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Thief skills in Heavy Armor with EE Keeper?

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Decided to make a Fighter/Thief-Tank. Figured it'd be more convenient if my front line was scanning for and disarming traps. Alas I can only keep any eye out for and not disarm them. Any thing I can do with EE keeper to keep disarm/pick locks active?

Disable Hide in Shadows Dialog

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How do you disable your character from saying something everytime they hide in shadows?

Baldur's Gate Logic

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I just thought this would be a fun topic. Posting stuff about Baldur's Gate in the same vein as "video game logic" Here's an example. Is a Thief with 18 Dex and a lock pick skill of 40: still can't open the chest on the 2nd floor of the Candlekeep Inn Is a Fighter with 24 strength and a +3 Two Handed Sword: Still can't break locks that the Thief with 16 Dex can pick easily.

What will the next big project be? Thoughts and wishes.

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Now that Icewind Dale II EE is off the table because of the source code issue, what do think will be Overhaul's next big project to earn some cash? What are your wishes besides your thoughts? I know Baldur's Gate III will be high on everyone's list, but what else is there you'd like to discover? Personally, I hope IWD II EE will be possible some day down the road, but for the time being I'd like to see another IWD addon to be made. It should be something linking the two games together and therefore being set in the like 30 years between those. It maybe could be around Oswald Fiddlebender as a main NPC who we all once met in Kuldahar with our first group and who we saw again in Targos with a new group of adventurers. I'd also like to get to know what happened to my old party which fought against Belhifet and later on challenged Icasaracht, before they seemed to have vanished forever and only stories being told. It could tell us more about Luskan or other parts of the Ten Towns. Certainly we MUST have a look on Kuldahar again, because it is such a cool place to be (if only just for the great theme).

The silly things we do

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Whenever I have Xzar in my party, he always likes to taste the toxic fluid that the kobolds use to taint the iron in the Nashkell mine. I mean, he is kinda crazy after all. The toxin permanently decreases constitution by 1 and gives an acute toxic reaction. In my latest playthrough Xzar had only 1hp left when he took a sip of the potion. Luckily, the poison effect ticks slowly, so by ordering him to take an antidote immediately afterwards, he managed to survive :)

What silly things do you do in your playthroughs?

Gods with interesting roleplaying hooks?

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When picking a god for your character, which ones do you think lead to the most interesting decisions?

Unpopular opinions

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An idea has come to me to make a thread where we can share unpopular opinions about things in BG and other IE games. 1. Cernd is far from being useless NPC. In fact, he has tons of high-level druid spells and if CHARNAME is not a druid, than by not having a second class Cernd offers a lot of variety in lvl 6-7 spells if compared to Jaheira. If use the high-level druid spells right, almost any fight in SoA becomes a lot easier. 2. Darts can be a good choice as a ranged weapon for a fighter. Thalantyr's shop in BG1 has tons of useful darts, Sorcerous Sundries make it even better. There's an unlimited +3 dart on the first level of the Watcher's Keep, available not long after escaping from the Irenicus dungeon. Darts provide 3 APR and with addition APR from specialization and fighter class your darts stay a wonderful weapon from the Candlekeep and to the Hell. 3. 2 thieves in a party is not too much. I prefer to focus on setting traps and dispelling illusions with one of them and to hide in shadows for backstabs with another. Also, there're Open Locks and Disarm Traps skills. There're always multi-class options available. For example, your character can be a multiclass fighter/thief with amazing backstabs while Tiax or Jan Jansen is focused on setting traps to the place you lure your enemies to. Or maybe a half-orc assassin for backstabs and poison weapon and Hexxat for other thieving skills. 4. Mazzy's relatively low starting STR is not a problem. She has innate Strength spell, there're lots of STR-enhancing items in BG2, so that leaves you with a shorty fighter (and thus all saving throws bonuses) who has a chance to become GM in any weapon you like (or choose a standard short bow proficiency providing 5 APR with the Tuigan bow). 5. Keep trying using every and each consumables in any fight if you have any. You won't believe how easier it will become if your fighters nearly always have 22-23 STR for fights and get their saving throws improved drastically. Wands will often be enough to defeat even bosses. Carry on! Share the things that are relatively not popular among BG fans.

