tob or not?
Hello everyone. I've got a question for you all. I've played through bg1 and 2 many times but I've never ever played a thief class through the whole of soa and tob.
I'm at the moment playing a mage/thief (no mislead cheese) and I find it very enjoyable. Backstabing, using invisibilty to backstab again. Using sunfire from stealth to eliminate groups of weaker enemies. I also really like the roleplaying aspect of a stealthy arcane caster who can slip in and out of the shadows and cause massive damage to both single targets and to groups.
My question is: Will I be able to use backstab in tob or even late soa? Are most enemies immune or not? Will my thief be able to melee at all later or will he pretty much become a mage with traps? If that is the case I think I might go for a fighter/mage instead. I don't want the character to just become a mage.
Also, has anyone tried improved anvil for bg2? I tried it and suddenly pretty much every enemy could see me even if I was invisible? Is this a bug or did the author think invisibilty was too good? If so that's kinda crappy imo, kinda ruined my whole character.
Cheers!
I'm at the moment playing a mage/thief (no mislead cheese) and I find it very enjoyable. Backstabing, using invisibilty to backstab again. Using sunfire from stealth to eliminate groups of weaker enemies. I also really like the roleplaying aspect of a stealthy arcane caster who can slip in and out of the shadows and cause massive damage to both single targets and to groups.
My question is: Will I be able to use backstab in tob or even late soa? Are most enemies immune or not? Will my thief be able to melee at all later or will he pretty much become a mage with traps? If that is the case I think I might go for a fighter/mage instead. I don't want the character to just become a mage.
Also, has anyone tried improved anvil for bg2? I tried it and suddenly pretty much every enemy could see me even if I was invisible? Is this a bug or did the author think invisibilty was too good? If so that's kinda crappy imo, kinda ruined my whole character.
Cheers!
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Save Imports
Will BG:EE saves import to BG2:EE?
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BG:EE Back on sale!
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BG2 - Does progressing past ch 2 disrupt jeheira romance?
I have finished literally every quest in ch2 and got most romance talks with jeheira.
However, I only did xzar's quest late on because it seemed completely out of character to help him against the harpers.
Looking at:
http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-2/quests/harper-hold-quests.php
I just managed to trigger the meeting with Revianne and resolved that peacefully.
I am now supposed to wait for more of her dialog to trigger the next step.
Skipping months doesn't work, hitting ctrl+i doesn't work, and it supposedly will trigger after some X hours of REAL time.
So my options are to:
1. leave the game on and unpaused for a couple of hours
2. Move on from ch2 to ch3 and just let it happen naturally.
However, I am worried that moving on to future chapters will break this quest. Will it?
However, I only did xzar's quest late on because it seemed completely out of character to help him against the harpers.
Looking at:
http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-2/quests/harper-hold-quests.php
I just managed to trigger the meeting with Revianne and resolved that peacefully.
I am now supposed to wait for more of her dialog to trigger the next step.
Skipping months doesn't work, hitting ctrl+i doesn't work, and it supposedly will trigger after some X hours of REAL time.
So my options are to:
1. leave the game on and unpaused for a couple of hours
2. Move on from ch2 to ch3 and just let it happen naturally.
However, I am worried that moving on to future chapters will break this quest. Will it?
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Acting troupe at the Five Flagons turns on my party after portal opens
Something went wrong with this quest.
So the portal opens and monsters start to come out. All the members of the acting troupe have blue circles around them indicating they are friendly, but after killing a few of the monsters that come out of the portal one of the members of the acting troupe says something starting with "Now!" (or something like that) and then all the members of the acting troupe turn bad and start fighting my group. I ended up killing Haer'Dalis and Raelis Shai and whoever else was in the troupe.
I looked at some walk-throughs and they were very different. What happened?
Thanks.
