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My thief takes damage when setting traps

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I haven't seen this documented anywhere. Why does my thief take damage when he sets traps?



On a more or less related note, I thought that you weren't allowed to kill dragons by setting a lot of traps in front of them while they're still neutral. I remember reading back in the day that it was a cheesy way of killing dragons, so they made the dragon become hostile as soon as you set the first trap. Am I remembering correctly? Right now Firkraag just stands there looking at you in amusement while you dig his grave.

Accumulated Wisdom for BG2 Solo No Reload Games

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It seems to me from reading the threads on these forums that solo no-reload play (aka hardcore) is an increasingly popular occupation for many players. There are many threads where people ask for advice on some aspect or another, as well as many stories (including the no-reload thread) chronicling people’s attempts to succeed.

I thought it might be worthwhile to start a thread for people to chip in with their tips, tricks and strategies for this style of play, so we can accumulate our collective wisdom in one place and help each other as well as people who are thinking of trying this for the first time.

I’ll kick off with a few (primarily focused on SCS games).

1) Defence >>>> Offence. Throughout the game you face hundreds, if not thousands, of opponents that you have to kill. And they are all trying to kill you. The one constant in that? You. You have to stay alive throughout all those fights, so the most important thing you have to focus on is your defence, i.e. making sure your character does not die. Therefore making sure your defence is up to scratch is way more important than maximising how much damage you do.

Consider this: let’s say you cast a Finger of Death at an opponent (let’s say it is a yuan-ti mage). How important is it that the Finger of Death succeeds? I would say “Not very.” Sure, it would be nice if it did and you could move on to the next fight, but even if it doesn’t, the yuan-ti mage represents one out of hundreds of enemies you have to kill, and you probably have numerous other ways of killing him even if this spell does not succeed.

Now let’s switch it around and say the yuan-ti mage casts the Finger of Death at you. Now how important is it whether the spell succeeds? Pretty flipping crucial.

2) Saving throws are vital. No matter how much you prep, it is a cast iron certainty that you will have to make crucial saving throws along the way. So if and when you do, make sure you have done everything you can to boost your saves as much as possible.

The most important save is vs spells (most common), followed by vs death (also common). The other saving throws are tested only occasionally.

There are broadly speaking 3 types of saving throws:

i) Save or die (unsurprisingly you have to make these)
ii) Save or nasty effect (operate on the assumption that you almost certainly have to make these as well)
iii) Save or suffer extra damage (while it is still better to make these rather than fail them, and over the course of the game they add up to a lot of saved damage, in isolation these are not that important and you can get away with failing some of these)

3) Certain races and classes are more suited to solo no reload play than others. I won’t go through them all but here are a few pointers.

Races

i) Human: Unless you a) plan to dual class or b) want to play a class that is human only, you should never choose human (zero advantages).
ii) Dwarf and Elf: these are the top races. Dwarves have superb saving throw bonuses and are your go-to choice for any fighter, thief or cleric type builds that don’t involve dual classing. Elves have 90% resistance to charm and are the top dog for mage builds or for triple multiclasses.
iii) Half Orc and Half Elf: bad choices as Dwarf and Elf respectively are superior in the vast majority of cases.
iv) Gnome: only if you want a Fighter/Illusionist or Thief/Illusionist. Save bonuses vs wand and spell but not vs death.
v) Halfling: Dwarf is nearly always superior since -1 STR is very hard to stomach.

Classes

i) Kensai are usually a bad choice. You might have grand visions of a Kensai (13)/ Mage but the reality of achieving that is something else because of the sheer lack of survivability of a low to mid level Kensai (no armour, no helmets is asking for serious trouble in the early game). Try taking your level 8 Kensai with AC 4 through the duergar in Irenicus’ Dungeon and you’ll quickly get a feel for what you’re up against when those lowly level 5 fighters cut you into ribbons.
ii) Berserkers are conversely very good (the rage is the best single defensive resource in the game).
iii) Pure warriors (with no thief or spellcasting capability) will have a very hard time in the mid to end game.
iv) Spellcasters will ultimately have more power at their disposal (particularly arcane casters) but survivability can be an issue – if something goes wrong and your defences fail, low HPs do not provide much of a buffer to rectify things before it is too late.
v) Some form of fighter/mage is probably the best overall combination to maximise survival chances.

4) The following spells are notorious solo-killers. Make sure you are protected against these whenever facing an opponent capable of casting them.

i) Charm Person / Dire Charm / Domination: these are all save-or-die spells for solo play and SCS mages love casting these at you (sometimes in sequencers!) if you’re not protected against them.
ii) Power Word Stun: this is a death sentence and there is no saving throw. Keep your HPs above 90 or have free action in place.
iii) Maze: another death sentence and this one is pretty hard to defend against. There is no saving throw, the only defences are magic resistance, SI Conjuration (? Can’t remember if this is a Conjuration or Enchantment spell), Spell Deflection/Spell Turning/Spell Trap (note the minor versions won’t help you), Chaotic Commands or Enrage.

That’s enough for now, I will add more later :).

