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Named Cowled Wizards, alive or dead, Full list

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I am trying to find all the named Cowled Wizards mentioned in the game or in canon sources. Please feel free to comment for additions if you remember/find out more. Here are the ones I have found this far:

Books:
Zallanora Argentresses (N/NE ef Nec36)
Meisarch Thyze Selemchant (deceased; CN hm Wiz12)
Tarkas Thallavv the Gemayor (N hm Wiz9)
Sendak Whitebrow (LG hm Conj7)
Lady Varytha Gheldieg (CE hf Nec9)
Alisar of Esmeltaran (deceased; first Cowled Wizard)

Game:
Tolgerias (CG hm Wiz21?), Planar Sphere quest
Corneil (LE hm Conj12), Government building
Wanev (N hm Conj18), Spellhold
Teos (LN hm Conj14), Planar Sphere stronghold quest
Jermien (LN hm Wiz14), Umar hills
Rayic Gethras (LE hm Wiz14), Docks district
Perth the Adept (LN hm Wiz18?), Brynnlaw
Lonk the Sane (LE hm Conj18?), Spellhold?
Khollynnus Paac (LE hf Conj17), Planar Sphere stronghold quest
Zallanora (LN ef Conj30, see above for canon info), Appears if you piss off Cowled Wizards

Self Proclaimed :p
Jon Irenicus (NE e? Wiz30), everywhere!

Songs in Forgotten Realms

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I thought it might be fun to gather some bard songs for the Forgotten Realms and adapt some other songs to fit the setting.

SOME SAY THAT BHAAL IS DEAD
(Some say the devil is dead)
https://www.youtube.com/watch?v=ssjsfuVzhIs

This one only needs a new chorus:
Some say that Bhaal is dead, that Bhaal is dead, that Bhaal is dead
Some say that Bhaal is dead and buried in Boareskyr
More say he'll rise again, more say he'll rise again
More say he'll rise again down south in Tethyr


THE DRUNKEN FFOLKMAN
(The drunken Scotsman)
https://www.youtube.com/watch?v=MZ35SOU9HTM

The Ffolk are one of the ethnic groups from the Moonshae Isle and apparently based on the Scots,
so I figured they'd fit.
Well a Ffolkman clad in kilt left a bar one evening fair
And one could tell by how he walked that he'd drunk more than his share
He fumbled round until he could no longer keep his feet
Then he stumbled off into the grass to sleep beside the street
Ring ding diddle iddle I de oh ring di diddly I oh
He stumbled off into the grass to sleep beside the street

About that time two young and lovely girls just happened by
And one says to the other with a twinkle in her eye
See yon sleeping Ffolkman so strong and handsome built
I wonder if it's true what they don't wear beneath the kilt
Ring ding diddle iddle I de oh ring di diddly I oh
I wonder if it's true what they don't wear beneath the kilt

They crept up on that sleeping Ffolkman quiet as could be
Lifted up his kilt about an inch so they could see
And there behold, for them to view, beneath his Moonshae skirt
Was nothing more than Earthmother had given upon his birth
Ring ding diddle iddle I de oh ring di diddly I oh
Was nothing more than Earthmother had given upon his birth

They marveled for a moment, then one said we must be gone
Let's leave a present for our friend, before we move along
As a gift they left a blue silk ribbon, tied into a bow
Around the bonnie star, the Ffolk's kilt did lift and show
Ring ding diddle iddle I de oh ring di diddly I oh
Around the bonnie star, the Ffolk's kilt did lift and show

Now the Ffolkman woke to nature's call and stumbled toward the trees
Behind a bush, he lifts his kilt and gawks at what he sees
And in a startled voice he says to what's before his eyes.
O lad I don't know where you been but I see you won first prize
Ring ding diddle iddle I de oh ring di diddly I oh
O lad I don't know where you been but I see you won first prize

How do you play ure Swash/mage?

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Hi everyone!
I want to know how do you play with ure S/M? I take SOD in count.
I red some interesting stuff about S(10)/mage dual. Playing Swashbuckler in bg1 and maybe dual at the beginning of SoD?

