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The Black Wyrm's Lair - Forums > Released mods - Baldur's Gate II > Improved Anvil
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bulian
If you have the tweaks mod installed, you'll be able to forge MoTA.
pekkae
QUOTE(bulian @ Jan 28 2022, 01:05 AM) *
If you have the tweaks mod installed, you'll be able to forge MoTA.


Yes, but it isn't meant to be forged if your protagonist is a Vagrant (or anything else than a single class mage). As Vagrant gets a bunch of OP stuff as well.

But I think even without MotA (<= that's probably a better abbreviation than MoA), we think we are completely OP.

pekkae
I think we got a little bit carried away by stating that our "crew composition is completely destroyed". It isn't.

After some thinking and tinkering*, we re-recruit Nalia to the crew (the F/M version). We then retract all of the progress we made regarding the T/M (incl learned spells, nature's gift, forged items etc.) and give Nalia the same amount of exp that the T/M had (out counting the exp we got from the potions ofc.).

( *We would have taken Aerie, but she can't get improved alacrity )

We then forge Nalia's enhanced ring, give her Vecna & redistribute her weapons proficiencies by giving her a few points in flail's (you know FoA) and Katana. Then we forge Githzerai Blade. And she's like very awesome immediately. Not quite as versatile as our T/M would have been but a better fighter & a better spell caster. Completely OP, that's the way we like it.

We also retract our decision to get robe of the apprenti from the apprentices and get reaching ring instead (and we upgrade it to enhanced version giving +1 spell from levels 1-7). We play test our group a little bit and finish mystery of the shimmering light illusionist & enchanter & greater doppleganger (or what's it called).

Yup. Compleltey OP. And Kensai is yet to get her superpowers. Ditto for RB & Vagrant (well, ok Vagrant now has some for we just got ring of the woodlands) And we just have bioware npc's (though iatweaked ones).

PC Vagrant
Imoen Kensai
Valygar RB
Nalia F/M
Neera (as Neera)
Jaheira
lxgxnd9
Party looks pretty strong, might be time for an Insane difficulty run haha
pekkae
QUOTE(lxgxnd9 @ Jan 29 2022, 06:22 PM) *
Party looks pretty strong, might be time for an Insane difficulty run haha


Haha. Yea. I'm trying very hard not to succumb into playing the game on insane. Even though many of the fights can be done on insane I'm quite certain micromanaging through demon prince / demogorgon would be ... too much.

Then again, perhaps with v7.
lxgxnd9
Is there a rough estimate when v7 will be out?
critto
I'd prefer not to make any promises. Life's hectic. I was hoping to get v7 out last year, but didn't have enough time. I did manage to make a lot of progress, though. 90% of the planned TODO list is implemented, the story for the druid stronghold is written and put into the game, structurally. Implementation of the combat encounters, debugging and subsequent testing of the whole thing (start to finish) is what's left.

I'll try to get some work done this year as well.
kilorew
QUOTE(pekkae @ Jan 9 2022, 04:52 PM) *
Forge Paws of the furious cat for Jaheira. Now she can get 6APR (under IH) with a 2-handed weapon.


I must be missing something on my playthrough, How does your Jaheria get 6 APR w/ IH + Paws of Furious cat?

Mine has 4 APR w/ IH + Paws. Base of 2 ofc, where's your extra 1 coming from? blink.gif
pekkae
QUOTE(kilorew @ Feb 5 2022, 05:47 PM) *
QUOTE(pekkae @ Jan 9 2022, 04:52 PM) *
Forge Paws of the furious cat for Jaheira. Now she can get 6APR (under IH) with a 2-handed weapon.


I must be missing something on my playthrough, How does your Jaheria get 6 APR w/ IH + Paws of Furious cat?

Mine has 4 APR w/ IH + Paws. Base of 2 ofc, where's your extra 1 coming from? blink.gif


Base 1,
paws of the furious cat 2,
combat trance 3

x

improved haste = 6.

ps. how do you feel about the clan spirit?
kilorew
Haha knew I was forgetting something, thanks

Clan Spirit seems very strong early chapters, almost better damage/tank then fighters are CH2/3
lxgxnd9
QUOTE(pekkae @ Jan 29 2022, 08:09 PM) *
QUOTE(lxgxnd9 @ Jan 29 2022, 06:22 PM) *
Party looks pretty strong, might be time for an Insane difficulty run haha


Haha. Yea. I'm trying very hard not to succumb into playing the game on insane. Even though many of the fights can be done on insane I'm quite certain micromanaging through demon prince / demogorgon would be ... too much.

