Quantcast
Viewing all 12398 articles
Browse latest View live

Timeline of the BG, IwD, NwNs, and Planescape games

Four and a half years ago, daven posted a topic in this subforum asking for "a timeline of the DnD games". I spent some time cross-referencing different sources online to create one, with the dates of some novels and adventure modules thrown in the middle, all written in the Dalereckoning year system. However, I couldn't post it on the original topic because it's so old it's been archived. So instead, I'm posting my timeline here, in the hope that it's accurate: 1281 DR: Icewind Dale: Enhanced Edition 1312 DR: Icewind Dale 2 Complete 1357 DR: Azure Bonds (novel) 1358 DR: Eye of the Beholder 1359 DR: The Temple of Elemental Evil (game, module, novel) 1360 DR: Scourge of the Slave Lords (module) 1361 DR: Into the Void (novel) 1367 DR: Planescape: Torment: Enhanced Edition (game, novel, LP) 1368 DR: Baldur's Gate: Enhanced Edition (game, novel) 1368 DR: Baldur's Gate: Siege of Dragonspear (DLC) 1369 DR: Baldur's Gate II: Enhanced Edition (game, novels) 1369 DR: Pool of Radiance II: Ruins of Myth Drannor (game, novel, adventure) 1370 DR: Faction War (adventure) 1371 DR: Die Vecna Die! (module) 1371 DR: Return to the Temple of Elemental Evil (adventure) 1372 DR: Neverwinter Nights Diamond 1373 DR: Forgotten Realms: Demon Stone (±1 year) 1374 DR: Neverwinter Nights 2 Complete 1374 DR: Baldur's Gate: Dark Alliance 1376 DR: Baldur's Gate: Dark Alliance II 1420 DR: Dungeons & Dragons: Daggerdale 1479 DR: Neverwinter 1482 DR: Murder in Baldur's Gate (adventure) 1491 DR: Princes of the Apocalypse (adventure) 1491 DR: Death Masks (novel) 581 CY = 121st Ha = 1361 DR = 358 AC (Greyhawk Common Years, Planescape/Sigil years of Factol Haskhar's reign, Forgotten Realms' Dalereckoning, DragonLance's Alt Cataclius) I had to do some digging to get the timeline just right, but the source most helpful in reconciling the Faerûn and Sigil dating systems was a chronology page written by ripvanwormer and Felenthir Enthelion: http://mimir.planewalker.com/forum/help-with-planescapetoril-chronology Paul Westermeyer's Spelljammer Timeline was also very helpful in connecting the dating systems of other campaign settings: http://www.spelljammer.org/essays/history/pw_timeline.html If there are any inconsistencies with my conclusions as to which games occurred on which years, feel free to reply with suggestions.

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.

Did you *actually* know?

I started posting random trivia about Baldur's Gate and Co. on the activity page, but it have become so many that I decided to start a new topic. If you yourself know an interesting piece of trivia, feel free to share. Either way, here we go: Did you know? Alora isn't a halfling, she actually is a really short and petite gnome. Bhaal and Cyric used to be lovers but Bhaal cheated on him with his sister which is why Cyric killed him. Dynaheir sings "These boots are made for walking" by Nancy Sinatra because Dynaheir used to be Nancy Sinatra's old D'n'D player character. CHARNAME isn't actually a Bhaalspawn, they were accidentally switched as a newborn with the temple's janitor's child. Alaundo's prophecy is just a fraud. There is a squirrel with a powerful magic ring somewhere in the original Baldur's Gate. Icewind Dale was named after Dale Ace Windy, a famous Canadian popstar from the 80s. If you shoot a Magic Missile at Gorion in the very beginning of the original Baldur's Gate in Candlekeep, he will give you some very useful potions in return. Adventure Y was originally supposed to be called Adventure Z but the devs reconsidered to avoid a potential legal suite from Bandai because of the similarity to Dragonball Z. Kivan never had a wife, he just made the story up as part of his wrestling persona. Sarevok was voiced by Jaleel White, who is most famous for his role as Steve Urkel in the 90s sitcom "Family Matters". Nothing can stop the Smooze. Edwin is actually a virgin, he is just overcompensating all the time. When your familiar dies you may lose one constitution point, but if you keep it's corpse, Cromwell will forge a Katana +4, +2 bleeding damage/ round for 10 rounds from it. There are actually no spambots on these forums, the mods just ban random people because the motherbrain tells them to do so. If you wish to save Clara you need to choose the following dialogue options after meeting her: 2, 4, 1, 1, 3 There is a glitch that let's you one-hit Beholders, if you cast barkskin *and* stoneskin on yourself and then attack them with a Quarterstaff +1. Gorion and Jaheira used to be a couple back in the day.

