Help - Search - Members - Calendar
Full Version: Random Questions
The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
Pages: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32
critto
Could you tell me the values of global variables Iaclck29made and Iarobeforged?

CODE
C:GetGlobal("varname","GLOBAL")
pekkae
QUOTE(critto @ Dec 22 2020, 08:42 PM) *
Could you tell me the values of global variables Iaclck29made and Iarobeforged?

CODE
C:GetGlobal("varname","GLOBAL")


Thanks again for the reply to Critto (& everyone else as well)

Not sure if I did this the right way (never used console before), so here's a screen cap.

C:GetGlobal("Iaclk29made","GLOBAL")
C:GetGlobal("Iarobeforged","GLOBAL")

Both return

Global: 'varname',GLOBALDoes not exist
critto
Doesn't look like the scripts worked correctly when you received the robe of apprenti. Do you have a save game just before gaining it?
pekkae
QUOTE(critto @ Dec 23 2020, 11:25 AM) *
Doesn't look like the scripts worked correctly when you received the robe of apprenti. Do you have a save game just before gaining it?


Thanks for the reply again. I don't unfortunately.

But that's fine -> I started a new game since I had to edit my original game so many times this time going with the recommended characters. I also omitted most of changes from the two other mods I had, in order to avoid any problems. I'll get back to this if I run into this again.

So far I have run into the following (IA v. 6.5):

When Jan Jansen levels up to 10, he loses his extra spells from illusionist class (essentially becoming a specialist mage without the added benefit of +1 spell slot per level).

Imoen has 18 wisdom, probably should be 18 int?

Blackblood isn't with the unnamed merchant in Tradedmeet? I searched from the forums and at least it was there. (I had it in my previous game).
Azoth
QUOTE(pekkae @ Dec 23 2020, 12:38 PM) *
Blackblood isn't with the unnamed merchant in Tradedmeet? I searched from the forums and at least it was there. (I had it in my previous game).

Playing IA 6.52 and found Blackblood here:
SPOILER!
Slaver ship/Cleric

critto
QUOTE
When Jan Jansen levels up to 10, he loses his extra spells from illusionist class (essentially becoming a specialist mage without the added benefit of +1 spell slot per level).
This is strange, I tried to be painfully precise about maintaining his bonuses from the mage kit. Why would he lose them, though, he continues to progress as a kitted mage. Doesn't make any sense. I'd have to test it.

QUOTE
Imoen has 18 wisdom, probably should be 18 int?

I'm pretty sure that wisdom is for good results with Wish spell. Did she have 18 int before? I honestly can't remember. Int shouldn't matter for sorcerers, they don't have to learn spells from scrolls.

QUOTE
Blackblood isn't with the unnamed merchant in Tradedmeet? I searched from the forums and at least it was there. (I had it in my previous game).
It is randomised. I think this was introduced in one of the recent patches, when we added some extra item upgrades.

QUOTE
But that's fine -> I started a new game since I had to edit my original game so many times this time going with the recommended characters. I also omitted most of changes from the two other mods I had, in order to avoid any problems. I'll get back to this if I run into this again.

Editing can lead to disastrous things, depending on how you do it and with what tools. The easiest way to fix your problem is to set the global variable manually via the console if you still want to continue playing that run.
pekkae
Thanks everyone for the replies!

So Blackblood was randomized as well, that's good to know!

Imoen was originally a Thief -> Mage so she had 17 int. Wis 18 & int 10 It looks a bit weird, since INT is supposed to be sorcerer's main stat.

If you Critto can (or anyone else) send me the correct variables, I would appreciate that.

Thanks again!
critto
QUOTE
Imoen was originally a Thief -> Mage so she had 17 int. Wis 18 & int 10 It looks a bit weird, since INT is supposed to be sorcerer's main stat.
I might have changed it. And I think in reality int has no relevance for sorcerers whatsoever.

QUOTE
If you Critto can (or anyone else) send me the correct variables, I would appreciate that.

