hi everyone.
I would like to know your personal idea on who would become the next lord of murder, if, well, charname died.
There are two sceneries that one could imagine:
> if he died at sarevok's hand
> if he died at irenicus's hand.
I would like to know your idea about the second scenery.
Now, I point my personal idea.
If Irenicus killed the children of Bhaal successfully (no matter if at asylum or at the tree) I think he would have become the next lord of murder, and not only that, but before that, he probably would have first joined the seldarine ranks as a dark reflection of them.
Given that he would actually achieve divine status (or at least, a power close to that?) by draining the tree, I think that there would be a new pawn moving, and Amelyssan, I doubt very much she would know of what Irenicus achieved...
Or would she?
So, I think that the showdown would go like that. Irenicus would have made himself probably hidden from everything /he would just retire into his personal plane) and would have actually waited the things to sort out.
I'm actually uncertain what would be the next moves Amelyssan would do, but surely she would have asked the help of some gods, just to be pointed into the right direction (e.g Cyric)
Then she would actually plan for the bhaalspawn to plot against each other, until the final showdown would happen, and it would end with Irenicus actually trashing her so bad that he would squish her like if she was a mosquito.
And he would actually end it with edgy remarks, knowing Irenicus.
It was Child's play
[spoiler]
By the way, was it ever explained by the Solar actually helped you? I mean, was there a particular reason or a player perspective that amounted some credibility? I don't buy the fact that you were the prophetized heir of Bhaal to get his throne.
[/spoiler]
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Who becomes the new lord of murder?
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It is confirmed: Glitterdust does dispel Invisibility effects
At least for the 2.5 patch for BG1 i have confirmed ( and unintentionally tested ) that glitterdust will dispel invisibility effects
this is something that has been discussed before, and there was no confirmation if it did or not, but now that i know for sure that it does, although there is a caveat to it:
for glitterdust to successfully dispel an invisibility effect the target must fail it's save vs spell for it to work, if they succeed on their save, then they will not turn visible
so with that being said, the mystery has been solved ( at least for version 2.5) ( not sure if this is the same scenario for version 2.3 or less )
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Your Favorite Underwhelming Spells
Icewind Dale
Cat's Grace (lvl 2 arcane) +1d8 dexterity, max 20
Why? Because if you have a dwarf or 2 in your party, it is a good buff. That dwarf warrior with 17dex now gets +1 armor class for 1 hour/level of the caster. That's pretty good. The dwarf fighter/thief you took with you for traps and locks? He gets the AC bonus, and his thief skills are better. This spell is useful throughout the game.
Friends (lvl 1 arcane) +5 Cha for 3 rounds + 1 round/level
Why? Because you can't get reputation increases in icewind dale. Have your Cha18 bard cast this, and suddenly your 15% discount jumps up to 25%. Very much worth a lvl1 spell slot.
Baldur's Gate
Strength (lvl 2 arcane) sets strength to 18/50 for 1 turn/level
Why? How many NPCs have Str under 18/50 who could really use that buff?
Valygar (17)
Keldorn (17)
Haer Dalis (17)
Yoshimo (17)
Rasaad (16)
Jaheira (15)
Mazzy (15...though she can self buff)
Viconia (10)
For most of the game, the best you can do is buy a belt of hill giant strength, giving one of these characters Str19. For the rest? This spell really does help them. Even characters like Nalia, Imoen, Aerie...if they are using slings or throwing daggers for when you want to save spells, then Str 18/50 will help them do more damage.
Up until ToB this spell remains highly useful. I can't get enough of it.
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So...which spells can you just not go without, with the exception of stables like stoneskin and magic missile?
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Invisibility: What is it Good For?
Hi guys, so everyone always recommends invisibility when it comes to picks for mage spells. However, I rarely find reason to cast it.
How do you guys use invisibility, and when is it particularly helpful? Other than setting up your characters to ambush an enemy, what other tactical advantages does it give you?
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Who attacks first
Could someone confirm these statements about the combat sequence, or elaborate, as I’m trying to fully understand it.
For a character’s first personal attack round to begin they have to both designate they are attacking an enemy AND be in range.
E.g. for an archer their first attack round will often start immediately whereas a pure melee fighter will need to run up beside the enemy before their first round starts (having the reach of a two-handed weapon might help a bit here).