Luck: What it is and how it works

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This article discusses luck in the games. Most of the information here has been provided by @semiticgod.

What is luck?

Luck is a game stat, like strength or AC. It affects the performance of all the creatures in combat and also when performing some other actions. Luck can be positive (+1, +2, etc.), negative (-1, -2, etc.), or neutral (0). Positive luck means better performance, negative luck means worse performance. Neutral luck has no effect.

The confusion

Over the years there has been a lot of confusion about how luck works in the Infinity engine games. The concept of luck is never explained in the games or their manuals, and most of the information they provide about luck is either wrong or misleading. Apart from that there are several inconsistencies in the mechanics of the games:
  • Luck is the name of a stat, but it’s also the name of two effects. An effect is a change in a game stat. The two luck effects change the value of the luck stat, but they do it in different ways. One luck effect stacks and the other doesn’t. The luck effect obtained from the Luck spell, Chant, and the Lucky Scimitar in IWD does not stack. However, the luck obtained from other sources does.
  • Luck is also the name of a spell. Casting the Luck spell creates a luck effect in the target (the effect that doesn't stack). This effect improves the luck stat of the target. However, the Luck spell also gives several other bonuses (to saving throws and thieving skills) which are unrelated to the luck stat.
  • In the Icewind Dale series luck works a bit differently than in the Baldur's Gate series.

How does it work?

Luck affects many aspects of the game:
  • Attack rolls.
  • Physical damage dealt.
  • Magical damage taken. In this context magical damage means any damage except the base damage of a weapon. That includes damage from spells, wands, abilities, weapon elemental damage, etc.
  • Reaction times.
  • Thief skills.
  • Effectiveness of the spell Mirror image.
A character with positive luck hits more often, deals more damage with weapons, takes less magical damage, reacts more quickly, has more success with his thieving skills, and gets better protection from the spell Mirror image. A character with negative luck suffers the opposite effects.

Attack and damage rolls

The luck of a character is added to each of his attack rolls and physical damage rolls, and subtracted from each magical damage roll when he is attacked. But remember, this is AD&D, it’s always more complicated. Just adding a bonus to your roll would be too “simple”. And who wants something simple when you can have exactly the same thing, but twice as complicated? Well, you, me, the rest of the world… but not the AD&D creators, for sure. So this is the whole story: Each time a die is rolled and a luck modification applies, the modification is added or subtracted from the roll, but without exceeding the roll natural limits. What? You didn’t understand that? Don’t worry, neither did I the first 200 times. Let's see: The "natural limits" of a roll are its maximum and minimum values. For instance, the natural limits of a d20 roll are 1 and 20. A luck modification cannot make the roll go beyond these maximum and minimum values. An example might help: Flint the warrior has a +2 luck bonus. He attacks twice with his long sword (1d6 damage). The first time he attacks he rolls a 15. Adding the luck bonus, his effective attack roll is 17 (hit). He rolls a 3 in his damage roll. The luck bonus means he actually inflicts 5 damage (we assume there aren’t other bonuses/penalties). The second time he rolls a 19 in his attack roll. The luck bonus would make that a 21, but since 21 is outside the natural limits of a d20 roll (1-20), it actually makes it a 20 (hit). By the way, he does NOT get a critical hit (unless he already had a critical with 19, of course). Then he rolls a 6 in his damage roll. Again, the luck bonus would make that an 8, but since 8 is outside the natural limits of a d6 (1-6), the result stays at 6, i.e., he only inflicts 6 points of damage. Now a 5th level mage casts a Fire Ball on our poor Flint (and he fails his save throw). That’s 5d6 points of damage. The rolls of those 5 dice are: 1, 2, 3, 4, 5. Without his luck bonus, Flint would take 1+2+3+4+5 = 15 points of damage. However, the luck bonus reduces the damage he takes. The 5 becomes a 3, the 4 becomes a 2, the 3 becomes a 1. But again, the luck effect cannot modify a roll beyond its natural limits (1-6 in this case), so the the 2 just becomes a 1 and the 1 remains unchanged. The result is that he takes 1+1+1+2+3 = 8 points of damage.