CODE
C:SetGlobal("Iarobeforged","GLOBAL",1)

Dequ
Is there any restrictions if I start game as Necro and then modify class to something else after starting the game. By this I mean if I am able to do necro quest line?
Also is it allowed to use no lock&traps tweak?
critto
QUOTE
Is there any restrictions if I start game as Necro and then modify class to something else after starting the game. By this I mean if I am able to do necro quest line?
No, things could break, I suspect. We have a component in IA Tweaks (https://github.com/critto-bg/ImprovedAnvilTweaks) that addresses this issue, granting the possibility to play the mage stronghold with the other protagonist classes. This is a better approach than editing an existing game.

QUOTE
Also is it allowed to use no lock&traps tweak?

Sure. I recommend the one bundled with IA Tweaks linked above.
psychlopes
I remember 2 years ago when I played IA with no locks and traps from tweaks anthology that when I took the bell and candle from Watchers keep level I , the fanatics did not spawn and I could not finish the level and had to CLUA myself to level 2. I think this is treated as a trap as well.
Dequ
I cannot remember if "shorty race" saving throws nefred in this mod or those works as in orginal?
Azoth
QUOTE(psychlopes @ Dec 28 2020, 12:21 PM) *
I remember 2 years ago when I played IA with no locks and traps from tweaks anthology that when I took the bell and candle from Watchers keep level I , the fanatics did not spawn and I could not finish the level and had to CLUA myself to level 2. I think this is treated as a trap as well.

I'm playing with ~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #104 // Remove traps & locks: v1.02 and didn't have problems to unlock Watchers Keep level 2.
critto
QUOTE
I remember 2 years ago when I played IA with no locks and traps from tweaks anthology that when I took the bell and candle from Watchers keep level I , the fanatics did not spawn and I could not finish the level and had to CLUA myself to level 2. I think this is treated as a trap as well.
QUOTE
I'm playing with ~IATWEAKS/SETUP-IATWEAKS.TP2~ #0 #104 // Remove traps & locks: v1.02 and didn't have problems to unlock Watchers Keep level 2.

I reviewed the original implementation by Weimer, as well as the newer ones used today and they both seem not to take things like that into consideration. I've tried to fix this in my own, but there were still occasions where an exception needed to be hardcoded. What is the intended original mechanics for bell & candle scenario?

QUOTE
I cannot remember if "shorty race" saving throws nefred in this mod or those works as in orginal?

It's an IA thing. Nerfed since the 6th version IIRC.
Dequ
Installation question regarding this:
Note 1: use the original "Ease of Use" mod (rather than the BG2 Tweakpack).
Fresh installed bg2 ee V.2.5.16.6. When I try to install and use "Ease of Use" it saying cannot find dialog.tlk
I know this file is in folder lang/ and could not get ease of use working right now, maybe file/folder structures have changed from "EoU" times since 2008. Why bg2 Tweak pack is not suggested to use instead? it installation does work, but does it cause issues with IA?

Also how to install IA?
After downloading and extracting it to folder there is no exe file to run (IAv65)? I found Setup-ImprovedAnvil.tp2 and other files in folders, but how to run installation?
NVM this, I found v6.52 which has exe setup file in it.
lroumen
I don't think it matters much which one you use. I think ease is still recommended for historical reasons and that bit never updated in the readme.

I have used both over time and never encountered any issues
Dequ
Okey, thx for answers guys. Gonna start new run pretty soonish
critto
QUOTE
I know this file is in folder lang/ and could not get ease of use working right now, maybe file/folder structures have changed from "EoU" times since 2008. Why bg2 Tweak pack is not suggested to use instead? it installation does work, but does it cause issues with IA?
Issue with the lang folder usually occur when you use an old version of Weidu such as the one shipped with Ease of Use. Those are not compatible with the EEs. Putting in a fresher weidu executable, such as the one shipped with IA, would lead to all weidu executable self-updating automatically.

BG2 tweak pack used to break things in the past IIRC, plus it's really hard to advise which components are good and which aren't in terms of interoperability. The last version of EoU is a stable and proven choice, if somewhat outdated.