Themed Party ideas for BG, SoD, BGII, ToB

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Did a search, but nothing recent. Wondering what kind of themed parties others have done or plan to do? Parties where you introduce some flaw by doing so or otherwise take either an RP approach or some other thought process and apply it to which NPC's you will accept. We all know a balanced party with some combination of Fighter/Thief/Cleric/Mage works best ins D&D... Usually combining classes to provide further synergies to have a couple tanks, a couple damage dealers, someone to deal with traps and a couple crowd countrol/group damaging mages... But what have you ran, or considered running through the game with where your party was not balanced? here are some ideas I have for parties:

Nature Party: PC Ranger, Ranger/Cleric or Druid Kit + Kivan, Minsc, Jahiera or Faldorn. Issues would be no one to take care of traps and no one to deal with mages, provide buffs/debuffs, etc. Could be somewhat mitigated by letting Imoen tag along since she is your sister or maybe Coran since he's certainly a hunter, though not a Ranger. In the second game the same issue exists in that you could have Minsc, Valygar, Jahiera and Cernd but unless you make an exception you have no mage spells and no one to deal with traps. Anyone done something like this? Is it fun, too difficult, boring?

All Thief Party: I have long considered doing something like this: PC - F/M/T, Imoen - Thief->Mage, Viconia - EEK in to Cleric/Thief, Coran, Shar-Teel F->Thief and then rotate the last spot so long as anyone in the party has thief levels or maybe allow Garrick in for some comic relief. I actually think so long as you don't mind Vicky as a Cleric/Thief this is pretty easy to pull off in both games. In BGII you would have PC, Yoshimo/Imoen, Jan, Nalia, Vicky and for EE you have Hexat. Actually have 4 wizards in BGII this way, but in both games only one cleric (and that only by EEKeeper). I think it could be pretty fun using stealth/invisibility to have everyone start battles by setting traps and then backstabbing. You could end up cutting the number of enemies in half right off the bat, then lead the remainder in to your traps. Obviously you could no longer do this against certain enemies in ToB especially, but when you could it would be a lot of fun! :)

All Mage Party: Could be tough in the first game against undead, but you can avoid them until you get Web on a few of your party members... There are so many mage options in both games you can end up with a full party. You can have Imoen be Thief->Mage to handle traps and for any battle you could open with 6 casts of sleep/web/fireball/whatever to ensure everything is disabled or destroyed. could be fun to make Charname F/M then have Imoen, Edwin/Neera, Dynaheir, Xan and Quayle or you could replace one or more to pick up Xzar or even Garrick if you wanted to (or Baeloth for the OPness). In BGII you could go with PC, Nalia/Imoen, Edwin/Neera, Jan, Aerie and Haer'Dallis/Sarevok (in ToB). Seems pretty easy in both games to have an all mage party while still having a tank (if PC is F/M), a healer (Quayle/Aerie) and a Thief (Imoen, Nalia, Jan).

All Cleric Party would be more difficult as there just aren't as many clerics to chose from (Quayle, Viconia, Branwen and Tiax in the first game unless you open it up to Cleric/Monk/Paladin and/or Druid in which case you get more options).

Any way...these are just a few simple/class based Themes, but what type of themes have others come up with and ran through the game? Any enjoyable/funny/terrible moments you'd care to relive?

Dead party members, XP and solo run charm protection

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Anyone knows whether:
- dead party members get XP (my google fu says yes, but always good to confirm)
- If you have only a dead party member, charming charname (or mazing him) is game over?

Legacy of Bhaal Iron Man Daigle run

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Dear forumites, I introduce you an adventure of a jester, named Phillip Daigle, on the Sword Coast.





Rules:

No-reload
Legacy of Bhaal mode
Taking the third attribute roll as-is
-1 penalty to all saving throws

Some pre-history:



This is why if you name your character Phillip Daigle, you get a -1 penalty to saving throws.

So, to the character-creation process:

1st roll:





2nd roll:





3rd roll:




Hmm, yes, a very *fortunate* roll, 8-14-10-13-15-17. 17 CHA! So, we have a very charismatic jester here! Well, other stats don't matter if your tactics is right, I guess.

A small tweak to the biography:





And voila!

Meet @PhillipDaigle - pay attention to saving throws (they have a +1 penaly - all other bards start with 13/14/12/16/15, while this awesome bard starts with 14/15/13/17/16), proficiencies chosen according to Phillip (maces and clubs)



The Hard as Bhaals mode activated:



Arena ideas for multiplayer, come read!

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A buddy of mine and myself are making an arena style setup for people to join our game and participate. My part is setting up the spells and creature we'll be using to be the "host" and design the rounds for the champion to partake in. He's developing scripts and whatnot to make this arena as automated as possible.

We were going to originally use Dennaton's arena but I liked the amphitheater-type place you come across in Rasaad's questline.

In this arena there is no party, it will be you pick one character to use and that's it. Any items, extras, scrolls, w/e is allowed. We'll have no limits other than characters can't be edited in anyway to be unkillable.

I have the round setup pretty well I think so far, but I'm looking for input as I want this to be as pleasant and I want the rounds to ascend in difficulty in the most smooth way possible. IE, I don't want to go from spiders/skeletons to lichs and hive mothers.

I want this to be interesting, I want people to have fun with each round, I don't want boring. Now for I guess role-playing reasons I do not want to use named enemies. Such as I don't want to use irenicus, or balthazar, or sarevok, you get the idea. It's supposed to be your testing your strength as a champion against the different stages of creatures of the realms.