The time they attack on is determined by a small random variation (don’t know what it is) modified by the iniative factor given by a characters dexterity score (e.g. 3 for a halfling or elf with 19 dex) and then the weapon speed is taken into account.
Do the random factor & iniative factor only come into play on the first personal round or are they factored in for every round until you kill an enemy?
I understand that if you cast certain spells, while you then have to wait a full round to cast another spell, you don’t have to wait a full round before you can attack with a weapon. So if face to face with an enemy & I cast a weapon summons I can then immediately begin my round with that weapon rather than having to wait for a full cycle to elapse. Is this only for spells that aren’t attack spells (like magic missile). E.g. I assume I could cast shield and then immediately start to attack with a weapon where I a fighter/mage for example.
Does this all sound right?
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Generally, would you rather have a -1 THAC0 bonus, a +1 damage bonus, or a -2 weapon speed bonus?
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The Party of Spiders: No-reload SCS2 run
I have started a new no-reload run of BG2 with SCS2 installed. I want to see if it's possible to play a melee-oriented party that does not have any fighters in it. So, I will be playing with only spellcasting characters, but I will be trying to use as few spells as possible, and focus instead on melee and ranged combat.
So, no Keldorn, Mazzy, Valygar, Minsc, Jaheira, or Korgan. No Sarevok, either, if I make it to TOB.
The Bhaalspawn in question is Sil, a Human Cleric of Lathander:
17 STR
8 DEX
16 CON
18 INT
18 WIS
10 CHA
She duals at level 11 for the extra casting of Boon of Lathander, which grants +1 to APR, THAC0, damage, and saving throws, stackable (I'll have two castings in total, for 3 base APR). She'll need about 1.5 million XP to get her levels back. That's 3 times as much XP as a Kensai(9)/Mage, so she'll be in pretty bad shape after she hits level 11.
I completed a handful of quests so far. I delayed posting this for fear that I would get killed in Chateau Irenicus.
I have tried a no-reload run of SCS2 once before. Lavok killed me with a Fallen Planetar and Dragon's Breath. Let's hope things go better this time.
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What happened to Vhailor's Helm?
Why was this of all things changed? Am I missing something because I don't see the need for this particular change. It was much better as a skull imo.


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Help, Help, I've Lost Track
Hello all,
I pretty much dropped out of the Beamdog forums around August or so. I.... I have a new mistress, her name is Warhammer Fantasy Battle 4th/5th ed. She has taken up all my free time, and a large chunk of time that was not free, as well. So, I have no idea what's been going on. Has anything important happened in terms of BGee, SOD, BG2ee, and IWD:ee ? Any new developments to speak of?
(Speak to me not of Neverwinter Nights, she was but a fling in 2004, a rebound after coming out of a long, commited relationship with the BG series)
Best,
Contemplative Smitten Hamster
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If you could choose anyone for your party...
Not sure if anyone has done this yet, but I was interested to find out who people would pick for their party if they could pick ANY npc from any IE game, and in any combination they wanted, whether it be Squip from Saradush coupled with Belhifet.
Example: (I know these ones all come from BG1 but this was just my personal choice)
Korax
Maple Willow Aspen
Peter of the North
Lusselyn
Noober
Korax would be like the Imoen of the group, always following me and never leaving the group no matter what. His paralysing attack would make him a good fighter kind of party member.
Maple Willow Aspen would be a druid (but not be choice) whilst Peter of the North a ranger. Peter will try and flirt with Maple, but she misinterprets his frequent 'wood' references, and so they end up fighting to the death. I should also specify that Peter has a very high charisma, and he is proficient in quarterstaffs (since he *ahem*, wields his shaft with grace and poise).
Lusselyn is also a fighter but he is always intoxicated. He is also the romance option in this party, he's just such a swell guy!
Meanwhile Noober is a chaotic evil jester. His 'song' is more powerful than the average jester, though, like Eldoth, no one likes him, and they would rather see him dead. You are also permanently sent down to 1 reputation while Noober is on your party.