QUOTE
I don't think it matters much which one you use. I think ease is still recommended for historical reasons and that bit never updated in the readme.

This is not true. The readme is always up-to-date. I gradually decrease the amount of components from EoU that are required/recommended as I port some of them into core IA or into IA Tweaks that was introduced recently. I would like IA to be self-contained eventually and not rely on any other mods, for no other reason that I don't want to bother with multiple mods if I were to play IA myself.
lroumen
My apologies, I stand corrected on the readme status.
critto
No worries, just wanted to clarify that readme could be relied upon for up-to-date information :-)
pekkae
Hey Everyone!

I tried searching for answers for these but I didn't find them (even though I'm now at least "proficient" level forum user thanks to Critto).

- There's stairs in Mekrath's lair, that state I need a wardstone to access them? Where's this wardstone?

- There's supposed to be a new adventure "Improved Screaming Statue (this challenge remains available as long as your protagonist has less than 2,350,000 xp)" in the Temple desctrict, but I've been through everything (except Pimlico estate), where is this quest?

- On my previous run I noticed there's an altar that requires a wardstone in kuo-toa holdout where the kuo-toa prince is. I rummaged through everything in the underdark but I had no wardstone?

- Is the "ring of air control" also randomized?

- What's the amount of exp you can have before going to Brynnlaw? I guess the check is when entering Spellhold, right(?) so not when you go to Brynnlaw?

Thanks again!
critto
QUOTE
- There's stairs in Mekrath's lair, that state I need a wardstone to access them? Where's this wardstone?
SPOILER!
In the Shadow Temple, IIRC


QUOTE
- There's supposed to be a new adventure "Improved Screaming Statue (this challenge remains available as long as your protagonist has less than 2,350,000 xp)" in the Temple desctrict, but I've been through everything (except Pimlico estate), where is this quest?

Below the sewers in the temple area, in the area with the temple of Amaunator (or whatever, the one where you get the rod for the cult quest)

QUOTE
- On my previous run I noticed there's an altar that requires a wardstone in kuo-toa holdout where the kuo-toa prince is. I rummaged through everything in the underdark but I had no wardstone?
I honestly don't remember. Unless somebody knows an answer, I'll check inside the game later.

QUOTE
- Is the "ring of air control" also randomized?

Yes

QUOTE
- What's the amount of exp you can have before going to Brynnlaw? I guess the check is when entering Spellhold, right(?) so not when you go to Brynnlaw?

Around 2kk is OK amount to sail away with. The check happens when you enter the dungeon (right after the dream sequence), the area where Imoen re-joins the party.
Azoth
QUOTE(pekkae @ Dec 30 2020, 02:47 PM) *
- There's stairs in Mekrath's lair, that state I need a wardstone to access them? Where's this wardstone?
Havent found it in my current run yet and forgot where to find it...will let you know when i've found it or someone else need to help here.
QUOTE
- There's supposed to be a new adventure "Improved Screaming Statue (this challenge remains available as long as your protagonist has less than 2,350,000 xp)" in the Temple desctrict, but I've been through everything (except Pimlico estate), where is this quest?
The adventure happens in The Lower Reaches of the Sewers under Temple District
QUOTE
- On my previous run I noticed there's an altar that requires a wardstone in kuo-toa holdout where the kuo-toa prince is. I rummaged through everything in the underdark but I had no wardstone?

You will find the wardstone during the "Squirreled Away " quest.
QUOTE
- Is the "ring of air control" also randomized?
I found the ring in the Illithid hideout in the sewers, but i think it's randomized.
QUOTE
- What's the amount of exp you can have before going to Brynnlaw? I guess the check is when entering Spellhold, right(?) so not when you go to Brynnlaw?

Yes the check happens when you enter Spellhold, hence you need to have some buffer for XP earned in Brynnlaw. I would say 2.15Mio XP should be ok for leaving to Brynnlaw.