And about weapons? Some people play two weapons fighting with Katana?! Even with Roguerebalancing S/M tac0 must be very high.. and Swash not seems to be a backstabber by the way! I may use Zerth Blade without pip in Katana for extra spells?!
I see S/M dual more like a arcane dude with thief skills so more ranged weapons like short bow or throwing dagger?!
Do you play with trap when you dual 10?!
What do you think?

Goodbye, AlexT!

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All Hail Alex Tomovic! Our Dear Beamdog Dev and a Spellhold Deviant!

Both as a modder and as a Beamdog betatester I would like to thank @AlexT for everything he has done. Firstly, even before becoming a Beamdog dev, he supported games with his projects. Do you remember Rogue Rebalancing? Yes, that's his work! The mod hit over 300 000 downloads some time ago! Maybe you played his aTweaks? Well, that mod got downloaded 245 000+ times. You may also heard about his Wizard Slayer Rebalancing. As a Beamdog developer he led Project P (now known as Planescape: Torment Enhanced Edition), Siege of Dragonspear and Icewind Dale: Enhanced Edition.

As Alex is leaving Beamdog, I would like to thank him for everything he did for those games. Thanks to people like him, people may experience IE games on a brand new level. He made those games better - both as a developer and as a modder. I wanted to write all of this because we're both from Spellhold Studios - an IE modding community site many of you know. I thought I should thank Alex both as a IE games fan AND as a modder, and wish him all the best. I hope that wherever you go, wherever you're going to work now, you will experience excitement, fun, satisfaction and happiness. You deserve all of that.

I hope you will still visit us from time to time. Perhaps there will be a day when you'll check Beamdog Forums and Spellhold Studios boards to catch up and you will see us there, still releasing new projects, discussing new matters, and I hope you will remember that you were always a part of this community. You will always be part of it.

Thank you for all your hard work, Alex!

Lava Del'Vortel

5e Baldur's Gate characters?

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Has somebody made 5e stats for the characters of BG and BG II?

Last two party members for a "chaming" party.

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So I have an idea for like an all charm person party using mods.

Gypsy Bard from Song and Silence

Heartwarder of Sune from Divine Remix

Seducer Thief from Seducer Thief

Enchanter Wizard

What last two classes should I take? Maybe a Druid for Nature's Beauty?

Also should I make custom characters or change people's classes/kits using EEkeeper?

Transmuter/Cleric LoB SCS (Self buffing shapeshifter) Does it work?

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Hi friends,

In my latest play through I have been experimenting with a 8 transmuter using eekeeper/8 cleric for a self buffing shapeshifter using self poly morph and a combination of mage/clerics buffs. I am playing on LoB difficulty as a solo run + SCS. So far I have not been overly impressed. I have been using mainly Flind form for the +1 halberd and fire elemental damage to bypass stoneskin and interupt other spell casters. I have found that even with the buffs and the form it still seems weak to me. Maybe it's just a combination that is simply inefficient for LoB + SCS however I thought I would seek other peoples thoughts on this.

Other honourable mentions, mustard jelly for magic resistance vs spell casters and ogre beserker which seems to be hard hitting + high health however using just a regular mace - about to test if enchant weapon buffs up his weapon to be somewhat viable as I am currently unsure but I have a feeling that it wont work. Spider should be good once I get improved haste however at the moment feels squishy even with stoneskins.

Has anyone else had any experiences with this sort of concept? @CrevsDaak @semiticgod @Lord_Tansheron @Abi_Dalzim @Blackraven

On a side note, I have only just left irenicus dungeon hence 8 transmuter/8 cleric so it may be too early to tell but it feels quite weak in comparison to other classes.

Importing party into BG II

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Hi guys!
I've never played BG 2, and didnt finished BG I when i first played.
I'm going to play BG 1 again and this time i'd like to make an evil party. Thing is i read that BG 2 treats has if you played with some already choosen npc's (Khalid, Mincs, etc...), i'd like to know if i make an evil party in BG 1 (Edwin, Viconia, etc...) will i lose the lore consistency of the game?

Thanks !! :)

Spin-Offs

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Which characters from the BG universe do you think deserve a spin-off (in a game or other media), and what form would it take?

Underdark Architecture, Logistics and Building Materials

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First things first: This thread is not specifically about BG, IWD & Co. but rather about general Forgotten Realms lore.

