This discussion was created from comments split from: Totemic druid summons: what’s the difference? Which is best?.
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Totemic Druid's Spirit Animal Stats
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Choices (Optimal or otherwise) for Throwing Dagger Protags? {Possible Spoilers!}
It's been a while since I've ran a Throwing Dagger build in BG1/BG2 and I think I read some patch note changes on how they work? I honestly cannot remember, sorry. Either way, I remember the choices being along the lines of:
Damage bonuses, Grand Mastery, APR, and Spell Buffs/Extra Range options from Mage tree.
I don't think this one needs an in-depth explanation.
Grand Mastery, APR, Poison Weapon.
Damage Bonus with Versatility on options, including weapon selection, Wizardy selection and Bard Song.
Same as Skald except I believe Offensive Spin also works on Throwing Daggers? Makes for an interesting build.
Immediate 19 STR without needing a belt, going into 20 STR from BG1>BG2 import. Perhaps not an amazing choice because of the eventual 21 STR belt but Races are mainly for the Role-Play and this Race isn't without it's clear Strengths. ...Haha !
Special bonuses against racials whilst niche is still a nice bonus for these difficult mobs, Special abilities for Combat orientated debuffs and so on.
Blackguard having the extra option of Poison Weapon which I find is one of the strongest abilities to have for this type of build.
Not an amazing option by any means but can still be done. I personally wouldn't take this as a very worthwhile option unless I really need my Protag to be the allocated Thief of the party/solo play since you have Kensai Single/Dual that achieves a far superior bonus.
Mages have buffs and extra range options, not much else to note.
Wild Mage makes this build a very funny play through of somewhat unexpected scenarios.
As you otherwise can't use a Dagger on a Cleric, Use Any Item is essential. (Or you can "cheat in" Use Any Item from the beginning.)
I believe you still lose any allocated points in Dagger when you unlock Cleric again?
Not a super high concern as Cleric has access to Fighter Thac0 spells and the likes. However this would be more of a ToB start kind of build as it wouldn't be a throwing dagger build until End of Amn following into ToB or ToB start.
I'm currently testing a Shaman throwing dagger build in BG1 and it's so far not... That exciting. Perhaps this is more of a BG2 Class to work with a Throwing Dagger build? Still an option and a seemingly powerful one once you get some Druidic options.
Whilst, yes, the point to a Monk is to stick to unarmed combat, they are known to at times take advantage of their weapon selection when it works. I'm not entirely sure how you'd tie a Monk with a Throwing Dagger build - However, the extra movement speed sounds like a fine option for a build that may require a fair bit of kiting and/or repositioning. An odd combination, for sure, but not without it's complimentary merits. Wouldn't know if a Sun/Moon Monk would benefit as much.
Boomerang Dagger +2 -
Firetooth +3 -
Poisoned Daggers - These little things are highly lethal but... Seemingly lacking in quantity. I'm not entirely sure where one finds a consistent large stash of these beauties, hence my focus on taking a Class that grants Poison Weapon. It is an invaluable method of dispatching the likes of Spellcasters and one I prey you won't need to rely on so consistently.
Enchant Weapon +4 - Whilst not a weapon itself, I do believe with the patch change that comes with BG:EE to this spell that it should also work on a Throwing Dagger. Though I regret to inform you I do not know how it interacts with a stack of Throwing Daggers itself. I pray it works for the entire stack but it's highly likely it only works on a single throw.
What are your thoughts? Which of these should I/someone use for a Throwing Dagger build? Is there anything I missed? Please let me know! My main reason for posting this is because Throwing Daggers don't seem to be the same anymore and I'm having difficulties figuring out what's what with this type of build. Perhaps it's my current Shaman playthrough that's confusing me and maybe the Kensai/Fighter bonuses really are more important than just 19 STR and 18 DEX!
Kensai/Dual into Mage:
Damage bonuses, Grand Mastery, APR, and Spell Buffs/Extra Range options from Mage tree.
Any Fighter
I don't think this one needs an in-depth explanation.
Assassin dual into Fighter:
Grand Mastery, APR, Poison Weapon.
Skald:
Damage Bonus with Versatility on options, including weapon selection, Wizardy selection and Bard Song.
Blade:
Same as Skald except I believe Offensive Spin also works on Throwing Daggers? Makes for an interesting build.