I'll put my list here for what I've come up with so far, I'd love feedback on what I've got and some more interesting enemies we can face. I'm all open for swapping out and/or adding creatures to a round. I'm up for adding more rounds. I don't rightly have a clue on how many rounds I should have so I'd be up for feedback there too.

Here's what I have so far..




Gibberlings (this is mainly for fun, I have a spell to summon 60 of these, it's hilarious. like an intro)
Skeleton warrios sword spiders
djinnis+gauths
greater bone golems
two of each greater elementals
shambouling molds
adamant and two other lesser golems
pit fiends
balors
one of each elemental princes
devas
powerful lichs
slayers
hive mothers/some type of warriors idk what
dragons

gallor's plot achievement bugged?

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for the life of me, I cannot get this achievement to unlock, no matter which way I do this quest, it never unlocks, has anyone else had this problem?

Found a solution to solve the BGEE1&2 DVD Patch Problem

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So from I understand the DVDs currently have issues, and potentially might not be able to accept the 2.0 patch, but what if the companies in question allowed a Disc-Detection Online system on the official website to provide a digital-download for the player's choice of either using the gog version or the steam version of the games if they had already own the physical editions? That way everyone wins, and nobody has to double-dip for another version of the game.

EDIT:
(Ignore that one thing I posted..I had a dumb moment)

EDIT:
I see there is a new patch up now called 2.2 for BGEE.

My other question will there be a physical trilogy collection at some point?

The true odds of rolling 108

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So, every so often, someone asks what the probability is of roll a perfect 108 statline. Consistently, people give a lot of wrong answers (1/6^18 is a common favorite), and a lot of "I don't know"s. Because, well, the problem is hard. The game's built-in rerolling of too-low stats complicates the probabilities dramatically. For a long time, all we knew was that the true probability was very low, but much higher than 1/6^18. Until now.

Through the wonders of linear algebra and Matlab, it's now possible to instantly compute the probability of rolling a 108 (or any other total) for any given race/class combination. Multiclasses are still a work in progress, but that's just because I'm excited to post this, not because they're at all hard to add.

So what are the odds? Well, there are a lot of possible combinations, so I'll just post the ones that give the best and worst odds:

Human fighter (/thief/cleric/mage): 1 in 496.25 billion
Human paladin: 1 in 5.3104 billion
Elf ranger: 1 in 198.03 million

Note that I made a couple assumptions when computing these probabilities. In particular, I assumed that the game rerolls any statline below a given minimum (which is supported by my testing), and that racial modifiers (the elf +1 Dex, for example) are added after the roll is made but before the roll is compared to the various minimums (this is less supported by evidence, but I'm not sure how else they'd do it).

EDIT: I'm also assuming the game rolls 3d6 to generate stats, as opposed to 4d6 drop lowest. This is most likely correct, but the two are very difficult to distinguish without extensive testing.

You have been waylaid by enemies and must defend yourselves!

Neverwinter Nights Enhanced Edition?

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Sorry, but I had to ask the question: Is a Neverwinter Nights Enhanced Edition a feasible idea in the distant future?

For starters, Neverwinter Nights came out the same year as Icewind Dale 2, which is up for grabs as a possible Enhanced Edition project.

In contrast, I realize Neverwinter Nights was built on a newer (no longer isometric) engine, which some might view as modern enough and unfit for being "Enhanced".

So what are your thoughts? I have not seen any Dev commentary on the subject (though IWD and IWD2 were mentioned as being of "interest" to the Devs).

It is more of a curiosity of mine than anything, mainly because Neverwinter Nights is what got me back into the Infinity Engine games after almost a decade of not playing them.

I personally would welcome an Enhanced Neverwinter Nights, after Baldur's Gate 3, IWDEE, IWD2EE, and Planescape: Torment EE of course :)

Edit: Subtopic - I also remember thinking about how cool Neverwinter Nights could/would have been if the loading screens in Baldur's Gate were correct about transferring your characters to Neverwinter Nights and had come true. Neverwinter Nights on the Infinity Engine? Yes please :)

I get a kick out of the mods that have brought Icewind Dale and Baldur's Gate to the NWN2 engine, because if I had more skill and knowledge (and time) with the Infinity Engine, I'd love to personally bring Neverwinter Nights to the Infinity Engine as an Icewind Dale 2 mod.

Alzhedo, the Language of the Calishite People

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Below are all of my notes on the Forgotten Realms language Alzhedo, which is spoken principally by the people of the desert nation of Calimshan (such as our friends Khalid, Rasaad, and Safana).

This is a grammar of the language based upon what data I could glean from the Forgotten Realms Wikia’s Alzhedo Dictionary, with additional material invented by me partly based on what I know about Arabic and Persian.

This is an ongoing project, so feel free to make suggestions or point out things I haven’t accounted for. My goal is to create a functional version of the language for all to use and enjoy.

I will be creating a much expanded Alzhedo dictionary sometime soon, so that everybody will better be able to use these rules I have laid out.