Then again, perhaps with v7.


Forgot to ask this, then the website died.

What is the least amount of party members do you think you would need to complete IA?

For example do you think you could complete it with a party of 4 ?
pekkae
QUOTE(lxgxnd9 @ Feb 7 2022, 12:01 PM) *
Forgot to ask this, then the website died.

What is the least amount of party members do you think you would need to complete IA?

For example do you think you could complete it with a party of 4 ?


Never thought about it. It's probably 5. But it's more fun if you have 6 characters though.
bulian
I was not able to beat Demogorgon with a max XP party of 4 (Necro, Riskbreaker, Avenger, Vagrant) due to insufficient APR, though its probably feasible by a better player or at 1% variable odds. With 5 it was very doable.

I suspect that party would have been very capable of completing EDE due to less intensive damage checks.
pekkae
QUOTE(bulian @ Feb 9 2022, 12:29 AM) *
I was not able to beat Demogorgon with a max XP party of 4 (Necro, Riskbreaker, Avenger, Vagrant) due to insufficient APR, though its probably feasible by a better player or at 1% variable odds. With 5 it was very doable.

I suspect that party would have been very capable of completing EDE due to less intensive damage checks.


For me Demogorgon is always very tough, while EDE requires much less in preparations, strategy & tinkering. Why didn't you have enough APR's / what's the stage of the fight you didn't manage? I've done the fight 3-4 times with only 2 pure fighters and one supporting character with fighter like stats (incl uber Thac0) but without fihter HLA's.

EDE ,I think, is mostly just pure H2H power, while Demogorgon with pure H2H power isn't probably even doable :/. (then again, I'm not that good of a player)
pekkae
We've had a bit of a pause playing but we did finish the following fights in the last couple of weeks

Kangaxx
Nothing special here. We have enough arcana casting capabilities to drop the pre kangaxx liches and kangaxx goes very smooth (contact with nature for PC, SI:Abjuration / Death Ward's for everyone else). We just CS away. Jaheira gets breached and she just misses renewing death ward so she's imprisoned by Kangaxx, which is a bummer but luckily there's a scroll of "freedom" so we can unbind her immediately.

Illithid hideout in the sewers
This was quite fun. I'm used to this fight being extremely difficult but this time it's quite the *meh*.

We summon to the max before entering. Then enter, Vagrant runs to take the dispel & ADHW alone. Summons move in first to whack the flayers, then the rest of the crew follows. Once the flayers are dead Vagrant runs to the next room and GeG follows. The rest of the crew follows. Neera stays debuffing & summoning in the main chamber. Vagrant moves around a little bit to avoid getting thrown around, we lure the spawns to the chamber before the main chamber (where the flayers & umber hulks used to be) and dismantle the summoned golems there. Vagrant & Jaheira take turns in tanking the GeG. After Neera has debuffed alhoon and it's surrounded by summons (greater swanmay, a few trolls & a few skeleton warriors) Neera moves to meet the rest of the crew. Then we just milk away. Every now and then we send a summon to the main room, where Alhoon is battling summons. After we've milked maybe 6 golems out of the GeG we see a strange "party has gained 17500exp points" and are like *hmh ?!?*. We visit the main chamber and find out that our summons had killed Alhoon. Nice. So we move the remaining summons with our main crew and milk total of maybe 9 spawns out of the GeG.

***

But the thing is, we're not really happy with our crew composition. Nalia is great, but the thing with the F/M is that I've already played such a character. So I've done pretty much everything I want with it, though Nalia is quite a lot more powerful than the version I had before.

So we decide we're not following the rules, or to be more precise, we'll make up our own rules for a little and we let go of Nalia the F/M and get our T/M (So Assassin->Mage back). We also revert all of the changes we made for Nalia. The way we see it is that there's Vagrant's OP stuff in the game, and Necro's OP stuff in the game. And we can't get them both. We would actually revert Vagrant to DD, which would mean we would be quite a lot more powerful immediately (and would have been for quite a long time until now ) but this whole journal is Vagrant's journal, not DD's journal.

So instead of F/M (with Vecna + De'Arnise Signet ring (the OP one)) we have our T/M with MotA, a quick comparison...

