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The journey of Naivasha, Half-Elf Transmuter (minimal reload SCS/Ascension adventure)

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Introduction

Hey dear readers, this thread is about my attempt to solo a Transmuter all the way to the Throne of Bhaal. I'm a pretty staunch no-reloader but this documented playthrough is going to be an exception. The question it intends to answer is not "Can Blackraven take a solo Transmuter through the entire saga without reloads?" but "How could a solo no-reload Transmuter reach and beat Amelyssan in an SCS/Ascenson setup?"

Note that the phrasing of the latter question means I'm not going to gamble my way through the game. I mean to play as if I'm no-reloading. I think this run will qualify as a minimal reload run. I'm not going to rely on lucky dice rolls for hits or saves and reloading whenever the outcome doesn't please me. I'm also not going to do high risk quests early on just because I know I can reload if I fail. And I'm inclined to skip certain optional content because it's either too tedious (think Durlag's Tower requiring constant rests to refresh Knock spells to open locks and Polymorph Self for Jelly form to trigger traps), or simply unappealing from a risk-reward perspective. If readers however ask me to try an area I intend to avoid, I'll take that into consideration.

Why do I want to do this? Well first of all I recently failed to defend Boareskyr Bridge in SoD with a no-reload Transmuter (who had a party of specialist mages with her) and I really lamented the end of that run. I even considered trying again with a party of specialists, but came up with this instead. Secondly, I like Transmuters conceptually: using magical energy to shape the universe the way you see fit is pretty impressive. In Baldur's Gate the school offers an interesting mix of offensive, defensive and utility spells that I intend to use a lot. Thirdly, Transmuters are arguably the weakest, most vulnerable of the specialist mages. With Abjuration as their barred school, Transmuters have to make do without
- many combat protections (such as Protection from Magical Weapons, elemental protection spells, and spells that protect against magic damage),
- any and all spell protections (globe of invulnerability, spell deflection/turning, spell immunity and the like),
- and most debuffing spells (Spell Thrust, Breach, Pierce Magic, etc).
For me this makes the Transmuter the most aberrant mage type. Certain potions and items can mitigate the loss of Abjuration magic, and Naivasha will no doubt try to collect those.

My set-up contains an almost full SCS v32 install and, for BG2, Ascension. In addition to those mods I should also mention some Anthology Tweaks through which Thac0 progression for non-fighters goes beyond 10, fighters enjoy "true grandmastery", and casters get expanded spell progression tables. This goes for Charname but also for enemies. Finally note that I purposely abstained from installing the SCS component that turns caster HLAs into special abilities they can cast once a day. I use all these tweaks mainly to make single classes a bit stronger compared to multi-classes. By the way I also play with a number of other mods that make life slightly easier. I'll refer to them when the occasion arises.

Our protagonist is Naivasha,7a06b02p27kq.jpg
named after a gorgeous lake with a gorgeous name in Kenya, that I've been fortunate enough to visit. I was informed it means 'rippling waters' in the Masai language. I think it sounds fairly Half-Elf magey no?

Getting a solid roll didn't take too long. Maybe because she's a Half-Elf? Her stat distribution I can explain as follows:
STR: I didn't want an 18 here because it takes away some of the charm of polymorphing later on if the poly forms aren't as physically strong as the natural form. I think it's nice to polymorph and use the Strength spell and later on the innate Bhaal ability Draw Upon Holy Might to obtain giant strength.
DEX: the 18 here was mainly for early game survivability and to a lesser extent for the ranged Thac0 advantage.
CON: 17 + 1 from the tome in Alaric's cave will allow Naivasha to equip the claw of Kazgaroth without sacrificing HPs from that item's CON penalty.
INT: 17 is the minimum required to copy spells with guaranteed success into the spellbook. Naivasha can use the red potion from the Nashkel Carnival for one spell-scribing session before she gets the INT tome in Baldur's Gate.
WIS: 15 + 3 will allow her to cast Wish late in the game with a guaranteed good wish option.
CHA: 11 + 1 from the Gnoll Stronghold won't be enough to get optimal shop prices until she gets a nymph cloak. Naivasha could kill Algernon for his cloak, but even though role-playing isn't the primary focus of this playthrough, I really don't like killing innocents nor doing anything completely out of character or against alignment. In the case of Algernon though, it's easy for me to ride a moral high horse, as I'll let Naivasha use Lord Foreshadow's Ring of Human Influence, which sets CHA to 18. That item is from the classic BG1 NPC Project mod, which is one of the best known and most used BG1 mods, and such a staple in my installs that it has become part of the canon for me.