/edit: critto ninjad me
Dequ
For few weeks I been planning my new party, but havent made final desicions yet. I want to have most overpowered party, so I could actually reach further in this mod. I still have never beat it, not even half of it. If I ever be able to beat this mod even on op party, then runs after that I could use bioware npc party/legal party to try to challenge myself even more. I am only avg player, but I can figure out nice tactics, if I be patient enought. I going to use full custom party and some beneficial tweaks like wear multiple protective items and 'Cleric Ranger Spells' to '0' on this run attempt. Not gonna make regular journal this time, but record videos instead and analyse situation/every harder fights and tests to see what work and what not and exlain what I am doing. Any good tips for strong party?

Planned party so far (class/kit (manually add 2nd kit) restriction loosened):
1. Necromancer/Barbarian Multiclass Swords (necro singleclass items restriction removed)
2. Berserker7/Mage dualclass Halberd
3. Berserker7/Mage dualclass Hammers
4. Berserker7/Mage dualclass Axes
5. Protector7/Priest of Lathander dualclass Flails + (add racial combat protector ability lvl 19)
6. Auramaster/Riskbearer Multiclass Clubs/Staffs

This gonna be fun, but might be too strong that it will spoil the fun in long run.
critto
Here are some thoughts in no particular order.

1. I strongly suggest to avoid multi-classing custom mage/druid/priest kits by editing. This may lead to strange results. Don't worry, Necromancer is so OP you don't need to multi-class it. He'll have good action economy without fighting in melee.

2. Once again, Necro is super powerful. You don't need so many dual-classed mages. In fact, you'll make the game incredibly harder without any single class warriors. Skip at least two of the dual classes and go for a couple of these instead, in any combination you want: Minsc, Valygar, Korgan, a custom Riskbreaker, a custom Berserker/Kensai/Barbarian. Riskbreakers especially are absurdly strong.

You have the best chances with a balanced party (1-2 mages, 1-2 priests/druids, 2-4 melee fighters), this is how the mod has been designed and balanced for years.

3. Auramaster/RB would suffer the same problem with action economy. Take Cernd instead. If you want a strong druid who fights, take Jaheira.

4. Ranger->Cleric dual is OK. There isn't much point in editing a Protector since you lose all the nice things anyway by dualing him at 7th level. I'd skip editing and just go with plain ranger here. Or take Anomen.

To summarise, I'd go with something like that: Necro, 2xRB, Berserker, Cernd/Anomen, (anybody else you like). This composition will dominate. Your party will work, but you'll have an absurd amount of pre-buffing to do by mid-game. Some fights will be extremely tough with so many mages, either due to specific mechanics (like forced dispels) or simply lacking warrior HLAs such as Hardiness and Critical Strike.
pekkae
Critto of course has more experience than I do with the mod, but maybe I can offer a few notes myself as well.

Some NPC's are better than custom made characters (Nalia, Jan, Valygar, Cernd & maybe Minsc). Their personal weapon upgrades (or stats for Minsc) push them over to being better than what you can create by custom made character.

I would strongly suggest spreading out weapon proficiencies, as those golems are extremely difficult if you have just a single character who can hit them. Another thing to take into consideration is that if you want to make an overpowered group different characters / combinations peak at different times -> if your entire group "peaks" late game, your beginning and the middle of the game will be much more difficult.

Here's two groups that are balanced & focused to minimize less powerful aspects of the characte with the first group being a bit unconventional.

Necromancer
Berserker ( 9th ) -> Druid (when at 10th level you'll have 5* spear, 2* two-weapon style, 1*scimitar 1*club 1*2-handed weapon style (or something like that). Early game ultimate powerhouse with access to crushing/piercing/slashing weapons, great equipment, grand mastery for extra 0,5APR and Iron Skins. Will develop into a full time healer over the course of the game.
Protector (Gets the nod over other fighters because of "Mental Equillubrum" - a must-have survival spell)
Kensai or Berserker (7th / 9th / 12th / 13th level) -> Mage (your supportive caster. The later the dual more powerful in the end but the of course the harder to develop)
Swashbuckler (2nd / 3rd) -> Fighter (Put everything into "find traps". Gets the swashbuckler bonuses while losing out a few hit points. Equip with the heaviest armor & makes for an awesome tank while having access to thief specific gear).