So the portal opens and monsters start to come out. All the members of the acting troupe have blue circles around them indicating they are friendly, but after killing a few of the monsters that come out of the portal one of the members of the acting troupe says something starting with "Now!" (or something like that) and then all the members of the acting troupe turn bad and start fighting my group. I ended up killing Haer'Dalis and Raelis Shai and whoever else was in the troupe.
I looked at some walk-throughs and they were very different. What happened?
Thanks.
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Best use of 'cursed' belt of gender altering
What do you do with the cursed belt that changes your gender to the opposite sex?
I used it after Nashkel on Dorn and was blown away, Dorn is way cooler (not to mention sexier) as a female. She comes in midnight black plate armor and equipped with composite longbow or two handed sword has got to be the coolest use of the belt.... damn.
I used it after Nashkel on Dorn and was blown away, Dorn is way cooler (not to mention sexier) as a female. She comes in midnight black plate armor and equipped with composite longbow or two handed sword has got to be the coolest use of the belt.... damn.
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BGEE Companions for Normal BG?
Hi all.
I was just wondering, if it's at all possible to add Neera, Dorn and Rashaad to normal BG1 (or Tutu, actually, since I don't think plain BG1 is supportive of mods) through mods? Because, nice as the enhanced edition is, I bought the GOG version of the original releases before knowing it was a thing, and half-regret it, since the new companions seem pretty cool.
And if it is possible, is it legal, or would the devs allow it? I'm guessing no.
I was just wondering, if it's at all possible to add Neera, Dorn and Rashaad to normal BG1 (or Tutu, actually, since I don't think plain BG1 is supportive of mods) through mods? Because, nice as the enhanced edition is, I bought the GOG version of the original releases before knowing it was a thing, and half-regret it, since the new companions seem pretty cool.
And if it is possible, is it legal, or would the devs allow it? I'm guessing no.
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Yeslick and Buckley's Buckler
In my latest playthrough (with SCS 24th) I gave Buckley's Buckler to Yeslick and his Constitution became 18 (instead of 17), so when he reached the next level, his shorty Saving Throws bonus changed to 5 (from 4).
This combined with Dexterity gauntlets and DUHM literally means he is a great tank. 18/00 - 18 - 18 with many - MANY Saving Throws bonuses (both from his race and from his CON). Marvellous!
Add Ashideena to it and Yeslick can hit everything while having superb AC and Saving Throws.
... Maybe this's not BIG news (or not even news at all to some people), but I just want to share this find with everyone.
P.S. How I wish Yeslick (a good-aligned dwarf cleric) is somehow available in BG2:EE...
By Clangeddin's hammer!
This combined with Dexterity gauntlets and DUHM literally means he is a great tank. 18/00 - 18 - 18 with many - MANY Saving Throws bonuses (both from his race and from his CON). Marvellous!
Add Ashideena to it and Yeslick can hit everything while having superb AC and Saving Throws.
... Maybe this's not BIG news (or not even news at all to some people), but I just want to share this find with everyone.
P.S. How I wish Yeslick (a good-aligned dwarf cleric) is somehow available in BG2:EE...
By Clangeddin's hammer!
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Dwarf cleric ranger
Hey guys I just started a new playthrough (just messing around til patch) and EE keeper'd him into a dwarf cleric ranger using the new dwarf portrait.
I can't decide who to grab into my party. I almost always have yeslick in my group but my PC will take his spot. Any advice on who to grab? What about weapon profs?
I can't decide who to grab into my party. I almost always have yeslick in my group but my PC will take his spot. Any advice on who to grab? What about weapon profs?
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Durlag tower, is it worth it?
Since you can easily get to the xp cap for a party of six doing everything else, is durlag's tower worth doing?
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BG2EE New NPC Party
So I'm thinking that my first BG2EE playthrough will include all the of the Overhaul-added NPCs, so I can see their new areas, sidequests, and banters with each other (and check for conflicts). That gives me 4 NPCs: Dorn, Rasaad, Neera, and Hexxat; plus the protagonist and an open spot. This party already has the basics covered pretty well, as both Dorn and Rasaad should be excellent front-liners in BG2, Neera covers primary arcane casting, and Hexxat will fill thiefly duties. My question is, what would be a good Bhaalspawn and fifth NPC to round things out with?