I have been doing some research about the Underdark lately, specifically trying to fill in the gaps that most books/games seem to leave out, barely touch upon or are plainly badly designed. As you can tell from the title, I am refering to the more mundain aspects of life in the Underdark.

Upon re-reading the Drizzt comic books, I specifically got hung up on the design of the Svirfneblin town of Blingdenstone, as shown in book 2: Exile. Let's see:
imagehttp://pre14.deviantart.net/28e2/th/pre/i/2017/123/7/6/wp_20170503_18_27_25_pro_by_taritoons-db7zk0j.jpg" alt="" height=500px width=auto/> imagehttp://pre00.deviantart.net/8f2f/th/pre/i/2017/123/a/6/wp_20170503_18_28_14_pro_by_taritoons-db7zk08.jpg" alt="" height=500px width=auto/>
imagehttp://orig15.deviantart.net/69e5/f/2017/123/2/b/wp_20170503_18_28_42_pro1_by_taritoons-db7zjzx.jpg" alt="" height=550px width=auto/> imagehttp://pre10.deviantart.net/abc7/th/pre/i/2017/123/f/1/wp_20170503_18_29_33_pro_by_taritoons-db7zjza.jpg" alt="" height=550px width=auto/>


Now, the discription of a "typical" Svirfneblin town from "The Complete Book of Gnomes & Halflings":
The cities of the Deep Gnomes are vast and complex places. Many layers of caverns, tunnels, and buildings are connected by narrow corridors and spiraling staircases. Generally, however, at least the central part of the city will occupy a single large cavern, with narrow streets winding among tall stone buildings. If large stalagmites are present, high-ranking Svirfneblin will claim these and excavate the interiors for the private homes; most residences, however, are carved into the natural bedrock of the earth.
That doesn't particularly match up.
Here's another interesting tidbit about Svirfneblin and rubies, from the same book:
The gem that most draws the interest and devotion of the Svirfneblin is the ruby, which is the predominant symbol of the race. The Deep Gnomes view these crimson stones with reverence approaching awe-so much so that they are never used for mundane practices such as ornamentation of garments, weapons, or armor. Rubies are reserved for sacred purposes and are often employed to decorate artifacts that are dedicated to the Svirfneblin gods. They are also favored by Deep Gnome monarchs, so much so that a Svirfneblin king or queen might have a full ring of rubies around his or her crown, with others of the precious stone set in the throne and sceptre.
I find this part worth mentioning because A. neither King Schicktick's garments nor his throne room feature any rubies and B. it implies that other gems tend to be worked into decorations and such.

Have another snippet (this time about gnomes in general):
Carpentry is another skill that demonstrates the gnomish penchant for elaboration. Whereas dwarves will hew timbers to shore up a mine shaft and at need can make rough tables, beds, and chairs for their own use, gnomes have a compulsion to cover every available inch with decoration which goes far beyond utility. Thus gnome miners will often use their breaks to carve delicate designs into the support timbers (taking care not to weaken the beams!), often having friendly contests between different shifts as each continues the other’s work. Gnomish furniture is a marvel of fine woodcarving, with a multitude of baroque detail.
So, based on these descriptions alone, the visual presentation of Blingdenstone in that book seems to be way off. Of course different towns and settlements feature different layouts and quirks and I am not sure how the town is discribed in the novel it's based on, but yeah. My point is, trying to get a good idea of what these towns should look like appears to be rather difficult.

Also, in the pictures above you can tell that the doors and such seem to be made of wood.
Now, uhm, this is the Underdark and Svirfneblin are notorious for their reclusive behaviour.
Where in the nine Hells would they get this much wood?
I don't think trees are a common sight in the depths below and I also doubt that trading with surfacers is common enough to have wood in large enough quantities to warrant it as a common building material.

This leads to the next question: What type of building materials would they actually have available and how would these materials influence the architecture and the interior designs?

Unlike the Drow, Svirfneblin don't seem to have powerful transmutation magics that allows them to just form materials based on their will, instead they seem to build things by hand. Which makes sense, given that they are known for their craftiness.

Now, with my very limited knowledge of geology and speleology, I am gonna guess that the only building materials they actually have are different types of stone, limited amounts of metals (the book indicates that gnomes are more into gem mining rather than ore mining, so I doubt it would be enough metal to actually warant entire structures or furnitures made of mostly or even all metal), types of cement/ clay (I think) and certain wood like types of mushroom. I would also think glass and certain types of crystals could be utilised beyond just looking pretty. Bone and chitin are also a possibility. Also maybe certain body parts of fish can be used as building materials?