^That group covers the essentials while leaving an opening for an Inquisitor (for easier time with mages), Undead Hunter (for easier time with the undead), a pure Riskbearer (for late game powerhouse), a pure Kensai (one of my favorite characters in the vanilla game) or a Monk.

Alternatively, if you want to utilize the NPC's & their powerful equipment -> this group I think is even more powerful than a custom-made group.

Necromancer
Custom Ranger 7th -> Cleric dual class
Minsc
Cernd
Nalia
Valygar
pekkae
I'm having trouble spawning the forest spirit for the ranger stronghold quests? (On my previous run I got the spirit to appear no problem)

I've tried resting for multiple 3-6 days in the cabin and outside of it, but nothing. I've finished the Shade Lord & got the reward and "ranger protector of umar hills" is in my journal. According to the wiki, the forest sprite should appear if you have slept outside the cabin but nothing. I'll rumble away for a week in game time and try resting again, but if someone can help me out on how to console the spirit in I would be very thankful.

((I've also fixed my installation so IA is installed last (I just have 2 items mods besides IA). ))

This is probably the best time I've had playing bg2 smile.gif!

critto
You mean the vanilla quests or the IA ones? IA quests start after you defeat Umar and finish the vanilla stronghold.
pekkae
Thanks for the reply!

I meant the original ones. I got this to work though I'm not sure what triggered it.

The guide (bg2 wiki @ fandom) said to sleep outside of your cabin and forest spirit would appear, but I did not work. Neither did waiting for 3 days and then coming back and resting, as described here on this forum somewhere.

For me it was more like spending 5-6 days off from Umar Hills and then coming back to rest and it would spawn Ranger-Protector of the Umar Hills quest's Mairyn the Forest Spirit.

Ps. I'll gather a few notes from my play-through and post them on a separate thread when I'm done (might be 3-4 weeks or so).
pekkae
QUOTE(Azoth @ Dec 30 2020, 03:04 PM) *
QUOTE(pekkae @ Dec 30 2020, 02:47 PM) *
- There's stairs in Mekrath's lair, that state I need a wardstone to access them? Where's this wardstone?
Havent found it in my current run yet and forgot where to find it...will let you know when i've found it or someone else need to help here.


Thanks a lot!

It wasn't in the temple ruics / shade lord quest at least in my game.
pekkae
I'm currently pre-spellhold with

Prot: Necro, Riskbearer (custom), Minsc, Valygar, Cernd and Jan. Levels 13/14.

I had big troubles getting the Umar Witch quest and once I got it looks like undoable with +3 weapons /my levels? Does this quest have a timer on it (I also tried wondering around for 60 days and the quest remains so probably It doesn't I think) but I'd thought I'd ask to be certain.

Also, is Samia doable pre-spellhold with this exp / crew? It looks really tough, I tried it once when I got spell trigger for bot my mages 2xTrigger with greater malision/emotion/slow but nothing of those was sticking to Samia & co.
SparrowJacek
I always leave umar witch for chapter 6.

As for Samia - it's doable, but extremely hard. You can put 2 people from her party to sleep with emotions if you're lucky.
critto
I don't think that Umar Witch is timed.

Samia is doable, yes, but not necessary.
Dequ
Is Harmonium Halberd added on item randomizer in newest version (dont spoil locations)? I did not see it in shop, also possible that I just missed it somehow because had no caps to buy anything.
critto
Yes, it is randomised.
pekkae
I ran into a wall.

It's Kruin. There's no way my 20-level party can clear this fight. It's just not possible. Or maybe 1/200, but this just takes the fun out of that game.

Prot: Necro
Custom: Riskbearer
Minsc
Valygar
Jan
Cernd

And I don't have any quests even left, besides Umar Witch, so nowhere to go really.