Thoughts so far:
Jaheira: Has her own subplot, adds divine spellcasting, can tank fairly effectively.
Nalia: Secondary arcane spellcasting with a Ring of Protection +2 thrown in for good measure. Also has her own subplot. Might be interesting to see if she calls out Rasaad on the "only humans can be monks" thing the way she calls Keldorn out re: the Radiant Heart.
Mazzy: Could shore up the frontline or provide solid ranged backup. Has two subplots, though one is very minor. I'm morbidly curious to see what kind of banters she and Dorn might have.
Jan: Backup spellcasting and backup thieving. Subplot. As we all know, Jan gets along with everybody like a house on fire, so why not see how he does with all the new people?
Bhaalspawn: A Blade (or other Bard kit) would add to the arcane capability of the group and let me do the Bard stronghold (which is a personal favorite). Ranger/Cleric (or Fighter/Divine multiclass) would provide clerical spellcasting and strong tanking in case Rasaad/Dorn don't tank as well as I hope. An Inquisitor would be great for Carsomyr, Dispel Magic, and True Sight, but would make for a weird RP dynamic with the Evil party members, especially Dorn, who is not at all shy about his morals (or lack thereof). Of course, I could always go Kensai->Mage.
Thoughts so far:
Jaheira: Has her own subplot, adds divine spellcasting, can tank fairly effectively.
Nalia: Secondary arcane spellcasting with a Ring of Protection +2 thrown in for good measure. Also has her own subplot. Might be interesting to see if she calls out Rasaad on the "only humans can be monks" thing the way she calls Keldorn out re: the Radiant Heart.
Mazzy: Could shore up the frontline or provide solid ranged backup. Has two subplots, though one is very minor. I'm morbidly curious to see what kind of banters she and Dorn might have.
Jan: Backup spellcasting and backup thieving. Subplot. As we all know, Jan gets along with everybody like a house on fire, so why not see how he does with all the new people?
Bhaalspawn: A Blade (or other Bard kit) would add to the arcane capability of the group and let me do the Bard stronghold (which is a personal favorite). Ranger/Cleric (or Fighter/Divine multiclass) would provide clerical spellcasting and strong tanking in case Rasaad/Dorn don't tank as well as I hope. An Inquisitor would be great for Carsomyr, Dispel Magic, and True Sight, but would make for a weird RP dynamic with the Evil party members, especially Dorn, who is not at all shy about his morals (or lack thereof). Of course, I could always go Kensai->Mage.
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Would this work within the timeline of CHARNAME & Imoen? *SPOILER ALERT*
I've had a long think about how this whole timeline nonsense comes about (reffering to how BG1 starts only 10 years after the Time of Troubles). I've read a lot of possibilities and the most common one I've seen is that the duo age quicker. The flaw with that is that they themselves would notice it in comparison to others around them, as well as others noticing it about them. Candlekeep is not your average citadel with beggars and such, this is a place for scholars and sages, I'm sure most of them would pick up on that if they were residents. In all of this I'm reffering to CHARNAME as a human.
Anyway, I've come to a possible conclusion which only changes one small fact.
If you've completed the whole saga, you know that Gorion saved CHARNAME from Bhaal cultists who wishes to sacrifice CHARNAME to bring back Bhaal (or at least donate their essence to him). It doesn't seem like a crazy possibility that Imoen might be there too, and that CHARNAME and Imoen have the same mother.
Now, here's the things I'd say that could be easily altered to make the story work...