These materials of course vastly limit the types of furniture, especially the lack of wood.
I mean, try moving around a chair made of massive rock. Not happening.

So here is what I am immagining: There is barely any movable furniture. Shelves, Tables, chairs, etc. are cut directly into the stone and immovable. Since gnomes don't create fabric in general (which is also based on the books, they only trade it) only the richest svirfneblin have curtains, pillows and such made from spider silk fabric (traded from drow). Most other things that would be typically made of fabric are instead made of leather and furs. (At first I thought that maybe Svirfneblin also herd Rothe and maybe could use their fur to make fabric, but I couldn't find anything on that so I guess not.)

As for tools and weapons, I believe these would be mainly made of metal (duh), ceramics, bone, chitin and the afformentioned wood-like mushrooms. For example, pottery and bottles with corks made from mushroom seem likely. Also hilts for pickaxes and swords made of shroom or bone.

For comparision: Granitehome in BG2
imagehttp://orig06.deviantart.net/271a/f/2017/123/9/3/granitehome1_by_taritoons-db7zsnd.png" alt="" />
imagehttp://orig00.deviantart.net/b9f4/f/2017/123/5/2/granitehome2_by_taritoons-db7zsmo.png" alt="" />

See all those beds, barrels, tables, chairs, chests and whatnot?
I really don't think these are probable for this culture.

Also, what does the lack of wood mean for the mining?
What do they use for beams to keep mining tunnels from caving in on them?

____________________________________

Well, those are my thoughts & observations so far.
I would love to hear your ideas on this, not just on Svirfneblin but on other Underdark civilisations in general (though I guess Drow are a bit lame in this topic, because they can just do anything by magic :V)

However, and I have to be adamant on this:
Please make absolutely sure to source the information you share here, to proof that they are reliable.
Headcanons/ speculations are also very welcome, but please make it clear that this is not official information

All you wanted to know about the next Beamdog's project

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I think the time has come for a new "All you wanted to know about" thread.

Brus here suggested we should call it Project Fireball, X,Storm,Severance,Sanctuary,Hurricane,Realm Z,Ivory Plane,Sapphire, Soul Nexus etc. I agree because right now we still haven't heard an official word defining which particular project is in the works.

But a certain project is indeed in the works, there's no doubt about that.

In the end of 2015, there was a meeting between Beamdog and WotC, after which plans for the next years became known in-house.



In December 2015, the main site of Beamdog offered 3 new vacant jobs, with the description that "more original content is on the horizon."

David Gaider soon joined the team.

According to Andrew Foley, Beamdog are currently (as of April, 2016) further ahead on developing it than they were on SoD in January 2014.

Phillip Daigle said in an interview to RPGamer in March, 2016: "We'd like to continue working with Wizards of the Coast on Dungeons & Dragons titles. We love D&D and we love making D&D games. At the same time, however, we're also going to be developing our own projects and brands. For now I can't reveal anything, but going forward you'll see both great licensed and original IP projects from Beamdog."

http://www.rpgamer.com/games/dnd/bgenh/bgenhsodint.html

It reads that they know already there will be both licensed and original IP projects.

Here're the main versions and evidence presented:

Version 1. PSTEE (Planescape Torment: Enhanced Edition)

1.



It's a tweet by Trent Oster from March, 2012.

2. "I've been getting a lot of requests for a revisit of [Planescape:] Torment," Cameron Tofer told http://www.shacknews.com/. "We would love to have the opportunity to do it."

It's a news bit from March, 2012.

3. "Hmm. We have a Planescape.zip file here that seems to have a bunch of source codey stuff in it ;-)

-Trent"

It's a comment by Trent Oster from August, 2012.

4. The IP regarding Planescape: Torment is the property of Hasbro, and we all know Beamdog are good friends of Hasbro.

5. WotC, a subsidiary of Hasbro, "would absolutely consider licensing out Planescape, or any of their other great D&D IPs, if they were approached with a proposal".

It's a quote by WotC from 11/02/2013.

So, WotC sees Planescape Torment as one of their D&D IPs.