Half-Orc:
Immediate 19 STR without needing a belt, going into 20 STR from BG1>BG2 import. Perhaps not an amazing choice because of the eventual 21 STR belt but Races are mainly for the Role-Play and this Race isn't without it's clear Strengths. ...Haha !
Any of the Paladin kits:
Special bonuses against racials whilst niche is still a nice bonus for these difficult mobs, Special abilities for Combat orientated debuffs and so on.
Blackguard having the extra option of Poison Weapon which I find is one of the strongest abilities to have for this type of build.
Swashbuckler:
Not an amazing option by any means but can still be done. I personally wouldn't take this as a very worthwhile option unless I really need my Protag to be the allocated Thief of the party/solo play since you have Kensai Single/Dual that achieves a far superior bonus.
Any Mage/Wild Mage:
Mages have buffs and extra range options, not much else to note.
Wild Mage makes this build a very funny play through of somewhat unexpected scenarios.
Cleric or Tyr/Lathander/Dualed into Thief:
As you otherwise can't use a Dagger on a Cleric, Use Any Item is essential. (Or you can "cheat in" Use Any Item from the beginning.)
I believe you still lose any allocated points in Dagger when you unlock Cleric again?
Not a super high concern as Cleric has access to Fighter Thac0 spells and the likes. However this would be more of a ToB start kind of build as it wouldn't be a throwing dagger build until End of Amn following into ToB or ToB start.
Shaman(?):
I'm currently testing a Shaman throwing dagger build in BG1 and it's so far not... That exciting. Perhaps this is more of a BG2 Class to work with a Throwing Dagger build? Still an option and a seemingly powerful one once you get some Druidic options.
Monk:
Whilst, yes, the point to a Monk is to stick to unarmed combat, they are known to at times take advantage of their weapon selection when it works. I'm not entirely sure how you'd tie a Monk with a Throwing Dagger build - However, the extra movement speed sounds like a fine option for a build that may require a fair bit of kiting and/or repositioning. An odd combination, for sure, but not without it's complimentary merits. Wouldn't know if a Sun/Moon Monk would benefit as much.
Notable Equipment:
The Paws of the Cheetah - Something this build probably could never go without, even if it is perhaps a staple option regardless of what you're playing. They can also be found in quite a few places, such as the following; BG1: Drasus in Cloakwood Mines and Lothander if you kill him.
BG2: Astral Prison, Renal Bloodscalp, Mithral Token Machine and for ToB; Illasera, Saradush - Arcana Archives and Saradush - Tankard Tree
BG2: Astral Prison, Renal Bloodscalp, Mithral Token Machine and for ToB; Illasera, Saradush - Arcana Archives and Saradush - Tankard Tree
Boomerang Dagger +2 -
If I'm not mistaken, this is the item you rush to grab as the fight to get it isn't all that complex and it's right at the "start" of the game. It's located in the top floor of Desolar's Inn within the Bridge District and is held by Captain Dennis and his brigade of Mercenaries. Those being 1 Cleric, 1 Mage and 3 Fighters, one being Dennis himself. They do not aggro upon stumbling into them, so you are able to get well prepared for the fight ahead. As long as you disable the casters and take advantage of them all being Human with specific strategies, this fight should be simple enough even at the early stages after your fresh Escape.
Saves the trouble of constantly running back and forth to buy Daggers and it's +2.
Saves the trouble of constantly running back and forth to buy Daggers and it's +2.
Firetooth +3 -
Sadly a long journey until this Dagger shows up but most likely the unfortunate next on your list to Dagger Hurling greatness.
Poisoned Daggers - These little things are highly lethal but... Seemingly lacking in quantity. I'm not entirely sure where one finds a consistent large stash of these beauties, hence my focus on taking a Class that grants Poison Weapon. It is an invaluable method of dispatching the likes of Spellcasters and one I prey you won't need to rely on so consistently.
Enchant Weapon +4 - Whilst not a weapon itself, I do believe with the patch change that comes with BG:EE to this spell that it should also work on a Throwing Dagger. Though I regret to inform you I do not know how it interacts with a stack of Throwing Daggers itself. I pray it works for the entire stack but it's highly likely it only works on a single throw.
What are your thoughts? Which of these should I/someone use for a Throwing Dagger build? Is there anything I missed? Please let me know! My main reason for posting this is because Throwing Daggers don't seem to be the same anymore and I'm having difficulties figuring out what's what with this type of build. Perhaps it's my current Shaman playthrough that's confusing me and maybe the Kensai/Fighter bonuses really are more important than just 19 STR and 18 DEX!