CHARNAME and Imoen are actually 10 during their intended sacrifice, shortly after the Time of Troubles (with many mercenary groups/cities and organisations still in shock from this event). Gorion kills their mother, the Bhaal priestess, and saves them. Gorion knows that he will be looking after them, and let's face it, who would listen to a guy that killed their mother. No matter how evil she was in everyone else's eyes, she's still their mother, plus considering this event happened, they've got to be traumatised by it to some extent. So Gorion gives them a potion to erase their memories, meaning, when they wake up from the potion the next day, they're in Candlekeep and Gorion explains that they were orphans found somewhere and he's taken them in.
Just want to see if this would actually work? Considering it only changes a few facts.
Anyway, I've come to a possible conclusion which only changes one small fact.
If you've completed the whole saga, you know that Gorion saved CHARNAME from Bhaal cultists who wishes to sacrifice CHARNAME to bring back Bhaal (or at least donate their essence to him). It doesn't seem like a crazy possibility that Imoen might be there too, and that CHARNAME and Imoen have the same mother.
Now, here's the things I'd say that could be easily altered to make the story work...
CHARNAME and Imoen are actually 10 during their intended sacrifice, shortly after the Time of Troubles (with many mercenary groups/cities and organisations still in shock from this event). Gorion kills their mother, the Bhaal priestess, and saves them. Gorion knows that he will be looking after them, and let's face it, who would listen to a guy that killed their mother. No matter how evil she was in everyone else's eyes, she's still their mother, plus considering this event happened, they've got to be traumatised by it to some extent. So Gorion gives them a potion to erase their memories, meaning, when they wake up from the potion the next day, they're in Candlekeep and Gorion explains that they were orphans found somewhere and he's taken them in.
Just want to see if this would actually work? Considering it only changes a few facts.
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Rasaad in BG2:EE
There’s been a lot of debate about Rasaad and his lack of power in BG:EE. Let’s see what happens in BG2:EE.
I understand his ability scores will stay the same, so
Rasaad (total 85)
Str: 16 which means +1 damage, 150 lbs
Dex: 16 which means -2 AC/ +1 range
Con: 14 which means no bonuses
Int: 11 which means no bonuses
Wis: 14 which means no bonuses
Cha: 14 which means no bonuses
It wasn’t good enough for BG1, so it’s not good enough for BG2 too.
With natural monk advantages*** Rasaad is no longer a liability.
***speaking about it, let's look closely:
- 9th level: +1 to all saves. Immune to charm. The fist is considered a +1 weapon (+2 at 12th, +3 at 15th).
- 11th level: Immune to poison.
- 12th level: Another -1 to speed factor.
- 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th level, caps out at 78%).
- 20th level: Immune to non-magical weapons.
- TOB: 21st level: AC bonuses slow to every 3 levels
- TOB: 25th level: Fists become +4 weapons
- TOB: 30th level: AC bonuses slow to every 5 levels
I also expect some new specific items that improve his ability scores and/or give another bonuses.
EDIT: Rasaad apparently won't be able to use Keldorn's Armor so has to rely on his natural (improving with levels) AC.
But it does still worth to mention that Rasaad as a Sun Soul Monk won’t be able to use a Quivering Palm ability (as well as a Stunning Blow ability). From my point of view it’s a great disadvantage and his kit-specific abilities don’t make up for it.
No amount of damage can be equivalent to “the save or die attack”, especially if the enemy next to Rasaad is a dragon or another tough boss.
It is somehow sad that while in BG:EE it is much better when Rasaad has a kit, in BG2:EE it’s vice-versa, especially taking into account that officially he’ll have a kit and to un-kit him we’ll have to use a mod (that will 100% appear) – we’ve experienced the same (but vice-versa) all these months.
So, Rasaad in BG2:EE won’t be a liability but still there will be a lot of debate on whether he’s effective enough or not.
I'll be glad to hear other ideas.
I understand his ability scores will stay the same, so
Rasaad (total 85)
Str: 16 which means +1 damage, 150 lbs
Dex: 16 which means -2 AC/ +1 range
Con: 14 which means no bonuses
Int: 11 which means no bonuses
Wis: 14 which means no bonuses
Cha: 14 which means no bonuses
It wasn’t good enough for BG1, so it’s not good enough for BG2 too.