Demographics Poll: What is Your Age?

Wall trap

Does anyone have a video of the wall trap in the asylum? I would like to see how it works, and a character running into it and mh... dieing?

Which is the most difficult solo single class (kit or no kit) for BG Saga?

Balders Gate EE, on Huawei Mediapad 3....possible?

Hey all, cant find a beamdog client that actually works on the Huawei, anyone know better?

Importimg your bgee character into bg2ee....

How do you do this.....export your character while in bgee?

Compatible Android Devices

I was looking at getting a Barnes and Noble Tablet 10.1 and I was wondering if there was a way to see a list of compatible devices before I purchased a device itself.

Throwing Dagger(s)- Yours and my Guide to a Knife Storm! {Spoiler Warning!}

Hello everyone! This is just a thread aiming to provide information on how to utilise a Throwing Dagger build and which choices you may want to take. Spoilers have been boxed up to hide Item Locations and any other plot-related spoilers. Without further delay, let's get into it, shall we?! Starting off with the highly expected Kensai/Mage Combo!

Kensai/Dual into Mage:

  • +1 Damage and Hit Roll every 3 levels even whilst a Mage
  • +2 Armor Class
  • +1 Speed Factor every 4 levels
  • Grand Mastery
  • Extra Attacks Per Round
  • Spell Buffs/Extra Range options from Mage Book
  • Innate Ability - Kai: All attacks within a 10 second time period deal Maximum damage

Any Fighter

  • Grand Mastery
  • Extra Attacks Per Round
  • Fighter 18/X Strength

Assassin dual into Fighter:

  • +1 to Damage and Hit Rolls
  • Grand Mastery further compliments the Assassin's base +1 Damage and Hit Rolls
  • Poison Weapon
  • APR
  • Higher Backstab multiplier than other Thieves

Archer

(Credits to @DrakeICN)
  • Archer grants +1 to Damage and Hit Rolls every 3 levels, which applies to Throwing Daggers.
  • +4 Damage and Hit Holls Racial bonus
  • Called Shot Innate (Should apply with Throwing Daggers - I will test it later)

Skald:

  • +1 Damage and Hit Rolls
  • Versatile Weapon Arsenal
  • Skald's Unique Bard Song (Stated below)
  • Mage Book up to Level 6 - Enchant Weapon +4 and Improved Haste being amongst the vast list of valuable spells
  • Has access to Use Any Item, increasing your equipment selection
  • Class ability to use Instruments in your Quick Slots
Skald Song is as Follows: 1st Level +2 Damage, Thac0 and AC. 15th changes bonus to +4 Damage, Thac0, AC and adds Immunity to Fear. 20th adds Immunity to Stun and Confusion.

Blade:

  • Versatile Weapon Arsenal
  • Offensive Spin - For the next 4 Rounds, you gain an extra attack per round, +2 to damage and hit rolls, doubled movement rate and all attacks deal maximum damage - Cannot be used with Haste/Improved Haste.
  • Mage Book up to Level 6 - Strength and Luck being amongst the vast list of valuable spells
  • Has access to Use Any Item, increasing your equipment selection
  • Class ability to use Instruments in your Quick Slots

Half-Orc:

  • 19 Strength
  • 19 Constitution - If this is important to you for Fighter/Fighter combinations
  • Access to Fighter Class and Cleric/Thief Combination - The latter is explained in more detail below.
Goes into 20 STR from BG1>BG2 providing you grab a STR Book for your import. This sets you even further ahead of the early game in BG2, might possibly be too strong if you dislike high damage rolls. Perhaps not an amazing choice since there are thee eventual 19, 20 and 21 STR belts. You will, however, get to put those items on other characters if you have them - Having two Brutes with Frost Giant Strength could be enticing to you!