Reaction times

When you give a character the command to attack an enemy, it takes him some time to react and start to move. This delay is variable, it ranges between 0 and 0.5 seconds. Positive luck increases the chance of having a short delay (or no delay at all). Negative luck increases the chance of having a long delay. The following picture illustrates the difference between the maximum delay (Jaheira, to the left) and no delay at all (Minsc, to the right):

Thieving skills

Luck affects the chances of success when setting, finding and disarming traps, opening locks, stealth. It doesn't affect the chances of success when detecting illusions and picking pockets. For the abilities affected, each point of positive luck roughly increases the chances of success by 1% (negative luck has the opposite effect). You can read a more detailed and accurate description here.

Mirror image

When a mage protected by the spell Mirror image is attacked, his attacker can either hit the mage or one of the images. The chances of each outcome depend on the luck of the mage. The higher his luck, the higher the chances that his attacker hits one of the images, and vice versa.

IWD series (IWD and IWD2)

Apart from the mechanics explained above, in the IWD series luck also affects critical hit and critical miss chances (so in our previous example our warrior does make a critical when he rolls 19). That's especially useful because hammers, halberds, spears, arrows, and axes deal triple damage rather than double damage on critical hits.

How do you get lucky (or unlucky)?

This is a list of the sources of luck (positive or negative) in all the games (except Planescape:Torment, I don't have information about that one). Some of these sources only affect luck itself, others create other effects as well.

All games

  • Fatigue: -1 luck when the character becomes fatigued. An extra -1 for every extra four hours without resting.
  • Intoxication: Penalty to luck and bonus to morale. The penalty goes from -2 to -12 and the bonus from +2 to +12, both depending on the amount of drink taken and the constitution of the character. The negative effects of the penalty always outweigh the benefits of the bonus. Slow Poison and Heal cure it.

All games bar IWD2 (i.e.: BG1, BG2, SoD and IWD)

  • Luck spell: +1 luck, +1 to saves, +5% thief skills.
  • Chant: +1 luck, +1 to saves, +1 to healing rolls (Staff of Curing, Mass Cure spell, etc.)

BG series: BG, BG2 and SoD

  • Bard Song (unkitted): +1 luck at level 1, +2 at level 15, +3 at level 20.
  • Blade song: +1 luck (doesn't scale with level).

Baldur's Gate

  • Rabbit's Foot (Alora): +2 luck, +2 AC, +10% thief skills.

Baldur's Gate II

  • Wish spell: Two of its effects affect luck:
    • One intoxicates enemies, giving them a -12 luck penalty for 200 rounds. It bypasses magic resistance and offers no saving throw. It is dispellable and can be blocked by Spell Immunity: Enchantment and possibly Minor Globe of Invulnerability, as it is a level 3 Enchantment spell. Slow Poison and Heal cure it.
    • The other effect gives -5 luck for 60 seconds party-wide.

IWD series: IWD and IWD2

  • Chaos of battle (Priest of Tempus ability): 10% chance of a luck bonus between +1 and +5, depending on level.

Icewind Dale

  • Lucky Scimitar: +1 luck.
  • Tymora's Melody: +1 luck, +3 to saving throws, +5% thief skills.

Icewind Dale 2

  • Luck spell: +1 luck.
  • Tymora's Melody: +1 luck, +3 to saving throws, +2 to thief skills, Alchemy, and Knowledge (Arcana).
  • Tymora's Loop (extremely rare random drop): +3 luck.
  • Young Ned's Knucky: +2 to Luck, +2 to saving throws.
  • Breaking the mirror in the Ice Temple: -20 luck.
  • Chant: Unknown.