There is no powergaming rationale behind Naivasha's Chaotic Good alignment. Thematically Lawful Evil could be the best fit since the Imp familiar can cast Polymorph Self. On the other hand I don't generally enjoy playing evil. Besides I read somewhere that Transmuters couldn't be lawful in early DnD and honestly I somehow view Naivasha as more chaotic too.

Naivasha's starting proficiency is darts and her spells are Expeditious Retreat (an IWD spell added by SCS v32 that hastes the caster for three rounds but stops them from casting or attacking), Shield, and Sleep.

I don't know exactly what to expect yet. I can imagine myself playing Naivasha much like a Cleric-Thief hybrid. I can see Naivasha relying on stealth (invisibility), divide and conquer tactics, and use of consumables much like a thief. While Wraithform, Polymorph Self, Tenser's Transformation, and Shapechange, supported by buffs, are vaguely reminiscent of a Cleric's transformation into a champion with Holy Power, DUHM, Righteous Magic etc. Hopefully I'll learn from this experience and hopefully my findings will be worth reading for fellow forumites. Anyone with tips or ideas to make the most out of the Transmuter is of course welcome to comment below. And comments or suggestions regarding my reporting style are just as welcome. :smiley:

Next I'll report on the early game.

elfsong tavern movie

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elfsong tavern movie was restored in BG:EE

Question: do other taverns have a video too ?

It's a trap! Condensed guide to traps in BG1

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Ok, so I am following Dudleyville/Gamesbanshee walkthrough and even if they tell you where the traps are, they don't say which kind of traps. I thought maybe we could make a thread writing down what kind of traps each of them is? ---- Nashkell Mines Lv3: All arrow traps (dmg 4-10) except the last one before the door to Lv4 which is 3x Magic Missile.

The sweet joy of killing dragons by cow

Ajantis

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I have killed Kirinhale and exchanged her hair for Potion of Cloud Giant Strenght with thief from the second level and stupid Ajantis attacked me and I was forced to kill him (on no-reload play). Is this his normal behaviour or added by NPC Project?
He had around 150 000 experience points so his replacement will be woefully behind.
I had for a long time suspiction that he is idot and should have kicked out from the party after his conversation with Coran about laws.

Solo Cavalier the easiest playthrough?

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I'm currently chapter 3 at SoA and I feel like I just murder everybody without a sweat. Using only EET with level cap removed and SCS difficulty. You can get Cavalier to 100MR and/or 93DR with the best Saving Throws. Of course you can tweak abilities here and there, but this is potentially the most powerful version I think: Cavalier Base 18/00 STR (-3TH) 18 DEX (-4AC) 18 CON (+4HP) 17 THAC0 6 AC 14 HP 12/14/13/13/15 Saving Throws Items 30MR Purifier +5 (ToB) 20DR 1AC Defender Of Easthaven (SoA) 10MR 1ST Amulet Of Seldarine (SoA) 10MR 2AC 2ST Ring Of Gaxx (SoA) 3AC 3ST The Warder's Signet (SoA) 1ACb Full Plate Mail (BG) 1AC 1ST 1TH 5HP Helm Of Balduran (BG) 22STRb Girdle Of Fire Giant Strenght (ToB) 10HP Paladin's Bracers (SoA) 7MR Star-Strewn Boots (SoD) 25MR 1ST Cloak Of Balduran (BG) 5MR Machine Of Lum The Mad (SoA) 10HP Deck Of Many Things (SoA) 10MR 2ST -1DEX -2HP Hell Trials (SoA) 2STR STR Tome, MoLTM (BG, SoA) 2CON CON Tome, MoLTM (BG, SoA) 2DEX DEX Tome, MoLTM (BG, SoA) 40DR Hardiness (lv18, lv20 10 rounds) 25DR Armor Of Faith (lv28, 31 rounds) 97 Magic Resistance 85 Damage Reduction 10 Saving Throws 22 STRb 1 DEX 2 CON -6 THAC0 -6 AC 23 HP Cavalier Potential Lv28 22 STR 19 DEX 20 CON -11 THAC0 -10 AC 215HP (233HP lv34) 97 Magic Resistance 85 Damage Reduction -9/-7/-8/-8/-6 Saving Throws Only thing I can see being a problem is Imprisonment spells, which you can avoid directly with Protection From Magic-scrolls or Spell Turning from Book Of Infinite Spells. Every other danger there's an common item to use I think. Soloing you can use the best equipment, not bother with squishy companions or micro management, fly through the map with with Boots of Speed and Oil Of Speed, and you're almost always very well leveled to any baddie. Are there more powerful characters?