Cleric or Cleric Tyr/Lathander or Cleric Dual Thief or Cleric/Thief Multi-Class:

  • 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.)
  • Turning Undead is a valuable tool for this build as Throwing Daggers are bad against Skeletons
  • 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.
  • This will not be an easy class to build but it is a very unique one that I believe is power-creeped in a way that doesn't mess with the difficulty rating of the game

Paladin Kits:

  • Fighter Thac0
  • Fighter 18/X Strength score
  • +2 to all Saving Throws
  • Paladins can turn Undead which will most likely be a very valuable ability for a Throwing Dagger build
  • Cavalier
  • +3 Damage and hit roll against Draconic Creatures
  • Immunity to Charm/Fear/Poison
  • 20% resistance to Fire/Poison Despite the fact the Cavalier Kit has "May not use Missile Weapons", they can still use Throwing Daggers! Very, very important to note!
  • Inquisitor
  • Dispel Magic and True Sight are very strong abilities you will love to have on a Throwing Dagger build
  • Undead Hunter
  • Immune to Hold and Level Drain
  • Caution, this is perhaps the weakest build of them all as Daggers do not exactly damage Skeletons, meaning the +3 damage and hit rolls to Undead are probably null & void (requires confirmation); However other Undead such as Zombies will take the usual damage alongside the Undead Hunter's +3 bonuses
  • Blackguard
  • Immunity to Level Drain and Fear
  • Poison Weapon is a highly valuable ability for Throwing Daggers
  • Absorb Health - Grants you an interesting sustain mechanic
  • Aura of Despair - Reduces damage and armor class (requires confirmation on the exact range of this tool, if it's close-combat only it will only be effective for backstabbing/Melee damage)

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, Archer or even Blade that achieves a far superior bonus and more enjoyable play-through. If you're looking for an Underdog or intentionally underpowered original D&D experience, I would say this is definitely for you!

Any Mage/Wild Mage:

Mages have buffs and extra range options, not much else to note. I mean, the spells are great but you can do any sort of build and they all basically work the same - Throw spells, Smack'em still they stop moving or gouge their eyes out from across the field with a Knife - Spells will do the majority of work for a Single Class Mage. Who has time for Knives when you're hurling Fireballs at Goblins? You could try and limit yourself with a Roleplay where you don't cast Spells/Many Spells/Intentionally gimp your spell selection/slots and have a very squishy, low damage type of build. If you're looking for an extreme challenge then I would recommend doing one or more of the previous to really flesh out a difficult playthrough. Wild Mage makes this build a very funny play through of somewhat unexpected scenarios, you never know what's going to happen with both your Knife Tossing and your Book of Spells!

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:

  • +2 Movement Rate and +1 every 5 levels
  • +2 Saving Throws vs. All Spells
  • +1 Missile AC every 3 Levels
  • AC of 9 at Class Level 1 and +1 AC every 3 levels
  • At 5th Level becomes Immune to Disease, Slow and Haste
  • At 7th level you gain lay on hands a very nice self-sustain tool
  • At 8th level you gain -1 Speed Factor
  • At 9th level you gain +1 to all saving throws and Immunity to Charm
  • At 11th level you become Immune to Poison
  • At 12th level you gain another -1 to Speed Factor
  • At 14th level you gain 3% Magic Resistance per level, starting at 42% at 14th level
  • At 20th level you become immune to all non-magical weapons
  • Arguably the best Class or one of the bests to play this build with
Sun & Moon Monk will be explained at a later date as I haven't personally tested the interactions. If you have and would like to post, don't hesitate to @ me and I'll add it in with credit to you!

Notable Equipment & Spells

(Work-In-Progress whilst I sift through an array of gears and spells available in both games) It's a good idea to put a Shield or the (BG1) Bard Exclusive in your Off-Hand Slot for this build.

Baldur's Gate 1: Enhanced Edition

  • Dagger +1 -
    Having 18 CHA and completing the Tutorial Quest: An Errand for Fuller (Located in the Barracks) will net you a +1 Dagger

Baldur's Gate 2: Enhanced Edition

Boots

  • 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
  • Boots of Phasing - Perhaps an unusual recommendation, however, it teleports your character constantly to each opponent that is hostile towards your Party that you can visibly see.