Stacking luck effects

As stated above, there are two luck effects, one which stacks and one which doesn’t.
  • Luck effect 1: Obtained from the Luck spell, Chant, and the Lucky Scimitar in IWD. It does not stack with itself, but it does stack with luck effect 2.
  • Luck effect 2: Obtained from other sources. It stacks with itself and with luck effect 1, with one exception: bard songs. Bard songs don't stack with themselves, although they do stack with different songs. For example, two jester songs don't stack, but a jester song and a blade song do.
Example: - After a long adventure, a priest and a blade get fatigued. They get a -1 penalty to luck. - The priest casts Chant. Chant gives them +1 bonus to luck. This is the luck effect 1, which stacks with the luck effect 2 from being tired. The combined effect is that their luck becomes neutral (1-1=0). - The blade casts Luck on himself. Both the Chant spell and the Luck spell create the luck effect 1, which doesn't stack with itself, so he doesn't get a luck bonus. - The blade starts to sing. He and the priest get a +1 bonus to luck because the blade song (+1 to luck) creates the luck effect 2, which stacks with the luck effect 1 from Chant. Note: Originally this post was a set of questions about luck. I include the original post in the spoiler for reference:
I’m trying to understand the concept of luck in the game, but most of the information I’ve found is confusing or contradictory. I’ve compiled information from the manuals and the forums trying to clarify it:

Manuals

Survival Guide:
  • While the [bard] song is playing, the party’s morale and luck are higher.
  • A character can continue to operate at peak efficiency for 24 hours in game-time (2 hours realtime). After that, the characters will start to complain and their attributes begin to suffer. For every four hours beyond this 24-hour mark, the player will receive a –1 luck penalty (–1 to all rolls).
  • Intoxicated characters gain a morale bonus, but receive a luck penalty.
MM&M:
  • Luck spell: The recipient of this spell is lucky in everything they do for the next 3 rounds, receiving a 5% bonus to any actions. This includes Saving Throws, to-hit rolls, thieving skills, etc.
Adventurer’s guide:
  • Fatigued characters suffer a –1 penalty to luck; every four hours after becoming fatigued, this penalty increases by one. […] Luck affects every d20 roll your character makes.
  • THAC0 and Armor Class: The d20 roll can also be modified by circumstances such as spells, special abilities, and luck.
  • Luck spell: This spell’s recipient is lucky in everything they do for 3 rounds. They receive a +1 bonus to all actions, including Saving Throws, to-hit rolls, thieving skills, and anything else requiring a d20 roll. Contradictory: Thieving skills don't use d20 rolls.
Summary:
  • Stuff that affects luck:
    • Bard song: Unspecified bonus.
    • Intoxication: Unspecified penalty.
    • Fatigue: -1 penalty for every four hours fatigued.
    • Luck spell: 5% bonus to all actions (?). Alternatively, +1 bonus to all actions.
  • Effects of luck:
    • -1 to all rolls for each -1 penalty.
    • Affects Saving Throws, to-hit rolls, thieving skills, etc.
    • Affects d20 rolls.

Forum

These are summaries of the most interesting posts I've read. They're not quotes, so I hope I got them right:
  • @lunar: Luck adjusts damage rolls. When casting offensive spells which involve dice rolling your luck bonus is added to each die roll, up to the maximum die roll result.
  • @JuliusBorisov: A luck bonus reduces the damage taken from magic and elemental damage by one point per die, down to a minimum of 1.
  • @Semiticgod: There are two different effects called luck, and they work in more or less different ways.
  • @Ark_Tolei: Luck doesn’t affect damage (dealt or taken).

Conclusion

My completely uneducated guess is that the key to understanding this is this post by semiticgod. If I get that right (and I probably don’t) the source of the confusion is the fact that the word “luck” is used in the game to describe two different effects rather than one. These two effects work similarly in some aspects and differently in others, hence the contradictions and the confusion. What do you think?

Berserker rage heals on rest?

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I'm playing the BG1 (2.5.17.0) with a berseker, a class I don't normally use, and I've noticed that despite having used all of my healing spells/abilities, I am getting the healing spells cast on rest message all the time and charname is regaining far too many HPs from the night's sleep.

Is berserker rage bugged so you get the +15hp when resting without losing any hp when it wears off? I assume berserkers aren't supposed to have some amazing healing powers when resting.