Current Status of BG, IWD, PT Translations

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=== In Game === B)<3
BG: SOD (Brazilian Portuguese 100.00% | Brazilian Portuguese (Female) 93.21% )
https://translate.baldursgate.com/projects/8

BG: EE (Brazilian Portuguese 100.00% | Brazilian Portuguese (Female) 86.94% )
https://translate.baldursgate.com/projects/1

=== Off Game === :(:'(
IWD: EE (Brazilian Portuguese 100.00% | Brazilian Portuguese (Female) 89.95% )
https://translate.baldursgate.com/projects/9

BG2: EE (Brazilian Portuguese 84.63% | Brazilian Portuguese (Female) 96.46% )
https://translate.baldursgate.com/projects/2

BG2: EE - New Content (Brazilian Portuguese 0.02% | Brazilian Portuguese (Female) 97.17% )
https://translate.baldursgate.com/projects/3

PT: EE (Brazilian Portuguese 4.96% | Brazilian Portuguese (Female) 97.17% )
https://translate.baldursgate.com/projects/11


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Struck by lightning, twice!

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My fighter/mage just got *twice* struck by lightning (from the weather, not a spell) on the Valley of the Tombs map within the space of about a minute in real time, she was wearing plate mail at the time - 25 points damage each hit, though luckily she had 50 HP and Viconia managed to cast Cure Medium Wounds in-between! Never had that happen before (not twice, anyway), though I could see the funny side!

How can I change wizard/cleric spells to innate using nearinfinity?

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Making a planetouched ice themed knight character but when adding abilities to it they go straight to the magebook which is inaccessible to fighters and paladins namefly fireshield blue and Ice storm. Tried to go the fighter/mage route but the moment the char leveled up all the spell levels reset to lvl 2. Anyone know how to modify wizard spells to work as an innate ability would?

Stealing and NPC reaction in BG2

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"In Gaelan's house, where you start out, there's a fence upstairs. Neither of them comments on it when you unlock their chests and steal their stuff, right in front of their faces. (You can do this in just about every house in the city, actually. Less realistic, but just as well--it was a huge pain in the last game trying to figure what was fair game to pick up and what would bring the guards storming in.)"

"People in Throne of Bhaal tend to notice and attack you if you open containers in their houses, the way they did in BGI. I don't know why they turned this annoying feature off in Shadows of Amn and then back on now. Save before you snoop--or come back at night, as people in houses often go to sleep in the dark hours."


I have read about it in this articles:
1) http://www.bigorrin.org/amn2a.htm
2)http://www.angelfire.com/hero/tjekanefir/throne.htm


Is it really true? They cut off this npc-reaction features in Shadows of Amn?

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

Cite your quotes...

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Cite your favourite BG1, BG2 quotes in this order: 1. Epic quote - "quote here", Name of the person you cite 2. Wise quote - "quote here", Name of the person you cite 3. Funny quote - "quote here", Name of the person you cite

How to have two kits at the same time for your own character and NPCs

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You will probably have read that it is only possible to have one kit running at a time. The truth is that you CAN have two, but only one of them will be shown on your character sheet. You will need EE Keeper to do it though and also the Imoen as Conjurer mod available here:
https://sorcerers.net/Games/BG2/index_mods_hosted_misc.php

Further details on the way.

Any fans of Invokers?