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Greater Command
Hello, all!
I've got a question about the spell in topic, as I am a little rusty on BG.
What types of enemies does abovementioned spell affect? (Humanoids, Monsters, Animals, Undead etc.)
I've got a question about the spell in topic, as I am a little rusty on BG.
What types of enemies does abovementioned spell affect? (Humanoids, Monsters, Animals, Undead etc.)
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Looting tombs as a paladin
Hello,
Do you loot tombs when roleplaying as a paladin ? Specifically do you loot the catacombs on candlekeep ?
Do you loot tombs when roleplaying as a paladin ? Specifically do you loot the catacombs on candlekeep ?
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Gorions ward is dead!!! Where did he die?
Hi all,
The name of the game is as the title reads.
But, to unnecissarily repeat myself (for clarity), this is the premise; unfortunately, Gorions ward did NOT manage to defeat Sarevok / Joneleth / Melissan.
The answer to the question thus becomes; "How far did he make it?"
This thread is about realism - or at least whichever realism is realistic in a world filled with supernatural events and monstrous beasts - which is why I elect Gorions ward to be a human male fighter mage, but if you disagree, go ahead and chose whichever class and gender you feel makes more sense.
Why?
With that out of the way, this is where I think he would succumb: Shoal of Nereid (the kiss of death Siren).
Why?
So, to participate, 1) describe your Gorions Ward and 2) describe where he / she died. Include a reasons for why if you feel like it, and hide it in spoiler tags if it becomes very long.
Have fun!
The name of the game is as the title reads.
But, to unnecissarily repeat myself (for clarity), this is the premise; unfortunately, Gorions ward did NOT manage to defeat Sarevok / Joneleth / Melissan.
The answer to the question thus becomes; "How far did he make it?"
This thread is about realism - or at least whichever realism is realistic in a world filled with supernatural events and monstrous beasts - which is why I elect Gorions ward to be a human male fighter mage, but if you disagree, go ahead and chose whichever class and gender you feel makes more sense.
Why?
I always imagined Gorions Ward as a he for several arbitrary reasons, amongst which the top one is that his sister is a she, so for (at least in my mind) storytelling reasons he should be a he.
Further, I imagine that he is a fighter / wizard. Why? Becuase, obviously, as Gorions Ward Wizardry is what Gorion would have tried to pass on to his son, but, as is alleged to during chapter 0, Gorion is keen to have his ward practice fighting to better survive the future Gorion knows will come sooner or later in one form or another (though he failed to predict when and in what form).
Sorcerer I also think is fine, because while practising for wizard, if you have any dormant natural talent, that would probably flare up. So, do Gorions Ward have any magical blood in his lineage? Hmm, let's see, he is the son of a God, does that count?
But why human? Imoen is human, Sarevok is human. Thus, for equally arbitrary storytelling reasons, I also think Gorions ward should be human.
Further, I imagine that he is a fighter / wizard. Why? Becuase, obviously, as Gorions Ward Wizardry is what Gorion would have tried to pass on to his son, but, as is alleged to during chapter 0, Gorion is keen to have his ward practice fighting to better survive the future Gorion knows will come sooner or later in one form or another (though he failed to predict when and in what form).
Sorcerer I also think is fine, because while practising for wizard, if you have any dormant natural talent, that would probably flare up. So, do Gorions Ward have any magical blood in his lineage? Hmm, let's see, he is the son of a God, does that count?
But why human? Imoen is human, Sarevok is human. Thus, for equally arbitrary storytelling reasons, I also think Gorions ward should be human.
With that out of the way, this is where I think he would succumb: Shoal of Nereid (the kiss of death Siren).
Why?
Lets look at the obstacles (before Shoal of Nereid) that may present a problem for Gorions Ward*:
*I ignore all gibberlings etc, because RL "heroes", or perhaps "fated" people or whatever you wish to call them, like Harald Hardrada, Erwin Rommel and Alexander the Great, despite fighting several battles, tend to die only when a) fight a stronger foe in a duelish situation b) fight a weaker foe, but end up in a hopeless fight due to poor tactics c) fall to a plot or unexpected circumstance.