Pronouns

Nominative:

mazh - I , maanazh - we
ato - you , shato - you (pl.)
uzh - he , unhazh - they (pl.)
uzh - she
uzh - they

Genitive:

mazha - my , maanazha - our
atat - your , shatat - your (pl.)
uzha - his , unhazha - their (pl.)
uzha - her
uzha - their

Accusative:

maz - me , maanaz - us
atuh - you , shatuh - you (pl.)
uz - him , unhaz - them (pl.)
uz - her
uz - them

Pronouns are never omitted in Alzhedo, in accordance with the focus in Calishite culture on names and proper address, unless one is speaking informally, in which case omitting “I” is common and I is generally only used for emphasis. Unlike the languages of many neighbouring cultures, Alzhedo makes the distinction between subject and object usage of its pronouns. To signal that someone is the object of a sentence, the final sound of the nominative (subject) form is alveolarized (zh → z) or relaxed (o → uh) to make the accusative form.

Nouns

Known Canon Alzhedo Nouns:

akkhani – load-bearing corner piece holding up a dome
alimarif, -a – learned stranger
amhir – naval commander
amlak - police officer
amlakhan – police station
annuv – a symbol or gesture of respect denoting unmentioned titles
askar – soldier
bakkal – high priest
balak – colonel
caleph – king
cestys – spiked knuckles
chawal – lieutenant
dahyarif, -a – misplaced stranger
deen (pl.) - coins
djawal – knight
drudach – precinct
druzir – drudach leader
dyram – arm
enaza – spear
enhir – tribune
ghadabaan – anger
ghanni (pl.) - guards (or collective guard)
gharab – foreigner
hakkam – governor
hamaad – war medal
harakh – rebellious/criminal activities (slang)
hydar – lion
jaarnadah – city
jambiya – dagger
jhasin, -a - concubine
jhasinnadha – harem
jikholnar – handaxe
katar – knife
khamarkha – family mausoleum
khamarnari – tomb of fire
khanduq – enclosed warehouse/marketplace
kholnar – axe
lumal – dung
malik – prince
mameluk - warrior slave (gladiator)
markhout – tomb
massatyr – baron
mitalib - wealth watcher (banker)
mujah – intruder
mumijin – lieutenant colonel
murabir – warlord
musadhyar (pl.) - hapless folk
musar – sergeant
nadim – club
nadhari (pl.) - non-slaves
nallojal – navy
nar'ysr – phoenix
nataf – cord
nazir – prefect
pajabbar (pl.) - horns
palintrike – a hybrid breadfruit/grape
pasha – guildmaster, clan leader
qayadin – general
qysar, -a – emperor/empress
rafayam, -ar – exalted sir/madam
ralbahr – admiral
rif, -a – stranger
ruaiis – count
rysal – naval captain
sadhara – desert rose
sabban – district
sabbalad – district leader
sabbaladah – sabbalad’s villa
sadidah – garrison
saddimin (pl.) - powerful swords, the Calishite army
sadidrif , -a – powerful stranger
saref – centurion
satrap – provincial governor
sayedotta – cat woman
scimitar – scimitar
shaani – poor leader (taken from a name)
shanate – duchy
sharakh – lowly thief
shyk – major
sikaena – knife
solbar – bright steel
tabarif, -a – honourable stranger
trika – wine made from palintrike
vizar – chancellor, advisor
wedna – ear
yadhi – hand
yanat – estate
yestaadi – huntress
yrshelem (s. and pl.) - coin collector
yshah – duke
yuzas – army captain
zel – shadow


Nouns are perhaps the most complicated part of Alzhedo. They come in many different forms and have a certain degree of grammatical gender (referred to as such due to associations with the endings of actually gendered words). Old dialects of Alzhedo made heavy use of gender, but it has been slowly phased out, to the point where modern Alzhedo has barely any word gendering and the Feminine and Masculine noun categories are mostly just for organizing grammar rules. It can be hard to know if certain unfamiliar words are singular or plural, because some singular forms look like plurals.

There are two sets of regular plural rules based on “gender”:

Feminine

Final a, ah, and e add r.

Final p, b, t, d, k, q, s, and z double and add ar.

Final ph, dh, ch, kh, sh, and zh add ar.

Masculine

Final i adds n. (except ni, which simply drops the i)

Final f, v, and m add in. (except em, which stays the same)

Final n doubles and adds i.

Final l, r, and u add i.

The possessive is formed using the prepositions al and el, both meaning “of” or “of the”, although it’s becoming more common to just use el regardless.

Al is used before “feminine” words.

El is used before “masculine” words.

Ex.: katar al mameluk – the gladiator’s knife, dyram el tabarif – the honourable stranger’s arm

The only exception is when the possessor is referred to by pronoun.

Ex.: mazha zel – my shadow, unhazha caleph – their king

Word Order and Formality


In informal speech, the order is typically Subject Object Verb.

In formal speech, however, the main verb comes first in the sentence.

Ex.: Ato najhum. - You succeed. (informal) vs. Najhum ato. - You succeed. (formal)


Formal speech, because it shares structure with commands, is generally reserved for those in a position of power. Someone who outranks another person they are talking to will speak with formal style. If that person replies with informal style, it is an acknowledgment of the other’s superiority and a show of due respect.

Replying in formal style is a tricky business, because it can be taken a number of ways.