Example: (I know these ones all come from BG1 but this was just my personal choice)
Korax
Maple Willow Aspen
Peter of the North
Lusselyn
Noober
Korax would be like the Imoen of the group, always following me and never leaving the group no matter what. His paralysing attack would make him a good fighter kind of party member.
Maple Willow Aspen would be a druid (but not be choice) whilst Peter of the North a ranger. Peter will try and flirt with Maple, but she misinterprets his frequent 'wood' references, and so they end up fighting to the death. I should also specify that Peter has a very high charisma, and he is proficient in quarterstaffs (since he *ahem*, wields his shaft with grace and poise).
Lusselyn is also a fighter but he is always intoxicated. He is also the romance option in this party, he's just such a swell guy!
Meanwhile Noober is a chaotic evil jester. His 'song' is more powerful than the average jester, though, like Eldoth, no one likes him, and they would rather see him dead. You are also permanently sent down to 1 reputation while Noober is on your party.
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A little survey about Deities of Faerûn
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Exporting characters from Icewind dale to BG2?
Is this possible? May be a fools hope, but i think it would be quite nice if it were able.
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Dark Sun games remade in the Infinity engine
Not sure if this is the right place on the forum, but I would definitely be keen for a remake of Dark Sun: Wake of the Ravager and Dark Sun: Shattered Lands in the infinity engine. Or a similar game if a remake wasn't possible due to technical issues (no source code etc).
Would others be interested in this? Is this even possible for Beamdog to do (from a legal/IP perspective)? Would a kickstarter be possible?
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Improved scripts for your BG/BG2 playing experience
So a little while back I made a whole bunch of new scripts for the bg games, these scripts are better improvements over the ones available already ( since some of them will only cast/use select spells or abilities, or sometimes just bug out completely and don't work at all) I've tested out some of them so far, and its been a pretty good go, the range script though sometimes is a little tricky, but still works good enough I suppose
so here is a breakdown of whats of the scripts and what they do:
Melee
MeleeP
Range
- these 3 scripts here are for your main warrior type scripts ( fighters/paladins/rangers/monks and the like)
- the warriors will use their special abilities in combat, (berserk/defensive stance/lay on hands/stunning first/ etc..) and I've tried my best to make it so they use them at appropriate times ( for example: berserkers shouldn't be using their rage against gibberlings/kobolds ect)
- when it comes to ranger/paladin spells, I set it so they only cast their defensive spells, since I believe offensive spells for those classes are much more selective ( although if you want a more offensive spell casting ranger/paladin, you can use one of the cleric scripts below)
- also, if your characters have the special abilities like cure light wounds/slow poisons/vampiric tough, they will use those as well
- the melee option is for those who are planning on staying in melee
- the range option is for those who want to stay range and will stay range as much as possible ( although they will switch to a melee weapon if someone gets to close, although sometimes it doesn't work 100 % perfect)
- the MeleeP option is the same as melee, except that the character will use healing potions/antidotes/elixers of heath as well when needed
now things are going to get a little tricky, so I will try and make it as easy as possible to understand the caster ones, first of all there is going to a lot of abbreviations for all the different types, so I will go through them all here:
DIV- this is for all the characters that use divine spells ( clerics/druids/paladins/shamans/rangers)
MAG- this is for all the characters that use arcane spells ( mages/sorcerers)
BOTH- this is for cleric/mages or illusionist/mages of for characters that can cast both divine and arcane spells
so after one of the above abbreviations there will be some letters afterwards ( M,R,X,D,O,S) these letters represent what these casters will do, as I will explain as follows:
M - M means that once the character has finished casting their spell script ( or action list empty) they will resort to melee attacks
R - R means that once the character has finished casting their spell script ( or action list empty) they will resort to range attacks and prefer range combat
X - X refers to mages who have dispelling type spells ( breach, spell thrust, pierce magic, ect..) I have tried my best to make it so if your wizard has the appropriate dispelling spell, and they see an enemy that has a shield that they can dispel, then they should do it automatically, this applies to arcane casters only and dispel/remove magic are exempt because those spells can dispel beneficial spells to easily,