1. Carbos and Shank
While Gorions Ward have no sharp combat experience, Carbos and Shank are just two overconfident bullies, and Gorions Ward is by training experienced. Further, they can be expected to be in poor physical condition, since they are poor and lazy (remember, they are deadbeats, which is why they wanted some "easy" money by murdering some kid for blood money), whereas Gorions ward is well nourished and highly motivated (because Gorion made sure of that). While probably scary to fight for your life for the first time, Gorions Ward is undoubtly the better combatant.
2. Tarnesh
Tarnesh is actually a strong candidate for getting the better of Gorions Ward. Tarnesh is likely some manner of assasin with many lives on his consciousness, while Gorions Ward is still very unexperienced. However, Tarnesh is also overconfident. He starts a fight in the middle of the Friendly Arms Inn, not only attracting the attention of the guards, but also attacking a party of four (I imagine Gorions Ward would keep his sister around, and also befriend Xzar and Monty, due to safety in numbers). Even if Tarnesh were to kill Gorions Ward, he would still be killed, because he cannot hope to fight that many people. In fact, these people will swarm him, once he declares his intentions. Thus, I imagine that unless Tarnesh gets Gorions Ward with his first spell, he will be overwhelmed and defeated before he can cast a second, and thus Gorions Ward survives this encounter.
3. Mulahey
While strong, remember that Gorions ward does not fight alone. A more realistic Jaheiera and Khalid are actually not lvl 1, 2 or even 3, but seasoned veterans. In a one on one, Mulahey would likely win, but it is not one on one, and Mulaheys reinforcements of kobolds and skellies are rather weak compared to Gorions wards companions. In my mind, Mulahey is hopelessly outgunned in this fight, and does not stand the slimmest chance of winning.
4. Various Nashkel assasins
I consider the priest and rogue in Nashkel even stronger candidates than Tarnesh. However, again, I have to look at Gorions Wards party. I think that with teamwork they will foil the assasination attempts (albeit perhaps losing Xzar or Monty in the clash).
Ok, now to Shoal of Nereid.
Gorions Ward is a 20 year old virgin, approached by a gorgeous woman offering to kiss him. Now, I know that in the game you have no option but let whomever speaks to the seductive siren kiss her, but remember this thread is about realism. So, Gorions ward could, in theory, push her awar or stab her or somesuch. However, the kiss seems harmless enough, and even though the stories told by Gorion probably warned of such creatures, in the heat of the moment Gorions Ward probably won't have time to think it through before it is to late - sealing his fate.
Alternatively, if Gorions Ward did keep his wits about, or simply did not feel like exploring every inch of the coastline, I imagine that he would succumb in the fight with the assasins in front of the forest mine. They are strong, perhaps not individually any one of them is as strong as Jaheira, but ALL of them are strong, and they are a tightly knit unit that have perfected tactics, while Gorions party is a mixed bag without clear tactics other than "kill the others". I think Gorions Wards party would be defeated here.
*I ignore all gibberlings etc, because RL "heroes", or perhaps "fated" people or whatever you wish to call them, like Harald Hardrada, Erwin Rommel and Alexander the Great, despite fighting several battles, tend to die only when a) fight a stronger foe in a duelish situation b) fight a weaker foe, but end up in a hopeless fight due to poor tactics c) fall to a plot or unexpected circumstance.
1. Carbos and Shank
While Gorions Ward have no sharp combat experience, Carbos and Shank are just two overconfident bullies, and Gorions Ward is by training experienced. Further, they can be expected to be in poor physical condition, since they are poor and lazy (remember, they are deadbeats, which is why they wanted some "easy" money by murdering some kid for blood money), whereas Gorions ward is well nourished and highly motivated (because Gorion made sure of that). While probably scary to fight for your life for the first time, Gorions Ward is undoubtly the better combatant.
2. Tarnesh
Tarnesh is actually a strong candidate for getting the better of Gorions Ward. Tarnesh is likely some manner of assasin with many lives on his consciousness, while Gorions Ward is still very unexperienced. However, Tarnesh is also overconfident. He starts a fight in the middle of the Friendly Arms Inn, not only attracting the attention of the guards, but also attacking a party of four (I imagine Gorions Ward would keep his sister around, and also befriend Xzar and Monty, due to safety in numbers). Even if Tarnesh were to kill Gorions Ward, he would still be killed, because he cannot hope to fight that many people. In fact, these people will swarm him, once he declares his intentions. Thus, I imagine that unless Tarnesh gets Gorions Ward with his first spell, he will be overwhelmed and defeated before he can cast a second, and thus Gorions Ward survives this encounter.