It can be a power play, saying that “I am your equal”, which can be met with respect, particularly between two members of the same social class, but if a person of clearly lesser rank does this, it will most likely be taken as impertinence and be responded to harshly. It is extremely taboo for a slave to use formal style, even amongst other slaves, being the lowest caste in Calishite society as they are.

Informal style, when used by both parties in a conversation, is a show of familiarity or casualness.

Verbs

Alzhedo verbs are incredibly regular and change their endings based on who is doing them. To conjugate a verb, take the -at ending of the infinitive (the dictionary form) and swap it out with the ending you need.

Present

I -am , we -nam
you -um , you pl. -ush
he -ad , they pl. -ahk
she -ad
they -ad

Ex.: daashad – he stops, sefornam – we listen, khasahk – they want

Past

I -amda , we -namda
you -umda , you pl. -ushna
he -adna , they pl. -ahkda
she -adna
they -adna

Ex.: tamaashumda – you watched, zhamaladna – she worked, mashamda – I walked

Past Perfect

I -amdat , we -namdat
you -umdat , you pl. -ushnat
he -adnat , they pl. -ahkdat
she -adnat

they -adnat

Ex.: fazhtumdat – you have made, jharamdat – I have run, yakalnamdat – we have eaten


Future

I -ym , we -nym
you -em , you pl. -esh
he -yd , they pl. -yhn
she -yd
they -yd

Ex.: naamyhn – they will sleep, tadhakym – I will remember, qaresh – you will read


Future Perfect

I -ymat , we -nymat
you -emat , you pl. -eshat
he -ydat , they pl. -yhnat
she -ydat
they -ydat

Ex.: qatemat – you will have written, shakaarydat – they will have thanked, javeshat – you will have answered

To negate a verb (i.e. say that the thing is not being done), simply add the prefix na-.

Ex.: zanam - I know vs. nazanam - I don’t know


The imperative mood (a command) is made with the ending -ah.

Ex.: darsah – study!, gozashah – die!, daraftah – flee!

The interrogative mood (a question) is made with the ending -si.

Ex.: zistadsi – does he live?, nasyumdasi – did you forget?, baazhamdatsi – have I sold?

The subjective mood (a theoretical idea) is made with the ending -eesh.

Ex.: intazumdateesh – you might have waited, yapdadeesh – she might begin, ghaadusheesh – you might leave

Adjectives

Known Canon Alzhedo Adjectives:

alima – learned
dahya – misplaced
jhasin – handsome
jhasina – beautiful
muzha – shady
sadid – powerful
taba - honourable
tamra – greedy


Alzhedo adjectives are placed before the thing they are modifying, even in compound nouns.

Ex.: sadid pasha – powerful guildmaster, dahyarif – misplaced stranger


In older dialects of Alzhedo, an adjective had to agree in gender with its noun, but modern Alzhedo has no need of this. Usually only old and/or pretentious people will insist on following the outdated rule. Most people just use the feminine form, regardless of the gender of the noun, although masculine forms are sometimes used because they’ve developed a slightly different flavour of meaning.

Adverbs

Adverbs are typically made by adding -di to the end of an adjective (or just -i in the case of ones that end with consonants).

Ex.: tabadi – honourably, jhasini – handsomely, tamradi – greedily

Adverbs always come directly before the verbs they modify.

Ex.: jhasinadi fashiramda – I failed beautifully, uzh muzhadi wazhadadnat – he has promised shadily

Articles

Alzhedo does not have articles (the and a). One must rely on context to know which is meant.

Pronunciation and Spelling


Alzhedo pronunciation is rather difficult for those learners who come from languages with simpler sound sets. There are many sounds in this language that most others do not have. Fortunately, words are generally always pronounced the way they are spelled.

Reference examples here are given with Standard American English in mind.

Vowels: a, e, i, o, u, aa, ee, ii, ah, uh, and yh

a – like the exclamation “ah”
e – like the vowel in “bet”
i – like the ea in “mead”
o – like the exclamation “oh”
u – like the oo in “too”
aa – like the a but held a little longer
ee – like the i but held a little longer
ii – like the ee
ah – like a but with a slight h sound following it
uh – like the u in “put” but with a slight h sound following it
yh – like i but with a slight h sound following it

The Semi-Vowel: y
Before a constant, it sounds much like an i would.
Before a vowel it sounds like the y in “yes”.

Consonants: b, c, ch, d, dh, f, g, gh, h, j, jh, k, kh, l, m, n, nh, p, ph, q, r, s, sh, t, v, w, z, and zh

b – as in English
c – like the k in “kit”. Considered archaic and only occurs at the beginnings of words or after an initial s
ch – like the ch in “chat”
d – as in English
dh – like d but with a slight h sound following it
f – as in English
g – like the g in “get”
gh – like g but with a slight h sound following it
h – as in English
j – like the j in “jam”
jh – like j but with a slight h sound following it
k – as in English
kh – the back-of-the-throat k like sound rarely found in English but in borrowed words like “loch”
l – as in English
m – as in English
n – as in English
nh – like n but with a slight h sound following it
p – as in English
ph – like f but with your teeth not quite touching your bottom lip
q – keep the back of your throat closed like you’re going to make a g sound, but try to make a k sound instead
r – rolled
s – as in English
sh – like the sh in “fish”
t – as in English
v – as in English
w – as in English
z – as in English
zh – like the s in “Asia”

Aspiration

Aspiration is where a puff of air is added to the end of a sound and is typically represented as an h. There are a few aspirated vowels an consonants in Alzhedo.