Shaman Spell Pick Order

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So, this might be a bit of a no-brainer compared to, say, Sorcerer spell pick order (which has multiple threads dedicated to it), since it is established that druids have a more compact spell list and therefore fewer truly good options to choose from. However, as a thought exercise I am going to start up a thread anyway to solidify my thoughts on what spells I should take (my focus here is for a party-based build, although many spells should also be useful for a solo build). Since they can dance to summon spirits, I think the animal summoning spells are a little bit less important, depending upon what you're doing. I will use some of the formatting from this thread: https://forums.beamdog.com/discussion/30931/a-ranking-of-the-divine-spells-now-discussing-level-7-spells/p1 , though with such a small list to choose from, some things will be ranked higher than normal. Level 1 Spells Top Tier: Armor of Faith 4/5 - Obviously terrible as your level 1 spell pick, but quite good as your 5th (and last) choice. It keeps getting better with age. Cure Light Wounds 5/5 - So, shaman cast spells like a sorcerer, which means that any level 1 spells you have left will roll over into your auto-heal-on-rest. IMO, this utility alone makes it worthy of inclusion and a primary job of the shaman, not to mention that during the first 3 levels of the game it can make a difference even mid-battle. Doom 4/5 - The casting time is long, but the effect could be worth it against certain foes. Debuffing with this next to your arcanist tossing out Greater Malison could help land a spell that is otherwise easy to save against. Entangle 4/5 - The save bonus is a little too high for my liking, and the casting time is just a pinch longer than I'd like it to be, and it doesn't stop spells and ranged attacks, but crowd control spells are always valuable even with these stipulations. Probably one of the best ways to contribute at low levels. Mid Tier: Bless 3.5/5 - Another of the good ways to contribute at low levels, and if you are running low on spells in a given day, might even warrant some use at higher levels. It has definite limitations and it is better at low levels, so if you're really interested you might try to make room before you're too high level. Low Tier: Detect Evil 1/5 - The paladin gets it for free, just say no. Shillelagh 1.5/5 - In a different theoretical game that wasn't laden with magic weapons this could have some use, but here it is prettymuch junk. Spirit Ward 1.5/5 - So situational that you usually forget to use it even in a fight it might have some effect in. It doesn't help that the duration is short at low levels; maybe at really high levels you cast it just because you can (a 90 round duration is the same as 9 turns)? It's a good thing this comes free on your spell list, because I wouldn't bother taking it. Pick Order: Spirit Ward*, Cure Light Wounds, Entangle, Bless, Doom, Armor of Faith *Free with spell level

BG2 Solo SCS Spell Guide

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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.

Where is the Shadow Thief Cellar Key???

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I an re playing BG2. Honestly this parts mostly make me wanna go play IWD or BG1 again because is too annoying. I an searching for this key for 2 hours. Every guide on google say nothing about it

http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-3/areas/docks-shadow-thief-guild-bodhi.php

http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-3/quests/bodhi-3-kill-aran-linvail.php

http://www.gamebanshee.com/baldursgateii/walkthrough/shadowthievesguild2.php

THIS IS ANNOYING AS HELL!!!! An door that any of my chars should be able to vaporize without any problem and i need to walk in circles all day because i can't foretell where is this dan key. Already looted every body that i saw on the thieves guilde. This is frustrating as hell.

Guides show everything that you can know by looking to map, but offers no information about where is the daan key? "you should have gotten from Gaelan Bayle" And where is he???????????? Even with guides the problem of BG2 is that is insanely hard to foretell what i need to do and battles aren't that hard.

edit : anyone knows an good save editor? Each guide is saying that he is in one different place and i din't found him walking all city. Please. I this is a torture.

edit 2 : Where is the save location of Linux version, so i can use the EEKeep(wine) to put this daan key in my inventory and end this torment??

edit 3 : Found on .local, but the EEKeep keeps messing with address differences in win/lin

Shadow Thieves of Amn

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@Gusinda

Gus, in a decently balanced tabletop roleplay for let's say not exactly inexperienced roleplayers (the mortals, not just the chars): Could the Shadow Thieves of Amn win the nocturnal war against the vampire competition on a medium difficulty?

And did any of the ROGUE mods be to your liking, or did I waste your time with that?

I don't even know HOW i managed to make the personal mail to Gusinda into a public posting, but there should be a delete button, so we don't need to pester the moderators & administrators about such minor mistakes.

Where is BG3 discussion forum?