3. Mulahey
While strong, remember that Gorions ward does not fight alone. A more realistic Jaheiera and Khalid are actually not lvl 1, 2 or even 3, but seasoned veterans. In a one on one, Mulahey would likely win, but it is not one on one, and Mulaheys reinforcements of kobolds and skellies are rather weak compared to Gorions wards companions. In my mind, Mulahey is hopelessly outgunned in this fight, and does not stand the slimmest chance of winning.
4. Various Nashkel assasins
I consider the priest and rogue in Nashkel even stronger candidates than Tarnesh. However, again, I have to look at Gorions Wards party. I think that with teamwork they will foil the assasination attempts (albeit perhaps losing Xzar or Monty in the clash).
Ok, now to Shoal of Nereid.
Gorions Ward is a 20 year old virgin, approached by a gorgeous woman offering to kiss him. Now, I know that in the game you have no option but let whomever speaks to the seductive siren kiss her, but remember this thread is about realism. So, Gorions ward could, in theory, push her awar or stab her or somesuch. However, the kiss seems harmless enough, and even though the stories told by Gorion probably warned of such creatures, in the heat of the moment Gorions Ward probably won't have time to think it through before it is to late - sealing his fate.
Alternatively, if Gorions Ward did keep his wits about, or simply did not feel like exploring every inch of the coastline, I imagine that he would succumb in the fight with the assasins in front of the forest mine. They are strong, perhaps not individually any one of them is as strong as Jaheira, but ALL of them are strong, and they are a tightly knit unit that have perfected tactics, while Gorions party is a mixed bag without clear tactics other than "kill the others". I think Gorions Wards party would be defeated here.
So, to participate, 1) describe your Gorions Ward and 2) describe where he / she died. Include a reasons for why if you feel like it, and hide it in spoiler tags if it becomes very long.
Have fun!
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What do you do for RP?
As the title suggests. Here are some of my examples...
Fortifying my Castle
Whenever I have the fighter fortress, I fortify the castle. Every NPC I don't want to take ends up being parked there. You'll see Wilson taking over what were the dog kennels, with Cernd standing beside him. Valygar will be the keep's ranger, operating out of the wooden fortress. Korgan and Anomen will be at the gates with weapon and shields, while Minsc stands behind them with a greatsword. On the walls will be Mazzy with her bow in hand, with Aerie next to her to rain down magical firepower.
Because money really isn't much of a concern, the NPCs can expect to be properly equipped with decent weapons and armor. I mean, this is *my* castle, right? I don't want someone casting protection from normal weapons and just walzting in, killing everyone.
Arming the Order
Paladins shouldn't be money hungry. They should be defenders of justice and protectors of the innocent. So what do you do with all of the artifacts you come across that your party has no use for? Easy. Bring them back to the order. There are containers in there. Stash those items away, so some young paladin can use them.
Found a Helm of Glory, which just isn't good enough for you? Some lvl1 paladin would weep tears of joy to wear that.
Crafted for yourself a suit of red dragon scale, complete with dragon scale shield, dragon scale helmet, and sword of dragon slaying? But the problem is that you found better armor, don't use longsword, don't use a shield, and found a better helmet? Give it to the order. The next time that a dragon attacks, there is going to be a traditional cavalier who could *really* use that equipment.
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Anyways, none of this helps you in any way. In fact, it means having alot less gold. But it *feels* right. Anyone else have things like this that they do?
Fortifying my Castle
Whenever I have the fighter fortress, I fortify the castle. Every NPC I don't want to take ends up being parked there. You'll see Wilson taking over what were the dog kennels, with Cernd standing beside him. Valygar will be the keep's ranger, operating out of the wooden fortress. Korgan and Anomen will be at the gates with weapon and shields, while Minsc stands behind them with a greatsword. On the walls will be Mazzy with her bow in hand, with Aerie next to her to rain down magical firepower.
Because money really isn't much of a concern, the NPCs can expect to be properly equipped with decent weapons and armor. I mean, this is *my* castle, right? I don't want someone casting protection from normal weapons and just walzting in, killing everyone.
Arming the Order
Paladins shouldn't be money hungry. They should be defenders of justice and protectors of the innocent. So what do you do with all of the artifacts you come across that your party has no use for? Easy. Bring them back to the order. There are containers in there. Stash those items away, so some young paladin can use them.