The vowels are, as seen above, ah, uh, and yh.
The consonants are, as seen above, dh, gh, jh, and nh.

We aspirate letters all the time in English, but we don’t notice it because there’s no difference in meaning either way. In Alzhedo, however, aspiration can mean the difference between saying father (baadim) and saying cow (baadhim).

Punctuation


Alzhedo has a unique bit of punctuation called an annuv, which is a written representation of a hand gesture done during speech to respectfully indicate that a certain number of a person’s titles have been omitted (usually for brevity’s sake). The gesture is a rotation of the left hand towards one’s heart. The more rotations, the more titles are going unmentioned. In writing, this is shown with ~ after a person’s name, stacking like ≈ and so on, with each omitted title.

Ex.: Pasha Takhat yn Faheed → Takhat yn Faheed~

Will we ever see "Planescape: Torment: Enhanced Edition"?

Making a PC of a race not in the game.

An analysis on Necromancy (Focus on IWD:EE but may apply to other games).

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So, today I've decided I'm going to try and act like I know what I'm talking about and do an analysis on Necromancy spells within the infinity engine games. I'll go through each class that has a necromantic flavor and then compare wizard and cleric spells and abilities. Also, this primarily focuses on IWD:EE but information can be relevant to BG:EE and BG2:EE especially if you import IWD:EE's spells to them.

Classes:

Classes suitable to perform necromancy in my opinion are Wizards and Clerics as the top contenders followed by Blackguards, Bards, and Sorcerers. Monks can also have a necromantic flavor with the Dark Moon Monk and modded kits.

Human Wizards have access to the Necromancer specialist. They gain saves vs necro spells, one extra spell a day, and an increase in chance to scribe necromancy spells by 15%. They lose access to Illusion and Enchantment spell schools and have a -15% chance to scribe spells from non-necromancy spell schools. The Wizard seems to focus more on the "Black Magicks" side of things. Will go into more detail later. They can learn animate dead as a 5th level spell at level 9.

The Cleric is a divine spellcaster and is more suited for the "Master of Life and Death" type of necromancer. If you're good or neutral aligned you turn undead which first fears them but at later levels can outright destroy them. If you're evil you may rebuke undead. This will still fear them but instead of destroying them you dominate them under your control. Unlike the wizard, you lose out on many spells depending on your alignment. Good Clerics gain many life spells such as the powerful Resurrection while evil Clerics gain necrotic spells like Destruction and Wither. Neutral Clerics gain some of both. Will go into more detail later. Clerics learn animate dead the earliest as a 3rd level spell at level 5.

Blackguards make fine unholy warriors but certainly lack in the spells department. You won't be casting animate dead until level 13. Despite this, the Aura of Despair, Poison Weapon, and undead immunities make the Blackguard a great character if you want that black magic feel while being a primary melee character. Like the Cleric, they also gain the ability to rebuke weaker undead.

Bards learn the wizard necromancy spells but at a slower rate as they only start beginning learning the arcane from level 2 onwards and can only learn up to 8th level spells. They only gain one 8th level spell at level 29(!) which makes them not-so-great for a legit primary necromancer. There are mods you can use such as Song and Silence which adds a Dirgesinger Bard which has great necromantic flavor which a debuffing bard song and a SLA to animate dead at level 10. Unfortunately the Song and Silence kits only seem to currently be working in BG:EE and BG2:EE. IWD:EE the kits do not work to my knowledge. So, as a Bard, like the Blackguard, you will gain the ability to learn animate dead at 13. Keep in mind Bards level very quickly with their rogue level-progression.

Next are Sorcerers. It may be argued they can be equally good necromancers (well, they can actually); however, they do not have a great necromantic flavor as the Wizard has the Necromancer specialization and the Cleric has dominion over the dead as a modal ability. If you already have a scroll-learning character in IWD:EE it may be nice to have a sorcerer so they can innately learn all the necromancy spells. It may also be useful if you don't know where to find certain necromancy spell scrolls within the game. They learn animate dead as a 5th level spell at level 10.


Forgot about Monks on my initial writing of this. So Dark Moon Monks combine dark magicks and martial arts. They can use frozen fist which is similar to chill touch. As they level they may also cast Blindness, Blur, Vampiric Touch, and Mirror image.

Multi-Classing and Dual-Classing:

If you're seeking to multi-class I would say the best way to go about being a "True Necromancer" is to be a Half-Elf Cleric/Mage. This way, you gain all the arcane and divine spells along with turn/rebuke undead. If you want to focus on life spells, go good. If you want destructive spells, go evil. Then, if you want to generalize, go neutral.

Honestly, any Class/Mage or Class/Cleric can perform well as a Necromancer due to having the ability to obtain the required spells. One could try emulating an unholy warrior for non-humans by using an Elven Fighter/Mage and only choosing dark-themed spells or play a Gnomish Thief/Cleric and serve as an Unholy Assassin using the Undead and Dark spells to enhance your killing potential.