D - D refers to defensive magic, for clerics, this means that if your team mates hit below 51% health they will cast their most powerful healing spell on the most damage character first ( mass cure light wounds has first dibs) also, if your party members get poisoned/ diseased/ level drained/ etc.. and if your cleric has the appropriate spell memorized then your cleric will restore that character, again using the most powerful version first, then if there is nothing to heal/ restore, your cleric/mage will begin casting defensive spells on itself or the party
O - O refers to offensive spells, your caster will start casting at the highest level spell it has, and for sorcerers/shamans, it will cast crowd control spells before damaging spells, although I've done my best again, to make the AI smart enough that if a baddie is "held" for example your caster shouldn't still be casting "hold person" on it, but I have set it so your caster you will cast out to the nearest 6 enemies for crowd control, so be aware, this script also includes spells like fireball/death fogs/webs and the such, although again I have tried my best to make it so your caster will cast it when your party isn't to close to the badguys ( although its really tricky to make it work flawlessly) be aware, that this script will cast any offensive spell, so watch out for those radius ones, plus this script will also summon in monsters if you have summon spells memorize, but it will only summon 1, starting at the highest level
S - S this script refers to summoning spells, the caster will start at it's highest level summoning spells and keep on summoning until there is 5 summoned monsters ( although your caster will only do this if your caster sees an enemy) this will summon in any creatures except for : the mage elemental summoning spells/ and the demon summoning spells ( since those summons are unreliable) plus when it comes to summoning in planetars or divs, your caster will only summon in 1 since one is the limit
next, the placement of the abbreviations in the script will also determine priority, so for example:
lets say you are using the script; DIVMDO
- this means that your divine caster will prioritize defensive type spells over offensive type spells
- once the caster has run out of defensive and offensive spells, they will resort to melee attacks
- every caster script will either have an "M" or an "R" but even though they are first in the list, your castes will always resort to attack with a weapon last
lets say you are using the script: MAGRXDSO
- this means that your mage will use their shield dispelling spells as priority if they see the need to
- if no dispelling shields is needed, then the mage will begin casting defensive spells
- once the defensive spell casting is finished then the mage will start to summon up to 5 monsters if applicable
- once the monster summoning has finished, then the mage will resort to offensive spells
- if at any time one of your defensive spells depletes or becomes dispelled, your mage will recast defensive spells on itself when applicable
- if all spells are depleted/ completed, then the mage will resort to range weaposn
lets say you are using the script: BOTHDSO
- first priority is healing/curing/restoring type spells
- then mage protection spells
- then priest protection spells
- then your cleric/mage will summon in monsters starting at the highest level alternating between the mage/cleric list
- then if all protection spells are cast/complete, and all monsters are summoned the cleric/mage will begin casting offensive spells starting at their highest level, alternating between the cleric/mage list ( based on level of the spell)
NOTE:
- regardless of script, if you have any script active that deals with mage spells, your character will always have a stoneskin cast on itself at all times (if applicable) this also counts for ironskins as well
- if you have any divine defensive spell script in use, your divine caster will always have protection from evil 10' radius cast on your party at all times ( since this spell has a long duration and is incredibly useful to have on at all times)
- for those of you playing SoA be aware that your character WILL cast spells in town with these scripts on, so be careful about those stoneskins in town
- plus im pretty sure that no matter what script you have active, if your character has the detect traps/illusions option, they will always do that while idling
So with that being said, I think that is the jist of what these scripts do, as I said I play testes some of them, with a team that started in candlekeep and went all the way to the end of ToB and they worked pretty swell, if you have questions or comments please let me know, and hopefully you find these to be useful in your journeys
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BG2 Solo SCS Spell Guide
Download link (Word): http://www.filedropper.com/bg2soloscsspellguide
BG2 Solo SCS Spell Guide
Introduction
Spell guides: there are dozens already out there and while everybody's opinions differ, we all know that Magic Missile, Mirror Image, Skull Trap, Stoneskin, Breach, Protection From Magical Weapons, Project Image, Abi-Dalzim's Horrid Wilting and Time Stop are all you need, right?
Trouble is that nearly all the spell guides already written are for the vanilla game, where indeed a handful of powerful spells are all you need to conquer everything. See a mage? Breach him. Melee opponents getting to you? Stoneskin. Want to kill a bunch of enemies? Horrid Wilting. And so on.