F/M has a lot more hit points (+30 or so, but T/M has access to equipment to offset this)
F/M has better base Thac0
They end up with equal number of spell slots (since F/M gets +1 spells per level from level 30 or so)
F/M gets +3 Thaco from weapon expertise and +1 from gauntlets +1 from helm (+5), T/M gets +2 from gauntlets and +2 from hood and +1 from assassin (+5)
F/M gets +7 to damage (+5 from weapon specialization & +2 from gauntlets)
F/M can dual wield properly (so can reach 3,5-4,5 APR), T/M is "stuck" with 2,5 APR
T/M can get -5 casting time, F/M can get -4 (as T/M can use circlet of the woods)
T/M has access to a few useful items, that the F/N doesn't have like harp's and grandfather of assassin's (at very late stage)

=> F/M is quite a lot more powerful in H2H, while the T/M is more versatile and slightly bit better spellcaster from mid-game onwards. Overall a party with F/M is much better off for much of the game, than if one is dual-classing a T/M like we did and the difference in chapters 3-5 is very, very stark. Then again, suffering for a little bit more power later on is perfectly fine for us. And we've already done most of the suffering anyway.

And since we're casting time junkies we'll take T/M. And we don't get to forge other stuff's of the vagrant, besides the Red Coral Armour. So essentially we swap the necro amulet & helm & cloak for FoDW. We would be insanely more powerful, if we just skipped the Vagrant's stuff altogether and just use Necro's stuff. This also means that we haven't dragged along the T/M for nothing, our suffering wasn't in vain.

And we have fun again, while being hilariously absurdly OP.
lxgxnd9
casting time rules over all smile.gif think I'd do the same rather then play through a F/M again and again.

Btw in your previous run through you mentioned how you weren't using personal equipment for your K/T (Probably same for this run?) like Sword of the Rashemi or Jansens armor Due to inconsistencies with drops I think it was, is that a confirmed bug, like do you have an example of what happens? Thought I'd say because I'm almost at UAI myself.
pekkae
QUOTE(lxgxnd9 @ Feb 13 2022, 06:07 PM) *
casting time rules over all smile.gif think I'd do the same rather then play through a F/M again and again.

Btw in your previous run through you mentioned how you weren't using personal equipment for your K/T (Probably same for this run?) like Sword of the Rashemi or Jansens armor Due to inconsistencies with drops I think it was, is that a confirmed bug, like do you have an example of what happens? Thought I'd say because I'm almost at UAI myself.


Yea, no personal equipment on this run either. Well, besides Cloack of the Daywalker (it's usable by Vampires so UAI rules override that item) and ofc. we use the personal items for the NPC's we have onboard. Like a custom made Half-Orc Kensai is a lot more powerful than Imoen the Kensai, but since Imoen gets her awesome pendant we chose Imoen.

Personal items make the game too soft (IMO). Also, we got some problems with "chunked death" at a previous run since our K/T was completely OP with sword of the rashemi (and 10 APR).
lxgxnd9
Following on from the Avenger vs. Auramaster question

What you think of Kensai vs. Riskbreaker so far? Thinking of giving Riskbreaker a try next run.
pekkae
QUOTE(lxgxnd9 @ Feb 17 2022, 12:19 PM) *
Following on from the Avenger vs. Auramaster question

What you think of Kensai vs. Riskbreaker so far? Thinking of giving Riskbreaker a try next run.


They were quite even for a long time and then Riskbreaker took a lead. This is mostly because RB has better equipment so far (as in Crom Fayer & Corthala Family True Blade). I'm expecting Kensai to pull ahead once she gets JD + Girdle of Cloud Gian Strength. Qiute far ahead that is.

Stats currently - chapter (game)

RB,

Total exp value in party 31 % (27%)
)percentage of kills 32 % (22 %)

Kensai

Total exp value in party 23 % (22%)
percentage of kills 25 % (17 %)

^ Kensai has been with the group since Spellhold so the "game" % aren't straight up comparable.


lxgxnd9
If you could only have one or the other which would you pick as the strongest?
pekkae
QUOTE(lxgxnd9 @ Feb 17 2022, 05:52 PM) *
If you could only have one or the other which would you pick as the strongest?