Daggers

  • Boomerang Dagger +2 - If I'm not mistaken the first Throwing Dagger of choice. Magical Throwing Daggers "return to your hand" after every throw (in actuality this just means you can constantly throw it)
    It's located in the top floor of Desolar's Inn within the Bridge District and is held by Captain Dennis alongside his brigade of Mercenaries. These 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 you 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 and most likely the unfortunate next on your list to Dagger Hurling greatness. Though, Enchanted Weapon will be able to carry you to this choice, so do not fret my Friend! It additionally also grants +1d2 Fire Damage.
    It's located in the Underdark, you'll need some gold coins and will require you to purchase it from the weapons merchant in Ust Natha the Drow City
  • 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.

Spells

  • Enchanted Weapon- Changes your Dagger to +3, which generates better hit bonuses. 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. Whilst the latter really isn't important as you will be using Boomerang Dagger +2 for this build, you may have opted to avoid it and use a stack instead thusly I'd like to account for that.
  • Strength - Did you get a bad roll or succumb to the joint ache of reclicking re-roll a thousand times? Then this spell is for you! If your Strength is 18/1-49 or lower then it sets you to 18/50 Fighter Strength. If you have 18/50-99 it will be set to 18/00!! Isn't that cool?! The spell lasts for 1 turn per level.
  • Grease - This spell effectively near-roots any target in and around the visuals of the spells, making everyone easy for the pickin'!
  • Luck - Increases Hit and Damage rolls by 1 as well as reducing all damage you receive, magical and otherwise, by 1 point.
  • Glitterdust - Blinds your foes and reduces their AC by -4 points. Also prevents Hostiles staying Invisible.
  • Haste - Gives you +1 Attack Per round and doubles your base movement value, also removes Slow.
  • Hold Person/Undead - Stops your target from doing anything at all making them a totally free kill!
  • Detect Illusion (Spell or Thieving Skill) - Stops those pesky Hostiles from avoiding their just desserts in Knife form!
  • Melf's Minute Meteors - Whilst not a Throwing Dagger, it is still a +5 Dart Weapon and an option you will naturally want to use, be it early on or eventually.
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 are a pretty niche build I've seen nothing posted about so far. So it's everyone's chance to get in the know-how! I'm interested to hear what you think, what you like, what you don't like and anything else you can think of! Sincerely, Cinnamon.

How do I disable the slayer death?

as title says. I don't want to die after 13-30-60 sec of having turned into the slayer

Do you use "Antimagic attacks penetrate improved invisibility" SCS component?

As far as I play SCS all the time this is the only component I'm torn about. Even though I have it installed always, it seems quite unreliable. As far as I understand it was implemented via insivible critter and as such it tends to
  1. Land on incorrect enemy if they are moving
  2. Completly fail to locate target and not hit anything (this seems to be related to target position, especially when hugging walls/corners, etc.
  3. Land in incorrect order of casts, when you cast multiple ruby rays/spell thrusts they seem to randomly fail mostly because one landed after another not in order they were cast.
  4. Breach is still targeted where as anti magic attacks first fly to spot where they were cast and then to the target. Because of activation time after they get to initial place they often land after breach even if they were cast before. This is really annoying under improved alacrity where you cast them split second apart.
Overall the component works like 95% of time so it's fine, but then you suddely fight amelyssan on LOB/SCS/Ascension and casting 7x ruby rays suddenly does nothing. Note that I'm fairly experienced with SCS so it's not a mage chess that I don't get, it's just random cases of occurence. This makes me wonder if the component is worth it or not. I always reveal enemies from invisibility anyway but this affects enemies too. This is not the rant. I still think author did fantastic work, it's just I'm trying to decide whether I should use it or not. Note I will still decide on my own, I'm just curious about community experience with it. What are your thoughts?

Haste bug

In my heavily modded install, Haste and oils of speed reduce APR rather than increasing them. Compare the following screenshots: [spoiler]Image may be NSFW.
Clik here to view.
[/spoiler]This is my unbuffed Cleric/Ranger attacking with a morningstar +1 (. She has two APR (1 base + 1/2 for specialization + 1/2 for level 7) and she attacks twice within the round, as she should. [spoiler]Image may be NSFW.
Clik here to view.
[/spoiler]This screenshot shows her on an oil of speed, and she only attacks once/round instead of three times. I've tested this repeatedly, also in BG2 and with the Haste spell. And the results have been consistent. Does anyone know how to solve this? The only change I made to my set-up was the installation of SCS v32 RC8. Any help would be most welcome.