6. "I'm sure we could add some real value to a PS:T:EE if we were ever able to do it. Make it available on multiple platforms, for instance. It's my favorite game and I hope we get a chance to work on it some day."

It's a comment by Amber Scott from March, 2015.

7. In an AMA from 1 year ago, Trent Oster on the question about enhancing IWD2 or PST, mentioned only Planescape Torment: Enhanced Edition: "besides from having too many colons in the title, is something we are interested in working on".

8. In a recent interview to Kotaku, Trent Oster admitted (on the possibility of going their own way, making their own universe fantasy universe) that he didn’t want to leave the past behind, not yet.

9. Go to 1:19:30 from the most recent Arv interview with Trent Oster and Phillip Daigle:

image

10. Buttercheese (Tari Toons) created a doodle based on that moment, which was retweeted by both by Trent Oster and Phillip Daigle:



11. Chris Avellone, a Lead Designer on PST and a Narrative Consultant for SoD, when answering several questions on http://www.rpgcodex.net/ once said:

"Beamdog and Torment possibility: I'd love to if the chance existed."

12. Later this year TToN will be released, which will create a wave of nostalgia for PST, and there probably won't be a better time to release PSTEE.

Version 2. A new game

1. "I don't think it's some big secret that we're interested in continuing work on original BG-style games in the future. We love the genre, we love playing the games, and we know how to build them.

If we were to make an expansion or DLC for an existing game like BG2EE or IWDEE it would retain the same ruleset as the base game.

Any new D&D games that get made would use 5th Edition."

It's a comment by Phillip Daigle from January, 2016.

2. "our plans for the future. We want to leave the IE-era games in an excellent state and then move on to something more modern eventually."

It's a comment by Phillip Daigle from February, 2016.

3. Andrew Foley in February, 2016, liked this comment:

"It (PSTEE) would be nice, but at the moment I would rather see new content such as icewind dale 3 , iwd2 ee with a new expansion or a brand new IE game."

4. The same quote from the recent interview to Kotaku as in the Version 1:

"Whereas D&D, I have all that knowledge and if I want some more knowledge I can just go on the internet or pop open a rule book. To me, that’s just the power that D&D has that crafting your own stuff from scratch just cannot have." - it could be just pointing to the fact a new game would be based on D&D, it shouldn't specifically be about PSTEE.

5. In April, 2016, David Gaider tweeted this:



And Phillip Daigle mentioned that document had something to do with Bhaal:



6. David Gaider is a Creative Director at Beamdog, so it basically means he has much more ideas than content for an EE.

Maybe two projects (an EE of an existing title and a new IP) are being worked on in the same time?

Like a new EE for now and a new IP for the more distant future, so that the situation about SoD sales etc could be more clear:

In the interview to to RPGamer in March, 2016 Phillip Daigle said: "We've got lots of ideas for spots in the Baldur's Gate series that could be filled in, but we're waiting to see what the reception to Siege of Dragonspear is like before we commit to anything major. First we need to see what the fans want, then we'll look at what we can deliver. We've also got an eye towards the future. The Infinity Engine was built almost 20 years ago and limits us in a lot of ways. We're actively exploring next-gen technology for some potential future games."

Version 3. Something else (IWD2EE anyone?)

1. In an interview with http://www.pcgamer.com Trent Oster mentioned:

"Icewind Dale II implemented the 3rd Edition rules and has a completely different UI scheme. We're really not sure how deep those changes run," Oster explained. "The move to 3rd Edition rules would invalidate all the character classes and require a pretty thorough rework of the entire game to bring in the features from our Infinity Plus Engine. At minimum, nightmares abound."

2. In an interview with http://venturebeat.com Trent Oster answered this question: "You talked about “nightmares” about the idea of working on enhanced editions for Icewind Dale II and Planescape: Torment. Is this still the case, or have you made any progress on Icewind Dale II at this point?"

Trent Oster: "We’ve yet to really dig into them. Torment is probably the easier of the two as the rules are at least similar. Icewind Dale II had a large deviation due to the move to 3rd Edition D&D rules. We’re still working on Infinity as we wrap up the 1.3 update for BGII. After the holidays, we’ll have more time to dig into the possibilities."