Everything else has been quite easy so far - besides the elemental golem @ beholder lair (and Firkraag, but that was only because Firkraag is cheating).
lappen
should be doable.
what is ur tactic here ?
pekkae
As for tactic, tried everything.

In the end I managed it with the following (after 50 tries & 7 hours or so)

The biggest problem was when the 2 gem golems spawn. That breaks my crew, as Jan is unusable for h2h because any hit and he will instantly get power word killed. So one of my mages is usable only for bffing / distraction / summons.

Situation;

Githyaki dead, Kruin under effect of creeping doom, crew with 80-100% HP's left. Lots of Stoneskins let. One elemental golem down to Injured. Gem golems spawn => Summon Joomla / anaconda (or anything that moves just a little bit faster / haste berserker warrior / spiders / minotaur).

One gem & One elemental golem go for Joomla => Flee. Follow with protagonist with fresh Stoneskin outside the visual range of current battle. When location just about right start limited wish. Joomla gets pounded for 100hp's (or so) and dies. Elemental & gem golems go for protagonist. Protagonist finishes with limited wish. Elemental and gem start to pound protagonist. Wish for a horde. Stoneskin holds. Protagonist casts PfMW => Gem & Elemental golems chase rabbit for some rounds.

Rest of crew: pound 1 gem golem, then focus on elemental. Cernd with 5 x Iron Skins wins this. Without him, we would be toast.

Not really a tactic I'm proud of but this fight isn't winnable with pure melee.
lroumen
Well done!

Cernd with mirror image, iron skins and luck is a nice tank. But you can set up Jan similarly with stoneskin, mirror image, Luck, and all the different pfmw spells. Then add some contingency and spells sequencers up with defensive spells and Jan (any arcane caster) can be very robust. They should be the main distractions while your warriors eat away the smaller enemies while whittling down the bigger ones.

I mention luck because positive luck makes all received hits first subtract an image rather than have a chance that the caster is hit and mirror image is bypassed.
critto
That's a clever usage of Luck. Can't say I've heard about it before. Is it a EE thing?
lroumen
They discovered this during the base game code dissection. I think it is even there in vanilla
pekkae
QUOTE(lroumen @ Jan 10 2021, 12:52 PM) *
Well done!

Cernd with mirror image, iron skins and luck is a nice tank. But you can set up Jan similarly with stoneskin, mirror image, Luck, and all the different pfmw spells. Then add some contingency and spells sequencers up with defensive spells and Jan (any arcane caster) can be very robust. They should be the main distractions while your warriors eat away the smaller enemies while whittling down the bigger ones.

I mention luck because positive luck makes all received hits first subtract an image rather than have a chance that the caster is hit and mirror image is bypassed.


Thanks.

Cernd is my main tank. He's impossible to kill, if he gets improved alacricity cast. He can easily take on 2 major hard hitting enemies (2x assassins / 2x demon knights / 2x asylum scouts so far for example)

But no, contigencies were not an option in the fight since I had no chain contigencies, no spell triggers (minor sequencer & sequencer only) and I needed at least the first round for improved hasting my fighters. That leaves me with 1 round to decide what to do and the golem's elemental damage goes through stoneskins (so Jan gets Power Word Killed even if he's skinned).

Those rabbits are awesome though.

Thanks for the tip with Luck - It'll make Cernd even more impossible to kill.
pekkae
Just finished Umar Witch.

Can I activate the extended ranger stronghold somehow even though I'm playing Necromancer?

Cheers

critto
If you have installed the respective tweak from IA Tweaks then yes you can. Not sure if it'll work on a game that's in progress, though.
pekkae
QUOTE(critto @ Jan 11 2021, 06:01 AM) *
If you have installed the respective tweak from IA Tweaks then yes you can. Not sure if it'll work on a game that's in progress, though.


Oh, ok. I wasn't aware of that and probably won't try it as I've spent too many hours on this game as it is.

Thanks for the reply and support, yet again!
pekkae
Hey,

I squirreled away.