Found a Helm of Glory, which just isn't good enough for you? Some lvl1 paladin would weep tears of joy to wear that.
Crafted for yourself a suit of red dragon scale, complete with dragon scale shield, dragon scale helmet, and sword of dragon slaying? But the problem is that you found better armor, don't use longsword, don't use a shield, and found a better helmet? Give it to the order. The next time that a dragon attacks, there is going to be a traditional cavalier who could *really* use that equipment.
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Anyways, none of this helps you in any way. In fact, it means having alot less gold. But it *feels* right. Anyone else have things like this that they do?
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Favorit non-scripted moment (epic, fun or random) in an Infinity Engine-Game
So I've been playing with the idea of starting a thread like this and just waited for a while to see if one would pop up. If there has been a similar thread on the forums it's either been dead for a while (RIP) or invisible for me.
So here's what happened on my first play-through with both BG games consecutively (Probably 2006): I chose to be a druid, doing most things solo and stumbling my way through the saga, with an increasing number of reloads, which I tried to keep as low as possible.
BG II spoilers inside:
Now I would like to hear YOUR tales!
The idea behind this thread is to share cool stuff that probably didn't happen to anyone else, so I see at least one or two wild surges incoming. ![:wink: :wink:]()
I continue being thrilled by the possibilities IE-games have to offer and hope you feel the same.
Tymora shine on you. (Not that you'll need it)
So here's what happened on my first play-through with both BG games consecutively (Probably 2006): I chose to be a druid, doing most things solo and stumbling my way through the saga, with an increasing number of reloads, which I tried to keep as low as possible.
BG II spoilers inside:
By the time I reached Firkraag in his dungeon, I had only just reached level 15 and gained the ability of Elemental Summoning for my first epic slot. Again, I did not have a clear idea of what I was doing. When initiating battle, I sent Sunnis, the Earth Elemental Prince (that's where I had started getting lucky) up front and decided that it would be a good idea to unleash all of his special abilities on the dragon.
So while I was in the back-row (spell-)slinging, Sunnis split the ground with a mighty earthquake. From the earth, another massive Earth Elemental erupted and lo! started battling my champion, the prince, who was now beset upon by two molochian opponents.
Of course, I did what any sensible gamer would have done with my amount of knowledge and heightened pulse-rate, and immediately paused the game to start hurling curses at the screen, ready to hit the re-load button, when something crossed my mind.
Just before this dungeon, I had been to the De'Arnise Keep and found a ring, which I was still carrying with me at that moment: The ring of Earth Elemental Control. After a short moment of "What have I got in my pocket?", I slipped the ring on my finger and, with trembling hands, tried to charm the rogue Earth Elemental that had appeared only moments prior (in-game time, that is). I... succeeded.
Under the weight of two mountains and many, many insect bites, even the majestic Firkraag collapsed and I emerged victoriously from my first confrontation with the beast. I've never been as euphoric after a battle as I was back then.
So while I was in the back-row (spell-)slinging, Sunnis split the ground with a mighty earthquake. From the earth, another massive Earth Elemental erupted and lo! started battling my champion, the prince, who was now beset upon by two molochian opponents.
Of course, I did what any sensible gamer would have done with my amount of knowledge and heightened pulse-rate, and immediately paused the game to start hurling curses at the screen, ready to hit the re-load button, when something crossed my mind.
Just before this dungeon, I had been to the De'Arnise Keep and found a ring, which I was still carrying with me at that moment: The ring of Earth Elemental Control. After a short moment of "What have I got in my pocket?", I slipped the ring on my finger and, with trembling hands, tried to charm the rogue Earth Elemental that had appeared only moments prior (in-game time, that is). I... succeeded.
Under the weight of two mountains and many, many insect bites, even the majestic Firkraag collapsed and I emerged victoriously from my first confrontation with the beast. I've never been as euphoric after a battle as I was back then.
Now I would like to hear YOUR tales!


I continue being thrilled by the possibilities IE-games have to offer and hope you feel the same.
Tymora shine on you. (Not that you'll need it)

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SPOILER AHEAD - Bard's Exclusive Off-Hand Item
I know it's in Siege of Dragonspear but to my knowledge the only Bard import from SoD is the Bard Hat, right?
No Crown and no Reed got ported over to BG2:EE as far as I know.
We got the Shaman's Circlet as well.
If anyone has a full list of the EE new additions and which items got ported over to BG2:EE, that would be really helpful and highly appreciated!