3. In the latest AMA an answer on PSTEE or IWD2EE was the same:

"We don't announce projects in development, but we do love the Infinity Engine and Forgotten Realms and would like to do more work on these games in the future."

"We usually don't comment about games in development, but we have said that we've been building up the capabilities of our team and we love the Forgotten Realms. We'd have to get a concept and bring people on board, but it's something we would love to do in the future."

how to end dorn romance and start hexxat romance?

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Suggestions pls? lazy to start a new game.

[edit: posted in wrong forum. pls move]

Best ranger across the series

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Here's a more specific one - who is the best ranger in the series?

A Wild Surge(.ca) has occurred!

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Some strange magic has occurred and the Beamdog community magazine has been teleported to a new home:

www.wildsurge.ca

April's issue is up (except for the Numenera review - having updating issues atm, but will be up soon) as well as links to our past issues under archives.

You can follow our familiar blue bird @wildsurgemag to find out our dastardly plans for June's issue - Villains and anti-heros and when it will be released.

And if you have an opinion on who is the 10 best (worst, evilist?) Villains in videogames and want to share that opinion with the community (and help us with this next issue) email us at the.wild.surge@gmail.com or message me directly here.

Any questions, comments, complaints, concerns, criticism, feel free to share them here!

And thanks for being the awesome community that you are!

What's your favorite place on the planes? Tell Beamdog why you'd go there


Wish list; what should Beamdogs next project be?

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Perhaps Beamdog have started a new project, perhaps they havent. In any case, I thought it would be good to let the devs know what their loyal fans want to see in the future.

Please motivate your choice.

Swashbuckler's No-Reload (or few reloads) attempt

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Why this? I should probably test some stuff I made out, given it's available as a public download for SR-SCS users. Given my install; I don't feel as if No-Reload is very viable - hence I made this thread for my run. It will be played as a no-reload for all accounts bar my PC's death, should it come to that.
Install consists of Item/Spell/Kit Revisions, Refinements, Ascension, SCS (all hardest options bar "hardest spawns" and "more annoying trolls"), some tweaks of my own, nerfed XP table, and some Rogue Rebalancing items (mostly for Critical hit protection in BG1 - I won't be using RR bows, darts or similar - just some hood RR puts in Ulgoth's Beard and a +1 club from Beregost).

Anyhow, this is the protagonist - a human swashbuckler with godly stats.


As you can see from his WIS score, the intention is to dual him to a cleric. It will be a late dual however, since I use my own swashbuckler kit revision
- is considered ambidexterous (+2 off-hand THAC0)
- starts with +2 bonus to Armor class, which increases by one every 4 levels, up to +6 at level 17
- gains +1 bonus to his Breath saves at levels 2, 10 and 19
- from level 4, Swashbucklers gain "Swift parry" ability. Each of their melee hits has a 20% chance to grant the swashbuckler an immediate extra attack and a +2 AC bonus vs melee. This ability improves at levels 12 and 19, granting the swashbuckler +1 luck and +2 to his melee damage for the next round.
- at level 14, gains a permanent +1 Luck bonus.
- at level 15, can use "Evasion" HLA 1x/day

Disadvantages:
- cannot backstab nor benefit from backstab multiplier increasing items.
- cannot set traps.


From this - the best level to dual is actually 14 or 15. The caveat is that he shares the same XP table as everyone else (1,7 x thieves' base progression), so level 14 comes at 1,500,000 XP (contrary to 880 000 in vanilla). That's a long way for that fantastic +1 Luck bonus - but it's worth it.
Since most of the bonuses this kit gets are activated in melee combat, he will be played strictly as a melee character, and will be using clubs. Clubs are low-damage (1d4 base) weapons with Item Revisions, but they have a decent speed factor, won't break in BG1 and have few versions with fantastic on hit effects. Also I need a break from my regular flails pick.

Progress so far- I soloed quite a bit to get some XP under the belt before I assemble my party. Ofc, one must choose battles carefuly - gnolls in particular are awful since they crit for massive damage. Spiders aren't fun either with bad death saves on this character.


I bought Mirrored Eyes potions from Thalantyr and went basilisk hunting - avoided Mutamin for now since he's a death sentence for a solo character.


I tried to cheese Mutamin a bit with Korax, but it didn't work. Korax is immune to petrification, but SR changes petrification into a permanent hold-like effect. The poor ghoul isn't immune to that (maybe I should change it..) and dies, while I run to Duralg's.