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I got there via link the other day, but I can't find it in the navigation.

no pause challenge

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the poll regarding pausing gave me an idea (probably not a brilliant one) : a no-pause challenge. What do you think about it? would it be dull or a refreshing change? what would be the most suitable class to play with? Solo play is the way to go, even more than usual (i don't even see how to manage several NPC without pausing) I think magic should be mostly limited to buffing and a few critical spells. Therefore pure mages should probably be excluded. Therefore i would go either for : - swashbuckler : huge passive (passive = good in no pause) abilities + traps - F/M/T : used mostly as a F/T + some buffs (stoneskin, PFMW, contigencies,...)

Question for Beamdog staff. Topic: Arcanum: Of Steamworks and Magick Obscura

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Hello. I wanted to bring to attention another (in my opinion) classic game which is Arcanum. Here is the question:
Beamdog would it be possible to make enchanced edition of this classic but underrated game? Baldur's Gate, IWD, Planescape Torment and Neverwinter Nights got it. It is one of those games that I think belongs to the holy classic rpgs. I do not know how is the copyright thing working so I will leave my very small "petition" here. I would be glad to get an answer from You. I am after all a big fan of before mentioned games and also very grateful for remastering and making expansion: Siege of Dragonspear. That is all. :blush:

Cavalier vs Blade: Better, more enjoyable character to play through the saga?

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I have played the game(s) a few times, since the original first game came out in the late 1990s. However, I have never lasted long enough to complete the entire sage due to study, jobs, career, family, moving, losing old save files, changing computers without saving old hard drives, whatever.

I am feeling the urge to try again to finish the original sage with the enhanced additions and bonuses. I want to use the same character to play through and finish the whole sage in Enhanced Edition: starting with Baldur's Gate, Tales of the Sword Coast, importing through Siege of Dragonspear, importing again to Shadows of Amn, and finally Throne of Bhaal.

I am looking for class recommendations. I have narrowed down my final two choices to: Cavalier or Blade.

Based on what I know: both Cavalier and Blade are not as boring or dull as plain base classes like the fighter or cleric. Both Cavalier and Blade start out strong in the first game from the get-go, stay consistently strong throughout the whole saga, become very powerful at the end, has no "downtime" (like, let say, Kensai/Mage or Sorcerer,) level up consistently and quickly enough (unlike multi-classes or dual-classes,) play well in a party but also strong enough to survive on its own, flexible enough to work with any combinations of NPC party members, etc.

I have played the Cavalier once but did not finish the first game with it. I thought it was okay, one of the better and easier classes I have played, (compared to, let say, Kensai, which was a real pain to play in the first Baldur's Gate before I got the chance to duel it to a mage or thief.) Cavalier has always been among the most recommended "best classes to play through the saga".

I have never played Blade. However, I read that Siege of Dragonspear has added some fairly powerful Blade-specific equipment that could be carried over into the later games, so Blade has become a better, easier and more enjoyable class to play through the whole sage. Blade has become one of the most recommended "best classes to play through the saga" since Siege of Dragonspear came out.

So, my final two: Cavalier vs. Blade. I'm looking for analyses, comparisons, opinions, etc., especially for anyone who has play through the game(s) with either or both of those two classes.

My considerations are: Which class is easier, more fun and more consistently powerful throughout the entire saga? Which class complements the other major NPC companions/party-mates better? Which class is given more stories, side quests and interactions with NPC?

I have a huge list of games in my backlog on Steam and GOG. So, I want to use this one character to play through and complete the whole Baldur's Gate saga, once; and then I do not want to replay the same games again with a different character/class. I would rather spend my time to attend to other games in my huge backlog. So I want this one class to give me the best, optimal gameplay enjoyment and experience.

Thanks.

Only for me, BG/IWD is funnier playing SOLO??

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I prefer to play solo. Mainly because i don't like micro manage many party members and they usually have poor IA and prevent me from using my best spells without dealing friendly fire(i can use an cold spell with cold immune summons for eg). Last time, i tried to complete Shadows of Amn with an full party, but i honestly don't know how to defeat mindflayers without undeads and slayer form, that if i use too often, they leave... Was frustrating to fight then with an party, but solo, they become much easier TBH. Yes, i end up resting a lot, and abusing summons, since you can have 5 summons, 5 summons can be 1 planetar and 4 Efreets for eg.