When I first started playing with SCS I was amazed at the additional complexity of the AI. In particular the improved mages were remarkable. In the vanilla game I had never blinked at seeing a Yuan-ti mage. Now with SCS they were an utter nightmare, they hung around for ages, dispelled all my protections, and peppered me with Magic Missiles. The game had changed and the old tricks no longer worked.
At first I had no idea how to get through layers of magical defences. Then I read through the spell descriptions and gradually began to work it out. So I need a Secret Word to get rid of that. But first a Spell Thrust to remove this. And only then can I Breach. Do I have a Secret Word and Spell Thrust? Of course not. Who in the vanilla game even looked at those spells, let alone memorise them?
For the last few years I have exclusively played solo no reload. Party games no longer appeal to me, I know the companions, I love the roleplaying, the story is great. But I've already been there and now the challenge I'm interested in is the strategic combat aspect: to fight the full array of BG2 opponents at their utmost power, with their AI enhanced by SCS. And to do it without any kind of cheesy tactics or crutches, and most importantly, with just the one life. To survive everything they can throw at me and to find a way around it and ultimately to have the Bhaalspawn prevail.
I have lost count of the number of no-reload SCS games I have played. Most fail quickly (damn you Dire Charm!); some last longer (how the %*$! am I supposed to deal with the Shade Lord's aura?!). Some get very far and then succumb to restart-itis (Okay I'm in Suldanessellar but how cool would a Berserker-Assassin with Swashbuckler AC bonus but no armour and no traps be?).
One thing I've realised from my experience is that while all kinds of classes and combinations can do well if utilised intelligently, mage types have a far better chance of survival than any other class. Moreover, the sheer complexity of arcane magic adds a huge amount to the strategic element of the game. If you're ever going to beat a no-reload SCS, you need to understand the magic system.
I decided to write this spell guide from a specific perspective. This is not a vanilla BG2 spell guide, nor is it a guide for party play. This guide is for a solo character with SCS. My explanations and ratings for each arcane spell below are based on my experience playing the game under no-reload conditions. Naturally if you play with reloads, you might not weight so heavily towards some defensive spells that I rate highly. I should also add that I play with Item Randomiser, which I think is a wonderful mod which makes every game different. As such, I have not assumed that you will have specific equipment that would otherwise be easily or quickly obtainable and which would make certain spells obsolete.
Finally I should point out that this guide is written for BG2, ie SoA and ToB. If you're playing from BG1 then bear in mind that while the majority of the guidance and explanation is still relevant, some of the nuances are different. For example spells like Sleep are very useful in BG1 and totally useless in BG2, so the rating below would not be applicable for the BG1 portion of the game.
Two Types of Casters
In the descriptions below I make reference to two types of casters: pure spellcasters and fighter-types.
Pure spellcasters are those classes that rely almost exclusively on magic. These include single class mages, sorcerers, cleric/mages and most types of thief/mages. Pure spellcasters have to use spells to cover all functions: summoning, damage, defence, debuffing, crowd control etc. They therefore require a wide ranging spellbook and do not get too much mileage from spells that enhance combat prowess.
Fighter-types are those classes for whom magic complements their weapon skills. These include the various types of fighter/mages and swashbuckler/mages. Fighter-types have slightly different requirements from their spellbook: they do not need magic for their damage output, they can use their weapons and thereby get by with fewer damaging and summoning spells. Fighter types can instead concentrate on defensive spells as well as debuffing and crowd control. They are especially interested in spells that enhance combat capability.
While the value and utility of most spells are similar for spellcasters and fighter-types, certain spells have nuances that favour one type more than the other. I have noted these where applicable. Likewise some spells get a higher rating for one type over the other.
Explanation of Ratings
I have rated each spell out of 5, with 1 the lowest rating and 5 the highest. Below is an explanation of what each rating means.
1: These spells are either useless or of such limited utility that you will hardly ever need them. You will pretty much never need to memorise these spells.
2: These spells are of limited utility. They have some value and may be helpful in certain situations or for a specialised strategy. But on the whole they are not spells you will use regularly. You will rarely need to memorise these spells.
3: These are solid spells that will serve you well. You will likely use these spells regularly and they will be an important part of your spellbook. You will memorise these spells frequently.