For dual classing it might be fun to do a Necromancer dualed into a cleric. Why? Well Necromancer wizards make their enemies recieve a -2 to Necromancy spell saves. Meaning that a Necromancer/Cleric can their necromancy spells and enemies receive a -2 to saves no matter if arcane or divine.

The spells you will be using as a Necromancer:

Here is a list of all the necromancy spells used by both divine and arcane means. The arcane list was provided by @Merina in her thread, here: http://forums.beamdog.com/discussion/41493/wizard-spell-lists-icewind-dale-enhanced-edition#latest

In the divine list I note any alignment restrictions as well as any comparisons to the arcane list.

Necromancer:

1 Chill Touch (Necromancy)
1 Larloch's Minor Drain (Necromancy)
2 Ghoul Touch (Necromancy)
2 Horror (Necromancy)
3 Hold Undead (Necromancy)
3 Skull Trap (Necromancy)
3 Vampiric Touch (Necromancy)
4 Beltyn's Burning Blood (Necromancy)
4 Contagion (Necromancy)
4 Spirit Armor (Necromancy)
5 Animate Dead (Necromancy)
5 Summon Shadow (Conjuration/Summoning, Necromancy)
6 Darts of Bone (Necromancy)
6 Death Spell (Necromancy)
6 Lich Touch (Necromancy)
6 Soul Eater (Necromancy)
6 Trollish Fortitude (Necromancy)
7 Control Undead (Necromancy)
7 Finger of Death (Necromancy)
8 Abi-Dalzim's Horrid Wilting (Necromancy)
9 Energy Drain (Necromancy)
9 Wail Of The Banshee (Necromancy)


Cleric:

1 Cause Light Wounds (Neutral or Evil only)
1 Cure Light Wounds
2 Aid
2 Cause Moderate Wounds (Neutral or Evil only)
2 Cure Moderate Wounds
2 Slow Poison
3 Animate Dead (Both Wizard and Cleric get this. Cleric receives at level 5, Wizard at 9)
3 Cause Disease (Similar in function to Contagion, Disease does strength damage while Contagion does Str, Dex, and cha)
3 Circle of Bones (Neutral or Evil only)
3 Favor of Ilmater (Good or Neutral only)
3 Holy Smite (Good or Neutral only)
3 Unholy Blight (Evil or Neutral only)
4 Cause Serious Wounds (Evil or Neutral only)
4 Cure Serious Wounds
4 Death Ward
4 Lesser Restoration
4 Neutralize Poison
4 Poison (Evil only)
4 Unfailing Endurance
5 Cause Critical Wounds (Evil only)
5 Cure Critical Wounds (Good or Neutral only)
5 Mass Cause Light Wounds (Evil only)
5 Mass Cure Light Wounds (Good or neutral only)
5 Raise Dead (Good or neutral only)
5 Slay Living (Neutral or Evil only)
5 Undead Ward
6 Dolorous Decay (Druid Only?)
6 Harm (Evil only)
6 Heal (Good or Neutral only)
7 Destruction (Evil only, stronger version of Finger of Death but touch range)
7 Finger of Death (Shared on both Wizard and Cleric list)
7 Greater Restoration (Good or Neutral Only)
7 Regeneration (Good or Neutral only, similar to Trollish Fortitude)
7 Resurrection (Good only)
7 Wither (Evil only)

Bard:

1 Chill Touch (Necromancy)
1 Larloch's Minor Drain (Necromancy)
2 Ghoul Touch (Necromancy)
2 Horror (Necromancy)
3 Hold Undead (Necromancy)
3 Skull Trap (Necromancy)
3 Vampiric Touch (Necromancy)
4 Beltyn's Burning Blood (Necromancy)
4 Contagion (Necromancy)
4 Spirit Armor (Necromancy)
5 Animate Dead (Necromancy)
5 Summon Shadow (Conjuration/Summoning, Necromancy)
6 Darts of Bone (Necromancy)
6 Death Spell (Necromancy)
6 Lich Touch (Necromancy)
6 Soul Eater (Necromancy)
6 Trollish Fortitude (Necromancy)
--Baldur's Gate Spell Cap For Bards --
7 Control Undead (Necromancy)
7 Finger of Death (Necromancy)
8 Abi-Dalzim's Horrid Wilting (Necromancy)

Blackguard:

1 Cause Light Wounds (Neutral or Evil only)
1 Cure Light Wounds
2 Aid
2 Cause Moderate Wounds (Neutral or Evil only)
2 Cure Moderate Wounds
2 Slow Poison
3 Animate Dead
3 Cause Disease
3 Circle of Bones (Neutral or Evil only)
3 Unholy Blight (Evil or Neutral only)
4 Cause Serious Wounds (Evil or Neutral only)
4 Cure Serious Wounds
4 Death Ward
4 Lesser Restoration
4 Neutralize Poison
4 Poison (Evil only)
4 Unfailing Endurance

RP Gods for the aspiring Necromancer: Jergal*, Kelemvor*, Mrykul, Velsharoon, Kiaransalee, Bhaal, Cyric, and possibly Shar (She has had the Undeath and Death domains before, though it would seem she attained these after the events of IWD:EE and BG/BG2:EE).

*These two don't like Liches or anyone that has willingly become Undead. Kelemvor hates the Undead completely but Jergal would allows his followers to use undead to fight the undead.