With natural monk advantages*** Rasaad is no longer a liability.
***speaking about it, let's look closely:
- 9th level: +1 to all saves. Immune to charm. The fist is considered a +1 weapon (+2 at 12th, +3 at 15th).
- 11th level: Immune to poison.
- 12th level: Another -1 to speed factor.
- 14th level: The monk gains 3% magic resistance per level (ie. 42% at 14th level, caps out at 78%).
- 20th level: Immune to non-magical weapons.
- TOB: 21st level: AC bonuses slow to every 3 levels
- TOB: 25th level: Fists become +4 weapons
- TOB: 30th level: AC bonuses slow to every 5 levels
I also expect some new specific items that improve his ability scores and/or give another bonuses.
EDIT: Rasaad apparently won't be able to use Keldorn's Armor so has to rely on his natural (improving with levels) AC.
But it does still worth to mention that Rasaad as a Sun Soul Monk won’t be able to use a Quivering Palm ability (as well as a Stunning Blow ability). From my point of view it’s a great disadvantage and his kit-specific abilities don’t make up for it.
No amount of damage can be equivalent to “the save or die attack”, especially if the enemy next to Rasaad is a dragon or another tough boss.
It is somehow sad that while in BG:EE it is much better when Rasaad has a kit, in BG2:EE it’s vice-versa, especially taking into account that officially he’ll have a kit and to un-kit him we’ll have to use a mod (that will 100% appear) – we’ve experienced the same (but vice-versa) all these months.
So, Rasaad in BG2:EE won’t be a liability but still there will be a lot of debate on whether he’s effective enough or not.
I'll be glad to hear other ideas.
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Could Xzar and Montaron have witnessed the fight between Bane and Torm?
Xzar and Montaron are Zhentarim so I'm assuming they come from near the Moonsea area. Bane and Torm fought outside Tantras, which is just a little south of that area.
I might way off here but it would be interesting to see, especially if it links in with why Xzar is a madhat :D
I might way off here but it would be interesting to see, especially if it links in with why Xzar is a madhat :D
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party for Black Pits
I'd really like to see a multi-player feature for the Black Pits. Where you could challenge other people's groups. What kind of parties do you guys play with?
And, of course, I'd like to be able to pull in any encounter from the game. And I'd like to be able to see my enemies' stats.
By the Baldur's Gate and BGII rules, if a character is not a fighter, they're nothing. Assuming you get to make the character. 18 Con is my 2nd requirement after 18 in the prime requisite for the class. But if you're not a fighter, you can only get the bonus up to 16. Similarly, it really isn't worth getting an 18 Str just to get a +1 +2. So, if you're going to get to make 6 characters with 3 or 4 18's apiece, you definitely have to make them all fighters.
Meanwhile, at low levels the multi-class rules make it so you stay just one level below a single-class character. The answer is obvious: All your characters should be fighters. Some will be multi-classed to fill the various roles while still taking advantage of the fighter's benefits. Since, no thief is required in the Black Pits, we can take two clerics.
Fighter Half-orc
Fighter Half-orc
Inquisitor Paladin Human
Fighter/Cleric Half-orc
Fighter/Cleric Half-orc
Fighter/Mage Half-elf
A word about BGII:
Change one of those fighter/clerics to a fighter/thief and this is the party I created to play through BGII on hard. They demolished the game. I hardly ever rested. I was bogged down with healing potions that I found in the game and never used.
You might think that this fighter multi-class idea gets weak later on in Baldur's Gate II. It gets irritating, I won't lie. When your party is 20th level, your only mage is 15th level. But that mage was also a 15th level fighter who is much stronger than a single-class mage.