Now I'm back from underdark, I did the warehouse (it was a great fight!). And saw Balthis.

Does this quest continue somehow (I didn't get the wardstoe for to Kuo-Tua lair in Underdark yet) or am I free to do twisted rune? I'm running out of things to do so just making sure.

I still haven't found the wardstone to Mekrath's lair, if someone can point me to the right direction I would appreciate that.

Thamks in advance!
Azoth
QUOTE(pekkae @ Jan 12 2021, 10:55 AM) *
Does this quest continue somehow (I didn't get the wardstoe for to Kuo-Tua lair in Underdark yet) or am I free to do twisted rune? I'm running out of things to do so just making sure.

SPOILER!
Talk to the Old squirrel again. You also need to revisit Temple Ruins to get the final wardstone for the Kuo-Tua lair.


QUOTE
I still haven't found the wardstone to Mekrath's lair, if someone can point me to the right direction I would appreciate that.

Havent found it yet in my playthrough. Had to make a little break to gather energy to beat the Supreme Leader wink.gif but iirc:
SPOILER!
It's part of "The Good, the Bad and the Ugly" quest

pekkae
QUOTE(Azoth @ Jan 12 2021, 10:59 AM) *
QUOTE(pekkae @ Jan 12 2021, 10:55 AM) *
Does this quest continue somehow (I didn't get the wardstoe for to Kuo-Tua lair in Underdark yet) or am I free to do twisted rune? I'm running out of things to do so just making sure.

SPOILER!
Talk to the Old squirrel again. You also need to revisit Temple Ruins to get the final wardstone for the Kuo-Tua lair.



QUOTE
I still haven't found the wardstone to Mekrath's lair, if someone can point me to the right direction I would appreciate that.
Havent found it yet in my playthrough. Had to make a little break to gather energy to beat the Supreme Leader wink.gif but iirc:
SPOILER!
It's part of "The Good, the Bad and the Ugly" quest


Thanks a lot!! (I really appreciate it - I would have not thought of talking to the squirrel again).

Unfortunately the extended ranger stronghold is inaccessible because I'm playing mage.
pekkae
QUOTE(pekkae @ Jan 12 2021, 12:41 PM) *
QUOTE(Azoth @ Jan 12 2021, 10:59 AM) *
QUOTE(pekkae @ Jan 12 2021, 10:55 AM) *
Does this quest continue somehow (I didn't get the wardstoe for to Kuo-Tua lair in Underdark yet) or am I free to do twisted rune? I'm running out of things to do so just making sure.

SPOILER!
Talk to the Old squirrel again. You also need to revisit Temple Ruins to get the final wardstone for the Kuo-Tua lair.



QUOTE
I still haven't found the wardstone to Mekrath's lair, if someone can point me to the right direction I would appreciate that.
Havent found it yet in my playthrough. Had to make a little break to gather energy to beat the Supreme Leader wink.gif but iirc:
SPOILER!
It's part of "The Good, the Bad and the Ugly" quest


Thanks a lot!! (I really appreciate it - I would have not thought of talking to the squirrel again).

Unfortunately the extended ranger stronghold is inaccessible because I'm playing mage.


I still have troubles with this.

I got a stone from the squirrel. I can access the Kua-Toa lair with it, but it just gets me a strange object "magical pull". I probably missed something, but the "old squirrel" doesn't really give any info on what to do next.

I tried going to Temple ruins and speksing with all of the animals there (but they just wish me well).
Azoth
QUOTE(pekkae @ Jan 13 2021, 10:25 AM) *
I still have troubles with this.
I got a stone from the squirrel. I can access the Kua-Toa lair with it, but it just gets me a strange object "magical pull". I probably missed something, but the "old squirrel" doesn't really give any info on what to do next.
I tried going to Temple ruins and speksing with all of the animals there (but they just wish me well).
SPOILER!
You need to use the "magical pull" on the light pillar in Temple Ruins

This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2024 Invision Power Services, Inc.