I don't know how summons work on 2e, but on 3.5e, you can control up to your CL * 2 HD worth of creatures, so in order to controll 5 Efreets(each one with 8hd), you need to be at least lv 20. And use BBoD and Haste + Tenser's Tranformation against enemies with a lot of magical resist(IMO 3.5e has an better spell resistance system where it works more similarly to AC)

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Share your custom parties

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I made a custom party that I intend to use throughout the entire trilogy which I hope is balanced and not over powered. Keeping each characters stats to something similar to those of an NPC you would find perhaps. Share your custom parties that you've played through or one that you intend to use and import into BG2:EE. Tell us how you made them to play, or what theme you wanted to use. I wanted to create a party where I had one of each race, the full spectrum of alignments with a variety of roles. Tank, off tank, 2 ranged dps, a melee dps, 2 thieves, loremaster, disabler, party buffer, healer, leader, offensive mage, offensive priest. To have each character wield different weapons, 1 sharp and 1 blunt eventually where applicable. To have nearly each character wear different armour types. Tomes that are spread out equally. image Severon Elf Chaotic Neutral Fighter / Mage / Thief STR 15 DEX 19 CON 17 INT 16 WIS 10 CHA 9 Short Sword: + Short Bow: ++ Single Weapon Style: + Severon is the protagonist of the group and the one with a slightly higher stat total to reflect his heritage. Used mainly as a support for whatever the situation requires. Primarily serves as ranged but in tougher fights, uses some party buffs such as Haste and Invisibility 10' Radius. Will cast self buffs such as Improved Invisibility, Stoneskin, Strength etc before making the initial backstab. Retreats to ranged once he's accomplished it. Severon will also be the main thief, putting skill points into Lockpick, Find Traps and Stealth. He'll be the character that uses the DEX tome. image Loralynn Half-Elf Lawful Good Cleric / Ranger STR 15 DEX 16 CON 17 INT 9 WIS 17 CHA 10 Mace: ++ Sword and Shield: ++ Two Weapon Style: ++ Loralynn serves as the primary tank. She also buffs the party before combat with Chant, Protection from Evil, Defensive Harmony etc. She'll also be the designated healer out of combat. She'll be the one to use the 3x WIS tomes. image Grakas Half-Orc Chaotic Evil Barbarian STR 19 DEX 15 CON 16 INT 7 WIS 9 CHA 8 Axe: ++ Two Weapon Style: ++ Grakas is the melee damage dealer of the group. Does nothing else but charge in, tearing enemies limb from limb which he does well at. His Rage ability will help ensuring that there's always pressure on the enemy spellcaster. He'll get the STR tome. image Kasdi Dwarf Lawful Evil Fighter / Cleric Warhammer: ++ Sling: ++ Kasdi is the secondary tank when required. When she's not needed for the front, she'll remain at ranged with her sling. She also serves as the primary offensive priest, casting Command, Hold Person, Silence, Flame Strike etc. She'll be the one using the CON tome. image Aliora Human Chaotic Good Fighter / Mage STR 15 DEX 17 CON 8 INT 17 WIS 9 CHA 18 Long Sword: + Long Bow: ++ Single Weapon Style: + Aliora starts off as a Fighter as a ranged damage dealer. When she reaches level 5, she duels to a mage and becomes the primary offensive spellcaster. She'll be the one to cast the Magic Missiles, Fireballs, Thunderbolts etc, whilst remaining an archer when not using her spells. She's also the diplomat and tends to be the one doing most of the talking and shopping. She'll get the CHA tome. image Quorry Gnome Lawful Neutral Illusionist / Thief STR 9 DEX 16 CON 10 INT 19 WIS 17 CHA 12 Dagger: + Crossbow: + Quorry is the main disabling spellcaster. Casting Blind, Sleep, Web, Chaos etc. His thieving abilities will primarily be focused on Set Traps and then Pickpocket. This is mostly due to character flavour, due to being a gnome and tinkering with contraptions and devices. He's also the designated loremaster reducing the need for having to memorise Identify spells. To this end he'll get the INT tome.

Custom PC & NPC Portraits

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