A lot of people venerate dual-class. Go up to 9th level fighter, get all the fighter HPs, then dual- as mage, cleric, etc. Good idea, but I found that by the end of Throne of Bhaal, characters like that couldn't hit anything. Their 9th level fighter THACO just wasn't good enough. Meanwhile, they were terrific spellcasters, but that didn't matter because everything had high magic resistance. My multi-class guys are slow to get high-level spells but their THACOs keep going down and they can hit.
Attributes
All four half-orcs have 19 Str and Con and 18 Dex. The clerics have 18 Wis. You may want to have a cleric with a 9 Int to use the Wand of Heavens. But Cha 3 and Int as low as it needs to be.
The Inquisitor is kind of a hard case. They're very useful in the Black Pits (Indispensable in BGII), but it's hard to get the attributes they need. Lower Cha and Wis as low you can and get Str, Dex, and Con up to 18. Put whatever is left over into Int. I played with an inquisitor with a 7 Int. I shutter to imagine meeting this Olympian character with his holier than thou attitude and Forrest Gump-like intelligence.
The fighter/mage has an 18 Str, Dex, and Con as well as Int. I think I got his Wis up to 10. Cha 3.
Proficiencies
Through the BG campaign (particularly at low levels) I am all about missile weapons. All my guys have the best bows and slings I can get and are specialized in using them. But in these Pit fights I don't find them useful much, a couple of times, but not much. I never bought a magic bow. The clerics got +1 slings because they're so cheap. The wizard through about 20 magic darts.
Because you want blunt weapons for a few fights and that they're not much worse, have everbody specialize in a blunt weapon. Then everybody will be free to get some missile proficiency later on.
A word about equipment:
Only buy what you need. If you don't go back and replay fights, money is limited. I never got around to buying magic shields and all my guys were still in splint mail armor late into the game. I was wearing five suits of regular plate armor when I won. The mage relied on a shield spell.
Buy the highest bonus melee weapons available as soon as they become available. Buy gifts of peace (helmet of defense, +1 save +20% many resistances). Buy two paws of the cheetah, boots of speed. Buy the ring of fire elemental command and the ring of fire resistance. Buy the improved cloak of protection +2 that can cast improved haste and improved invisibility once per day.
You need some scrolls (shield, magic missile, sleep, chromatic orb, blur, mirror image, acid arrow, horror, fireball, haste, stoneskin, minor sequencer, greater malison, fireshield, confusion). You could get by with less, but this is plenty.
You need some potions: healing and antidote mostly. I made fairly liberal use of potions of explosives too. I took 2 potions of hill giant str to buff my two 18 Str'ers for one fight. For the fire level, I bought like four potions of fire resistance. For, the big finale I used 5 potions of fire giant Str, 1 potion frost giant Str, and 3 potions of magic blocking. My hasted and giant Str'ed guys all rushed into melee with the spellcasters. And it still almost killed me. I don't see how you could do this any other way.
And wands: Fire, Heavens, Fear, Cloudkill.
I bought my frontliners composite longbows and five acid arrows. They weren't proficient. There was one fight where it came in useful that they had them.
I would love to buy: girdle of giant str, robe of the archmagi, suits of full plate armor, magic shields, rings of protection, ring of regeneration, and everything else but money is finite.
Spells:
You can rest as often as you want and can be instantly teleported to battle by talking to what's his name and you don't get dispelled or anything. So, set up all the magic you've got like there' s all the time in the world. Take an extra rest and get spell sequencer with two magic missiles in it. Cast stoneskin, rest, and then go fight. You'll have a stoneskin on and one you can cast. I had chant and true sight for almost every battle. Once my mage was fifth level, we were hasted every battle. The mage cast shield before every battle (at low levels, I bought shield scrolls so he could cast sleep).
And, of course, I'd like to be able to pull in any encounter from the game. And I'd like to be able to see my enemies' stats.
By the Baldur's Gate and BGII rules, if a character is not a fighter, they're nothing. Assuming you get to make the character. 18 Con is my 2nd requirement after 18 in the prime requisite for the class. But if you're not a fighter, you can only get the bonus up to 16. Similarly, it really isn't worth getting an 18 Str just to get a +1 +2. So, if you're going to get to make 6 characters with 3 or 4 18's apiece, you definitely have to make them all fighters.