Thanks!
Sincerely, Cinnamon.
No Crown and no Reed got ported over to BG2:EE as far as I know.
We got the Shaman's Circlet as well.
If anyone has a full list of the EE new additions and which items got ported over to BG2:EE, that would be really helpful and highly appreciated!
Thanks!
Sincerely, Cinnamon.
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Intelligence is the underdog stat
I love my wizards. And I love intelligent and educated and well-spoken people. That's why I'm tired of Int getting back-shelved and dissed as some kind of obscure statistic for bookworms. Whatever class requirements you look at, it's Wisdom, Wisdom and more Wisdom. Rangers? Wisdom. Paladins? Wisdom. Psions? Wisdom. And if any new class with a mental attribute makes an appearance, I bet my ass the required statistic is not going to be Intelligence. #neveragain Somehow this intuitive, clever, practical soil-between-my-toes type gets touted as so much superior to the hoity toity college-educated type. What do they know in those colleges anyway! Culture, science, literature... bah. Obviously logic is only good for a programmer's job. It's when you sit at the wheel of a tractor, a baseball cap turned backwards on your head, plowing through a prairie, that you know what life is all about. Or take the sorcerer class - a straight product for those who don't want to learn their craft but would just rather be born with it.
The original AD&D material seemed to have more respect for Int and more use for it. I don't know if this growing anti-intellectual bent is another reflection of the lowest-denominator capitalism or of the fear of offending the dumb demographic.
The original AD&D material seemed to have more respect for Int and more use for it. I don't know if this growing anti-intellectual bent is another reflection of the lowest-denominator capitalism or of the fear of offending the dumb demographic.
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Requesting BGII:EE end-game save
Hello everyone, if you happen to have a BG2EE end-game save, could you please attach it to the posts below, I’m mainly requesting this to check out quest names and the associated journal descriptions so that I can tell which is which then proceed to create the corresponding pages on BGwiki.
Req:
Req:
- BG2EE vanilla save, preferably v2.3
- Inherited save, played a continued game from SoA to ToB
- All side quests, including companion quests completed
- Story advanced to the point before the final battle
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Things that never happen in Baldur's Gate
I remember many years ago reading a series of jokes called "Things that never happen on Star Trek":
http://www.inflection-point.com/jokes/3.htm
.. and I wondered what it would be like if applied to Baldur's Gate?
Things that never happen in Baldur's Gate:
1. Someone in a town commits a serious crime which puts everyone in a difficult dilemma, but thanks to prompt action by local authorities, the situation is promptly resolved before the arrival of charname & party.
2. Sarevok, using his Iron Throne money, pays 20,000 gold to hire a high-level assassin stationed at the Friendly Arm Inn, who uses hide in shadows and backstab to chunk the unsuspecting arriving charname beyond all recognition.
3. Charname's party members gets pissed because charname keeps taking all the good loot, they go on a strike and demand equal pay(distribution of loot) as well as the right not to be sent on a naked orc hunt the second a better party member shows up.
http://www.inflection-point.com/jokes/3.htm
.. and I wondered what it would be like if applied to Baldur's Gate?
Things that never happen in Baldur's Gate:
1. Someone in a town commits a serious crime which puts everyone in a difficult dilemma, but thanks to prompt action by local authorities, the situation is promptly resolved before the arrival of charname & party.
2. Sarevok, using his Iron Throne money, pays 20,000 gold to hire a high-level assassin stationed at the Friendly Arm Inn, who uses hide in shadows and backstab to chunk the unsuspecting arriving charname beyond all recognition.
3. Charname's party members gets pissed because charname keeps taking all the good loot, they go on a strike and demand equal pay(distribution of loot) as well as the right not to be sent on a naked orc hunt the second a better party member shows up.
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The Baldur's Gate Wiki is in a poor state.
Heya, everyone!
Since yesterday (or so ... my sleeping rythmn is way off) I have been trying to fill some gaps and correct errors in the Baldur's Gate Wiki. Well, the Wiki at this point has more holes than a swiss cheese and even though I do love me some swiss cheese, there is only so many holes without ... you get my point.
I know that a lot of folks here on the forums have an astoundingly detailed knowledge on all things BG, so it would be really awesome if you could take all that knowledge and put it over into the wiki.
Check for errors in old articles, make new ones, fill red links, expand stubs.
I know we can turn the wiki into a useful resource for the fandom again.