Using the poor stealth skills (I invested into Open Locks, few points in Find Traps, few in pickpocket) I manage to sneak past the Battle Horrors and kill the basilisks on top, gaining level 7. With that done, it was time to gather my troops. First, Edwin. I love Edwin, he's incredibly powerful with his imba amulet. My main gripe with him is that his BG2 quest is quite hard with SCS if you want to get him quickly. Be that as it may - he levels up on joining so starts with level 3 spells - and knows Haste. SR reworks haste into a single-target spell, but this causes some little AI problems. I tweaked it myself - now it adds +6 to movement speed and + 1/2 apr, lasts two turns, has AoE and is followed by fatigue (-2 THAC0, movement, AC when expires). Imp.Haste is better on all accounts: AoE, +2 AC, +2 breath save, +1 apr, immunity to slow and no fatigue afterwards. It's still much nerfed compared to vanilla Imp.haste (Kit revisions' Whirwind HLA actually works as vanilla Imp.Haste, albeit for only two rounds). None of SR Haste spells doubles the rate of regeneration (or poison).


Now I had enough money to buy the hood with critical hit protection, coupled with Pro Acid scroll I clear the Ankheg farm (mostly for Fire wand) and go to kill Dynaheir; removing all obstacles on the way.


Bad things happened on the way to gnoll fortress - this one being the worst. A lone Ogre-mage charmed my protagonist instantly. This would have been a reload should Edwin fail his save....


Alas, he didn't, and Ogre had no more spells bar two Chromatic orbs. Edwin killed him with Acid Arrows (on a sidenote, I use my own specialist mage revisions, which leads to Edwin loosing both Divination AND Evocation - means no Fireball, Magic Missile and similar. He doesn't really get any bonuses instead, in PnP conjurer gets some but they're utterly nonsensical so.....bleh. I wanted to buff his summon capabilities but it's not as straightforward since I want AI to have the same benefits as my own. Evocation loss isn't so bad with SR anyway.).

After killing Dynaheir, I return to Durlags. This time I don't need stealth, since Edwin is more than capable of killing the Horrors.


I clear out the guardian's floor up to those two slimes; they're a bit too tricky to tackle for now. Dopes are as well, but fireballs cut through mirror images....


Next, Beregost (spiders), FAI (get Jaheira & Khalid. Yes, Khalid. He's a fighter-mage on my install), talk with Dorn.
Up to Ulgoths, pickpocket Dushai. Twice.


Get some quick levels for them...




Note the Ogre Bersekers here. I tweaked the berserker class from Kit Revisions a bit. (this applies to both PC and enemy berserkers).
Once a berserker takes damage, he has a chance (rather high, 50%) to go into Frenzy for 12 seconds. What this does is give him a massive melee damage bonus (+8), a small measure of physical resistance (10%), he takes less spell damage (1 point per die), looses 4 AC points, has +4 to save vs spells and -10 penatly to any breath save he needs to make.
At later levels, he also regenerates rather quickly in this state. This makes Ogre Berserker something you want to stay as far away as possible. Exploiting their poor Breath saves, we kill them at range. This all makes sense only with Spell Revisions (breath save penalty is *bad*).

With that said and done, it was time to visit Nashkel and adopt Dorn. I don't value his kit much, so I use my own version of it
this time.
He keeps his Fear immunity & poison weapon while loosing NPP, he looses the Aura (which is a *spell* in vanilla EE anyway, not an aura) and gets a proper aura (reworked) later on; + he gains some innate spells to boot. It's the first kit I ever made so I'm fond of it. :)
I've also swapped his stats - DEX is reduced to 14, while CON is increased to 16. Due to him being a paladin kit, he retains his spellcasting (I didn't plan on this when making the kit, it's a fighter kit on old engine) but that's fine. He ends up quite being quite powerful I guess...


With him on board, I kill Bassiluss and Greywolf, and get back to finish what I've started with Mutamin. This went horrible, tbh. I had one single Mirrored Eyes potions here. It lasts 5 turns with revisions, but I made all potion buffs dispellable. Poor Khalid gets all his buffs removed asap.