Meanwhile, at low levels the multi-class rules make it so you stay just one level below a single-class character. The answer is obvious: All your characters should be fighters. Some will be multi-classed to fill the various roles while still taking advantage of the fighter's benefits. Since, no thief is required in the Black Pits, we can take two clerics.
Fighter Half-orc
Fighter Half-orc
Inquisitor Paladin Human
Fighter/Cleric Half-orc
Fighter/Cleric Half-orc
Fighter/Mage Half-elf
A word about BGII:
Change one of those fighter/clerics to a fighter/thief and this is the party I created to play through BGII on hard. They demolished the game. I hardly ever rested. I was bogged down with healing potions that I found in the game and never used.
You might think that this fighter multi-class idea gets weak later on in Baldur's Gate II. It gets irritating, I won't lie. When your party is 20th level, your only mage is 15th level. But that mage was also a 15th level fighter who is much stronger than a single-class mage.
A lot of people venerate dual-class. Go up to 9th level fighter, get all the fighter HPs, then dual- as mage, cleric, etc. Good idea, but I found that by the end of Throne of Bhaal, characters like that couldn't hit anything. Their 9th level fighter THACO just wasn't good enough. Meanwhile, they were terrific spellcasters, but that didn't matter because everything had high magic resistance. My multi-class guys are slow to get high-level spells but their THACOs keep going down and they can hit.
Attributes
All four half-orcs have 19 Str and Con and 18 Dex. The clerics have 18 Wis. You may want to have a cleric with a 9 Int to use the Wand of Heavens. But Cha 3 and Int as low as it needs to be.
The Inquisitor is kind of a hard case. They're very useful in the Black Pits (Indispensable in BGII), but it's hard to get the attributes they need. Lower Cha and Wis as low you can and get Str, Dex, and Con up to 18. Put whatever is left over into Int. I played with an inquisitor with a 7 Int. I shutter to imagine meeting this Olympian character with his holier than thou attitude and Forrest Gump-like intelligence.
The fighter/mage has an 18 Str, Dex, and Con as well as Int. I think I got his Wis up to 10. Cha 3.
Proficiencies
Through the BG campaign (particularly at low levels) I am all about missile weapons. All my guys have the best bows and slings I can get and are specialized in using them. But in these Pit fights I don't find them useful much, a couple of times, but not much. I never bought a magic bow. The clerics got +1 slings because they're so cheap. The wizard through about 20 magic darts.
Because you want blunt weapons for a few fights and that they're not much worse, have everbody specialize in a blunt weapon. Then everybody will be free to get some missile proficiency later on.
A word about equipment:
Only buy what you need. If you don't go back and replay fights, money is limited. I never got around to buying magic shields and all my guys were still in splint mail armor late into the game. I was wearing five suits of regular plate armor when I won. The mage relied on a shield spell.
Buy the highest bonus melee weapons available as soon as they become available. Buy gifts of peace (helmet of defense, +1 save +20% many resistances). Buy two paws of the cheetah, boots of speed. Buy the ring of fire elemental command and the ring of fire resistance. Buy the improved cloak of protection +2 that can cast improved haste and improved invisibility once per day.
You need some scrolls (shield, magic missile, sleep, chromatic orb, blur, mirror image, acid arrow, horror, fireball, haste, stoneskin, minor sequencer, greater malison, fireshield, confusion). You could get by with less, but this is plenty.
You need some potions: healing and antidote mostly. I made fairly liberal use of potions of explosives too. I took 2 potions of hill giant str to buff my two 18 Str'ers for one fight. For the fire level, I bought like four potions of fire resistance. For, the big finale I used 5 potions of fire giant Str, 1 potion frost giant Str, and 3 potions of magic blocking. My hasted and giant Str'ed guys all rushed into melee with the spellcasters. And it still almost killed me. I don't see how you could do this any other way.