4: These are strong spells and will form a key part of your regular strategy. You will be using these spells in any tough encounter and will memorise them on an everyday basis.
5: These spells are essential for your character to thrive and survive. These are the spells around which you will form entire strategies. You will need to prioritise these spells and ensure you never leave base without them.
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Spells That Wrongly Break Sanctuary
Does anyone have a list of the spells that wrongly break Sanctuary?
I'm trying to add a patch for those on DoF's next release.
Thanks.
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The Kensai's Armor Class - A Monk AC progression idea - Pros and Cons
Lately I was thinking about, how the Kensai would fare, if they had the same, effective AC progression of the Monk, instead of having the untyped -2 bonus to AC at Level 1.
It would make sense for a Kensai to develop the same skill of avoiding attacks, since they don't wear armor, gauntlets/wrists and helmets. Also unlike the monk they do not gain the many passive protections, like spell resistance.
Here a progession table with the XP caps for fighters in this order: BG1, SoD, BG2 and ToB
<<Level>> | 01 02 04 06 | 08 10 | 12 14 16 18 | 20 24 27 30 35 40
Effective AC | 09 08 07 06 | 05 04 | 03 02 01 00 | -1 -2 -3 -4 -5 -6
Usually if a vanilla Kensai/Mage opts to wear a Robe of the Archmagi, he gets the effective AC of 5 with the -2 bonus having a total AC of 3.
If the altered Kensai was to dualclass to a mage at Level 13 and regains the Kensai abilities at Mage Level 14, the effective AC of 3 would overwrite the AC given by the robes.
Likewise if a altered Level 21 Kensai dualclass to a Thief and gains the HLA Use Any Item, there won't be much of a change if the kensai/thief decides to carry a full plate mail.
However, what the effective AC allows is to wear armors and robes with better bonuses in other areas.
The only real con is, that a altered Kensai in the early game with the Shield Amulet will have a AC of 4, instead of 2 in the vanilla game.
So my question to you fellow gamers is this:
Would you consider playing a Kensai with a effective AC progression?
It would make sense for a Kensai to develop the same skill of avoiding attacks, since they don't wear armor, gauntlets/wrists and helmets. Also unlike the monk they do not gain the many passive protections, like spell resistance.
Here a progession table with the XP caps for fighters in this order: BG1, SoD, BG2 and ToB
<<Level>> | 01 02 04 06 | 08 10 | 12 14 16 18 | 20 24 27 30 35 40
Effective AC | 09 08 07 06 | 05 04 | 03 02 01 00 | -1 -2 -3 -4 -5 -6
Usually if a vanilla Kensai/Mage opts to wear a Robe of the Archmagi, he gets the effective AC of 5 with the -2 bonus having a total AC of 3.
If the altered Kensai was to dualclass to a mage at Level 13 and regains the Kensai abilities at Mage Level 14, the effective AC of 3 would overwrite the AC given by the robes.
Likewise if a altered Level 21 Kensai dualclass to a Thief and gains the HLA Use Any Item, there won't be much of a change if the kensai/thief decides to carry a full plate mail.
However, what the effective AC allows is to wear armors and robes with better bonuses in other areas.
The only real con is, that a altered Kensai in the early game with the Shield Amulet will have a AC of 4, instead of 2 in the vanilla game.
So my question to you fellow gamers is this:
Would you consider playing a Kensai with a effective AC progression?
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Enhanced Editions getting Console Release
https://www.skybound.com/games/beamdog-console-baldurs-gate-neverwinter-nights-and-more/
Triple dip on mah Switch?
Today we’re proud to announce that Skybound Games is teaming up with Beamdog to bring some of their classic roleplaying videogames to console platforms. We’ll be bringing Baldur’s Gate, Baldur’s Gate ll, Baldur’s Gate: Siege of Dragonspear, Icewind Dale, Planescape: Torment, and Neverwinter Nights to an entertainment console near you very soon.
Triple dip on mah Switch?
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Misheard quotes!
This discussion was created from comments split from: Small things amuse small minds.
Because I thought it deserved its own thread! Post what you used to think the characters in BG were saying.
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BG:EE to BG2:ToB character compatibility
Is there a way to transfer BG:EE characters into BG2? The BG:EE-exported CHR files are crashing the game.
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