This is bad. Khalid runs back to the party; and all of Muta's basilisks follow him. Crap.
Edwin summons some archers; while Dorn gets petrified asap.


I get rid of one basilisk, while Edwin summons more fodder.


Things get progressively worse as Jaheira gets charmed and poor Khalid succumbs to Sleep and gets petrfied.


Following that, Edwin manages to nail the basilisk with Acid Arrows, while protagonist kills the now out-of-spells Mutamin.


I have a habit on buying Stone to Flesh scrolls with SR - and now I put them to use. Note that characters which are petrfied aren't really "dead" - even PC can be petrified and reverted back provided you have the means to do so.


This has a side effect of not breaking loot or bugging out romances.

With that done, I clear the spider wood north, and return to main plot by killing Mulahey, amazons and Tranzig.




The good old BGII Collector's Edition - NAM vs. Europe

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I've finally managed to acquire a content-complete European CE of the original Baldur's Gate II to go with the North-American one I already possessed, and figured I'd put together a comparison—in part for the sake of nostalgia, in part for it could be informational for those seeking to acquire these boxes and trying to decide which to go for.

The Box

NAM CE

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EU CE


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While the North-American CE has a similar box to the standard edition—with the exception of a "Collector's Edition" plaque under the game's name and a golden sticker showing the box's number out of the total 62,000 that were produced—the European CE sports a unique box design in an odd square shape. In general the European CE box looks and feels cheaper than its NAM counterpart due to a more flimsy cardboard and a lower-quality print.

European boxes aren't numbered and I do not know how many were produced. However, they tend to be harder to come by for two reasons: 1) Contrary to the North-American edition which is obviously English-only, the European CE comes in various languages and your search is likely going to be limited to the language of your interest, which means you're searching a comparatively smaller pool; 2) One of the extras in the European CE was a t-shirt, which most people probably used, washed, and either ruined or lost; it is very hard to find a CE that still has a t-shirt (if you're the kind of collector who absolutely wants their CE to be content complete.)


Game discs

NAM CE

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EU CE

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The European CE shipped with the exact same jewel case and game discs as the standard version. The NAM CE, on the other hand, shows the same "Collector's Edition" plaque as the box on the jewel case and sports color prints on spiffy golden discs.


Game manual

NAM CE

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EU CE

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Again the European CE has the same manual as the standard edition, whereas the NAM CE goes the extra mile with a bigger and sleeker ring-bound manual.


World map


NAM CE

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EU CE

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While the European CE comes with the same paper map as the standard edition, the NAM CE comes with a bigger map printed on cloth. Print quality tends to be crisper and more saturated on paper, but the cloth map isn't as sensitive to creases and feels better in your hands.


Other extras

NAM CE

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EU CE

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Here is where the European CE shines a little brighter.

Both boxes come with the same set of collectible trading cards. Besides the cards, the NAM CE comes with a thick writing pad with artwork from Interplay games and a bonus disc in a CE-marked cardboard sleeve. The European CE comes with BGII postcards, a double-sided BGII poster, a BGII t-shirt, the same bonus disc (although in a transparent plastic sleeve; it is the same disc that came with standard edition pre-orders) and an Icewind Dale demo disc.

Arguably the European CE has the most extra content, although you don't really get to pick the size of the t-shirt (it's an L) and its print is admittedly low quality. Both boxes also have a Quick Reference guide (which is slightly bigger and more sturdy in the NAM CE), and the European CE has a little excerpt from Prima's strategy guide.


Overall I have a preference for the NAM CE as it feels generally more well-finished, although both have their merits and are great to have for hardcore fans of the series.

Infinity Engine vs 3D environment

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I made a poll to know the preference of people around here. So, do you prefer IE pre-rendered backgrounds to 3D environment ?

I for one much prefer IE aesthetic to 3D environment. Maybe that's because I studied history of art in college, but I think pre-rendered background are much more beautiful than 3D environment, because they kind of remind me of the work of past masters. I just can't seem to care much about 3D environments.

It might be because I'm an older gamer who's use to simpler aesthetic (I like the Wizardry series, for example), but I think it's also because I like how pre-rendered represent a universe. The style appeals to me.

So, what's your personal preference ?

Do Paladin/Ranger caster level maxes out at 9 in EE?

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Or is it ([their current level] - 9)?
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