The Nightmare Mode (Legacy of Bhaal) Thread

Post your Nightmare Mode experiences here, from challenges to fun moments. Here's me killing Niz, the Black Dragon in Suldanessellar. http://youtu.be/4YZmNWpTkxU Party -------- FMT Berserker 7/Cleric Kensai 9/Mage Inquisitor Assassin 9/Fighter Sorcerer Apparantly Nightmare mode gives monsters 3 * Normal HP +80, so he should have 680 HP. I managed to deal 686, so that's pretty accurate. The reason I used such cautious tactics was to ensure easy tallying of damage.

Can you use modded compilation for multiplayer?


Baldur's Gate stream with Kate Welch (WotC)

Kate Welch, game designer at Wizards of the Coast, will play Baldurs Gate: Enhanced Edition on Twitch tomorrow at 3pm PST in her new show - Welch's Game Juice! Join Kate to have fun with DnD and Baldur's Gate (and if you miss our streams)! https://www.twitch.tv/dnd Image may be NSFW.
Clik here to view.
Want to know more about Kate Welch - check out https://www.bleedingcool.com/2018/07/25/rosie-beestinger-interview-dds-kate-welch/

The truth about the Hyper Chicken

I think, perhaps, it is time to share the truth about the enigmatic and mysterious Hyper Chicken badge. As the only currently active recipient of the badge, I think this task should fall to me. I will start with a humorous story I wrote about it earlier and then go into further detail. Hyper Chickens are chickens which were discovered to have a peculiar mix of both ankheg blood and dinosaur blood in them. Because they look like ordinary chickens in every respect, most people go through life thinking they are nothing more than ordinary chickens; completely unaware of the truth. Only the most perceptive of individuals can tell the difference between an ordinary chicken and a Hyper Chicken. Such perceptive individuals who have found Hyper Chickens are given the badge. @ajwz was effectively the creator of this badge. He discovered that the chickens in BG1:EE appeared to be twitchy and super fast in their animation. He created a thread in the BG:EE beta tester forums (which are not visible to the general public) entitled "Hyper-Chickens" and opened the OP of the thread with the line "Ok, don't laugh at this one." He then preceded to describe the issue as he saw it. It was then discovered that this issue was present in both vBG1 and vBG2 as well, but it was likely that no one ever noticed it before because there was no zoom function. After fixing it, the developers found the issue so funny that they created the Hyper Chicken badge to honor ajwz. Since then the badge was given to several other private beta testers and developers for their hard work and keen observation in discovering previously unknown legacy bugs in BG1:EE and in BG2:EE. For those who don't know, legacy bugs are bugs that existed in the vanilla versions of the games that were carried over to the Enhanced Editions. The badge was only given to people who discovered legacy bugs that were not known about by anyone or fixed in any existing fixpack. I myself earned the badge when @Coriander noticed a comment of mine from when I was still a private beta tester of the BG:EE games where I casually mentioned that I occasionally discovered legacy bugs. She contacted me about this to ask why no one had given me the badge and informed me the significance of my discoveries. She decided to award me the badge for my work. Unfortunately, it is no longer possible to earn the Hyper Chicken badge as the private beta testing of the BG:EE games has concluded. I would ask that no one pester the admins or developers about this badge any longer and that no one asks to receive the badge. As I understand it is only for developers and private beta testers who worked on BG1:EE and BG2:EE. I also ask that lord @ajwz and the others forgive me for revealing the details of this badge, since it was kind of an inside joke for us.

What's druid tier?

Was wondering if they are good enough to complete a game solo hard difficulty with scs. Bonus point if they can do it pure class.

Dumb Ideas Thread

This is a thread for stupid ideas - mods, tweaks etc. - that could be incorporated in the game but almost certainly never will be. List your dumb ideas here people: 1. One slot in every character's inventory should be turned into a 'pocket'. This acts just like a Gem Bag and can only hold small items like gems and jewelry.

Android Version : Save Game Location?

Hi, I have bought the Android version from the Play Store & installed it on my Galaxy Note 3 & Note 8. Please could you give me the path of the Save Game files, so I can play on both my devices? Is there any way to sync the Save files, so you dont need to copy them back and forth? Thanks for a great port !
Viewing all 12398 articles
Browse latest View live