And wands: Fire, Heavens, Fear, Cloudkill.
I bought my frontliners composite longbows and five acid arrows. They weren't proficient. There was one fight where it came in useful that they had them.
I would love to buy: girdle of giant str, robe of the archmagi, suits of full plate armor, magic shields, rings of protection, ring of regeneration, and everything else but money is finite.
Spells:
You can rest as often as you want and can be instantly teleported to battle by talking to what's his name and you don't get dispelled or anything. So, set up all the magic you've got like there' s all the time in the world. Take an extra rest and get spell sequencer with two magic missiles in it. Cast stoneskin, rest, and then go fight. You'll have a stoneskin on and one you can cast. I had chant and true sight for almost every battle. Once my mage was fifth level, we were hasted every battle. The mage cast shield before every battle (at low levels, I bought shield scrolls so he could cast sleep).
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[SPOILERS] What age are the Five?
Balthazar can't be too old, but the rest are Fire Giants/Drow/Elves and Dragons so they've got to be hundreds, if not thousands of years old?
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In which part of Faerûn would you like to settle down?
As we all should know by now; the continent of Faerûn is *huge*! It has many great, fascinating and terrible places. But even the greatest of veteran adventures needs to retire someday, become homely, and embrace the more simpler joys of life. Now, I'm really curious where all of you guys would like to relocate, if giving the chance, and settle down somewhere within the Forgotten Realms!
Within the poll I've listed the ten main geographic and political regions of the continent, together with their respective points of interest.
And for those people without Volo's ever popular guide books of the Realms, I have a handy link to round it all up as well:
http://forgottenrealms.wikia.com/wiki/Portal:Geography
Me? I'd settle down in the northernmost part of Northwest Faerûn: Frozenfar!
It's located right north of the Spine of the World and the region has such lovely, arctic weather to boot. It's like my Greenland vacation all over again! :3
Within the poll I've listed the ten main geographic and political regions of the continent, together with their respective points of interest.
And for those people without Volo's ever popular guide books of the Realms, I have a handy link to round it all up as well:
http://forgottenrealms.wikia.com/wiki/Portal:Geography
Me? I'd settle down in the northernmost part of Northwest Faerûn: Frozenfar!
It's located right north of the Spine of the World and the region has such lovely, arctic weather to boot. It's like my Greenland vacation all over again! :3
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Will I see any of these in BG 2: EE?
From what I can tell, BG1: EE seems like BG1 with NPC mods. Which is fine, but NPC mods don't really appeal to me, so I can't help but wonder if there's even a point to me getting excited at all? Baldur's Gate II is easily my favourite computer game ever, yet the extra content just fills me with "meh".
Specifically, will any of these be included?
*New/modified spells
*New/modified kits or kit classes (a lot of them could do with being spiced up)
*New quests unrelated to the new NPCs
*New/modified magic items
Replies/feedback appreciated.
Specifically, will any of these be included?
*New/modified spells
*New/modified kits or kit classes (a lot of them could do with being spiced up)
*New quests unrelated to the new NPCs
*New/modified magic items
Replies/feedback appreciated.
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Odd lore discrepancies in BG2 (elves sleep, can't see in the dark, etc)
I am noticing some odd lore discrepancies. Those are mostly amusing but occasionally bother me.
So far the 2 most obvious lore discrepancies I have notices are:
1. All 3 romanceable females are elves, and all 3 apparently sleep, even though elves do not sleep.
2. Aerie random banter contains a complaint about not being able to see monsters in the dark. Even though elves (and practically every other race other than humans) has infravision
So far the 2 most obvious lore discrepancies I have notices are:
1. All 3 romanceable females are elves, and all 3 apparently sleep, even though elves do not sleep.
2. Aerie random banter contains a complaint about not being able to see monsters in the dark. Even though elves (and practically every other race other than humans) has infravision
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