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Anyone love playing Invokers in BGEE/BG2EE at least? I feel like when it comes to power discussions conjurer and gnome illusionist are always the specializations thrown around, and I hate to use the word underrated, but I feel like an Invoker is easily as good as a Conjurer (no beating those Shorty saves tho) if not better; with the caveat that you have a second arcane caster. Conjurers are great cause they give up so little, but their school saving throw penalty/boost doesn't do a whole lot of work except the symbol spells. Illusionists' main benefit is a supercharged spook, but not a whole lot else. Contrast an invoker, whose saving throw boosts are helping you survive fireballs and lightning bolts from start to finish, while making yours more consistently powerful (not to mention the disgusting sickness that is 2× -4 Web in a Minor Sequencer). Meanwhile the only really rough spells to give up are sleep (which has a slightly underwhelming substitute in the wand available straight out of candlekeep, and is nearly useless by BG2) and greater malison. Greater Malison is super rough to lose and almost a dealbreaker, but by the time SoA rolls around and you really start to need it, basically any other mage(single or multi) or bard can toss it out for you and it doesn't stack. I suppose I'm just ranting, but it just seems like a really cool and powerful class that I feel like maybe isn't on everyone's radar (possibly because they were trash in OG BG1 with 2 opposed schools?)

So I forgot to turn off my computer and accidentally left the auto roller on for 3 days...

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...and this is what I found! A 104 point Gnome Illusionist/Thief! A character concept I've been looking forward to playing for ages now. However my computer is now sitting at the character creation screen because I can't decide how to assign my first two proficiency points. I know I want one in Dagger for backstabbing with the Dagger of Venom, and probably will assign the level 4 and 8 points to Quarterstaff and Two-Handed Weapon Style respectively to replace the DoV with the Staff of Striking for backstabs, and for the Staff of the Magi/Ram in BG2. What should I do with the other 1st level point?
Also, I've heard on this forum that this can be an incredibly powerful class. Anyone have any favorite tactics or unique synergies to recommend?

Shaman spirits.

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I was wondering if there was a way to increase the travel range that the spirit from the shaman can travel?

Due to the limitations, not able to move or take action, or even directly control the summons. I would expect them to atleast have much larger range of travel from the shaman than they currently do.

Your Class!

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I'm so I since I emitted that I do like to imagine forum members, (mostly those I tend to have shared more than one actual conversation with) as PC in faerun and the forgotten realms I figured I'll start this topic.

I've decided I'll make this a little pet project, for when I get too depressed yo working on my comic (which seems to be every day now).

So here is the question, what is your...

Class
Race
Gender

For fun ill sketch it, or do a full illustration, or just a portrait.

Things to note:
This is a little side project for me, how fast I update depends on life, work, commissions, and whether not I'm going through yet another 'i give up drawing" episode.

So I think I've included everything. Also, no I'm not counting specific items from the game or dnd lore. That would require more research than I'm willing to do on my part. I do welcome small specific details, (scar on the face, or missing limbs), but lets not get crazy.

*braces for the hundred arm giant request.*

Initiative from DEX for casting spells ?

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Cross-posting this from my post on BG sub-reddit...getting nothing but downvotes and toxic replies there so here I am.


Question:
What does Initiative from high DEX do for casters (outside of melee combat) ?

Does having high / low Initiative as a caster (specifically arcane) affect anything at all ?

Afaik casting a spell in the BG series always takes a full round and hence casters are always placed at #1 for deciding who gets to act when, so I have read (somewhere...)

Is that true ?

Put differently: should I invest in high DEX or just ignore it as a mage/sorc; some extra AC helps a little early on but later is overshadowed by defensive spells, imo.


Getting Steam Keys from Beamdog

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I seem to recall reading that it was possible to request steam keys for a game you purchased through Beamdog's store. Anybody know if this is true? And is it possible to get GoG keys instead?

Turn off non attack roll attacks(?)

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Is there any way to turn of the attacks that are just for show but does not do anything? Example: You see the characters constantly flailing around with their weapons but only a few of those attacks are attack rolls. I want to only see the attacks that are "real" attacks. And a little bonus question that just came to mind is there any way to keep the game from playing faster if you increase the fps? I changed the fps from 30 to 60 and everything is so fancy and smooth but the characters move extremely quick and if I equip boots of speed they move faster than a Ctrl+J teleport. I reluctantly had to lower it to 45 fps but I really don't want to :[
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