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Also, speaking of which, the Icewind Dale Wiki is in an even worse state ...
Since yesterday (or so ... my sleeping rythmn is way off) I have been trying to fill some gaps and correct errors in the Baldur's Gate Wiki. Well, the Wiki at this point has more holes than a swiss cheese and even though I do love me some swiss cheese, there is only so many holes without ... you get my point.
I know that a lot of folks here on the forums have an astoundingly detailed knowledge on all things BG, so it would be really awesome if you could take all that knowledge and put it over into the wiki.
Check for errors in old articles, make new ones, fill red links, expand stubs.
I know we can turn the wiki into a useful resource for the fandom again.

Also, speaking of which, the Icewind Dale Wiki is in an even worse state ...
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Whispers of Silence - Cloak of Non Detection
This cloak is present quite early in both BG1 and BG2. I often put in on a thief - or as here on my mage/assassin Corbeau - for roleplaying reasons. But is it actually useful in any way?
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Your Signature Character Class
Everyone has a unique playstyle, both in terms of the classes they play and the items and spells they rely on to survive. What class best represents the way you play the game?
For me, it's a highly defensive gnomish cleric/illusionist who always memorizes rescue options like Teleport Field and Invisibility 10' Radius, and always buffs with Chaotic Commands and Death Ward to block Chaos spells or instant death effects that could otherwise bring an end to a no-reload run.
For me, it's a highly defensive gnomish cleric/illusionist who always memorizes rescue options like Teleport Field and Invisibility 10' Radius, and always buffs with Chaotic Commands and Death Ward to block Chaos spells or instant death effects that could otherwise bring an end to a no-reload run.
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If you could change one thing about the Baldurs Gate games....
If you could change any one thing, what would it be?
Mine would be the addition of a better alignment/reputation system.
Mine would be the addition of a better alignment/reputation system.
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Manual of Bodily Health
I'm enjoying playing BG EE; it has probably been about 15 years since I last played through the game so as I approach Chapter 6 and my characters are getting better loot I'm having to seriously consider how I want to plan their progression as the next expansion looms. I've just found the Manual of Bodily Health and I can't decide how best to use it. My protagonist is a Human Berserker 6 I've dual classed to Cleric (level 6 at the moment), and his CON is 18 for the maximum HP bonus. If I use the Manual on him it will increase to 19 but how useful is it to have another 6 HP when even the dubious boon of regeneration doesn't begin until CON 20? The rest of my party consists of Yeslick (Con 17), Branwen (Con 15), Imoen (Con 16), Baeloth (Con16) and Neera (Con 14). Neera has the lowest HP total at 24. I understand there is some gear that can raise CON to level 18, similar to The Brawling Hands which I've given to Yeslick to raise his DEX to 18. I'm leaning towards using the Manual on Neera, since doing so will strengthen my weakest character. Although she has a plethora of useful defensive spells like Mirror Image and Minor Spell Deflection, there's always the chance that her self buff spells will go awry due to the Wild Magic table. I'd welcome any thoughts on how best to make use of the Manual; I know there aren't many of these in the game and I don't want to misuse it. Thanks

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So what do you do when you die on a no-reload run?
I'm curious. Do you actually throw up your hands and say "To hell with those sixty hours in front of the computer, I'm gonna start from scratch!"?
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Availabitily of original games
This discussion was created from comments split from: Is there a mod that removes questionable changes beamdog added into EE?.
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Flowers for Delainy (Spoilers*)
I'm mopping up after finishing the main quest on "Werewolf Island" and I've received the "Flowers for Delainy" quest, but I think I may have a problem...
I acquired some Belladonna from the wizard's stash but during the final fight against the Greater Werewolf I consumed it from my quickslot, thinking it may have given me an edge during the fight (it did not). Online posts indicate that Belladonna also grows in two patches "just North of the village" but I've patrolled the entire map, spamming the Tab key and mousing over everything, and I can find no trace of the aforementioned patches. I've read other posts in this forum that indicate that the purpose of the quest is to gain Delainy's help in getting off the island.
This fills me with a sinking, non-fuzzy feeling in the cockles of my stomach. Am I in trouble here and if so, to what degree?
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Magic Item Recharging
I've seen references to there being a trick that allows one to recharge a Wand or other magic items with charges, but I don't know how this is done. Can anyone explain how this works please? Also, does this work in all expansions or only BG EE?
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