Mods of Note:
http://forums.beamdog.com/discussion/31274/mod-beta-tome-and-blood-more-options-for-wizards-and-sorcerers/p1?_ga=1.95594267.602184538.1431381712

Tome and Blood adds Elves to be able to become Necromancers along with the Revenant Bloodline for scorcerers and two sub-kits for necromancers. The Pale Master is much like it's 3.5 counterpart and gives you undead immunities as you level as well as a d6 hitdice. The Pale Master is Neutral and Evil only. For Good and Neutral you can be the White Necromancer of which I can assume is based on Pathfinder's class by the same name. It gives you raise dead as well as a number of healing spells to your spell list.

http://www.gibberlings3.net/sns/

Song and Silence adds the Dirgesinger bard so if you want to use that in BG:EE or BG2:EE you're perfectly available to. Also, if you use this version's shadowdancer they have summon shadow which is also an undead type creature.

http://gibberlings3.net/forums/index.php?app=downloads&showfile=706

Divine Remix adds the Strifeleader of Cyric Cleric kit. If you want that death god flavor for your Cleric Cyric is a pretty good way to go.

http://www.gibberlings3.net/iwdification/

IWDification adds many of the spells from IWD to BG:EE and such.

http://forums.beamdog.com/discussion/33657/scales-of-balance-post-hac-kits-and-tweaks/p1

Scales of Balance has been discontinued and its spellcasting stuff is going to be added to Tome and Blood. Keep an eye out for the set of mods that will contain: Tome and Blood, Might and Guile, and Faiths and Powers.

http://forums.beamdog.com/discussion/18620/mod-beta-monastic-orders-of-faerun/p1

http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/

Both of these mods also contain a monk of the Order of the Long Death which make other good death-themed martial artists.
@elminster thanks for the link n_n

Ending notes and biases:

Soooooooooooooooooooooooooooo

I personally cannot decide which type of char I like more between pure Cleric, pure Wizard, or Cleric/Mage. Wizard definitely has the better offensive spell collection as a lot of the Cleric's spells are healing or protection spells. However, Clerics gain animate dead at a much earlier level, 5 compared to 9. This with the ability to rebuke undead as en evil cleric makes it a tough choice to make. On the wizard side you gain badass spells like Soul Eater that kills enemies and turns them into skellybros which is super special awesome! Also, EE keeper is fun. Sometimes with the TnB mod I'll make a Cleric/Pale Master and such.

If I got any information wrong or have any input I'd super be appreciative of any comments and such n_n

Edit: So, thanks to @abacus I have learned that Bards, while getting animate dead later, actually get the best version of the spell before both mages and clerics due to their exp progression. They will obtain at it 1,100,000 exp while Clerics will gain it at 1,575,000 and Mages at 1,875,000. Thanks again for the information!

Edit the Second: Added spell lists for the Blackguard and Bard. I'm unsure about the Blackguard one since I haven't used a Blackguard in IWD:EE but this is what I assume the spells available would be.

My Icewind Dale 2 File size

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was recently trying to get IWD2 running on my PC but ultimately couldnt get it running smoothly. Game was very choppy. Anyway, I went to uninstall it and found that my system registered it and a few others as having a massive size. Just found it funny and thought id share this.

I hate cats!

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Oh, my, I never thought I'd say something so horrible in my life. My poor little real life cat looks at me all sad since I told her. What I hate, actually, are Baldur's Gate cats. I'm Neutral Good, and that's the familiar you get with this alignment. I don't know about the others, but cats are worse than useless. They are weak as... well, weak as kitten, and their only advantage is that they are good at hiding in the shadows and scouting. But if you already have a thief with decent stealth in your party (as we all do), that advantage disappears. At that point, they are only good to be micromanaged to stay out of trouble. The moment you forget to micromanage him, he will die on you after just two blows, which will hurt, cripple, and sometimes even kill your main character.

So, as much as I hate saying this, I want to get rid of my cat. Is somebody willing to adopt a lovely cat? Alternatively, can someone tell me how to get rid of the f***** critter without getting the penalty to CON? I certainly accept cheating as a valid solution.

Possible to install BG:EE twice on the same machine?

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So, I was curious if this is possible, is there any way to install BG:EE with SoD twice on the same machine? I have it installed via the standalone installer currently, if I added a second installation from Steam would it be possible to have the two games be completely separate? For example, if the steam version was the beta, but I wanted to keep my original game version totally separate... Is there any way that this is possible, say by creating a second user account to keep the documents folder saves/portraits etc. from overlapping?

Missing BGT

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I love how easy it is to run the EE games on a modern Mac. Wineskin was getting to be a challenge. I think the games are fine, but I miss the continuity of BGT. I have been playing it so long I forgot how nice it was that NPCs kept the stats/build throughout. So wierd to start BG2EE and Imoen, Minsc, etc. aren't even close to the versions that I built up in BGEE.

The Road to 3.0

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So if we ever see a 3.0 patch, what would you like in it?

I would want difficulty to be individual sliders. I like playing Core Rules but go down to normal to learn scrolls. It would be nice to set your damage, monster damage, learning scrolls, etc. independent of each other. A
Shaman stronghold would be nice too.
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