I think it depends a little bit on overall party composition. RB can easily reach -27AC in chapter 6, so it makes for an ok tank as well. But if you have tanks covered, dal wielding Kensai with JD is really, really powerful. My Kensai doesn't even have a single hardiness, as she's a pure offensive weapon.
pekkae
GBU
the final battle takes 10 tries. The only difficult thing is keeping the good inspector alive. 2 regens are usually good enough, but for some reason the elementals aggro the good inspector all the time so even with 2xregen the good inspector is quite fast in a lot of trouble. Argh. Anyway, we block the 2 elementals from reaching the inspector and whack away. No milking, since we have to keep the good inspector alive and can't control her.

Suldanesselar
We clear first parts and T/M levels up. Great. Now she'll get her awesome superpowers as she'll get lvl 9 spells.

**

We go to Cromwell's to forge, but ... we just can't forge MotA. It just doesn't feel right. It just doesn't. It's cheating and we're not here to cheat. We can't do it.

So we forge supreme shelter, githzerai blade & cloak +2. Then instead of MotA we forge the De'arnise signet ring (enhanced) (again). We let go of the idea of forging MotA and revert Nalia back to where she should hae been the whole time, so (as an insanely powerful) F/M. With her enhanced ring + githzerai blade she's very very good already (we rearrange proficiencies for a little bit though).

And our gold drops to 200k or so. Dammit. We need much more gold, since we need at least Judgement Day, girdles of Lordly Might & Clud Giant Strength. And possibly Hammer of Thor as well if we're going to dominate the demogotgon Fight.

**

Suldanesselar
We come back and clear the rest of the areas.

The Black Dragon
It's quite meh. We prebuff to the max, enter, summon Clan Spirit + Greater Swanmay, a greater Yuan-Ti & Greater Djinn. Then we enter to whack. Nalia takes the eastern part of the screen, Neera stays out of sight.

Nalia gets the first greater silence. So she's out (contigency activates tenser's for her and she has foreknowledge + pfmw + stoneskin on cc with 50% hp) Neera enters and drops 2xsecret word on the dragon, then retreats. Summons draw 2 hardwood golems a little bit north, so Neera under alacricity just ST 3xLR + 3xLR + Greater Malision + SS: 3xPO + 2xPO and they are both chickens. The remaining hardwood golem is whacked by our fighters. Neera renew ST with Secret word + LR + Breach. Then IA's & enters dragon's line of sight. She starts breach but dragon immediately greater silences, so she releases the trigger. Fighter activate CS's (unfortunately Jaheira is a little bit away from the dragon) and voila, dragon is "near death" in half a round. It just gets "heal" away before it dies, then fit PfMW's. Bummer. Almost killed it.

We leave summons battling the dragon and retreat a little bit. Once Nalia runs out of greater silence she breached the dragon, we enter, whack and dragon PfMW's. Then we summon a little bit more (Anaconda's, Smilodon + 2 swanmays) and leave them battling the dragon. Once it's out PfMW's we enter and whack it.

Harpist's house
Enter. PC takes dispel & ADHW. We milk maybe 7 golems out of the GeG, the only problematic ones are the amber golems, coins & gems are gone in no-time.

WK Level 4
We milk 15 coins & gems out of the 3xelemental +2x bone devil encounter. Summons tank an elemental, PC tanks one and Jaheira tanks one. We whack the first elemental after 3 spawns, since 2 elementals are much more easy to manage then 3 (pc tanks & Jaheira tanks, that's it). Wonderous recall works wonders here (1st time we need it in the game), as we can get 10 skins back.

btw. Jaheira has terrible AC, we are not sure how to improve it. Maybe the staff of the earth will do the trick. We can get her to -14 or so, but not lower. Well, -18 with Shield or Archons, -22 with Aura of Flaming death and -24 with defensive harmony. Ok, maybe that's ok then. But we actually dislike dropping ac with spells. Shield of Archons is quite good though, but Jaheira is atm still lacking them 7th level spell slots.


Guarded Compound
They don't stand a chance, none. Upstairs we CC 2xtrolls + pfmw and instant IA. Enemies first spells are interrupted with horn of blasting. Then we debuff Sion while Jaheira drops 3x creeping dooms on the cleric & Sion. Trolls take skeleton lords, golems are turned into chickens. We have a lot of fun with the master Vampire (or ancient vampire or what's it called). Jaheira with SoA has non-dispelable NPP, ditto for Imoen (through pendant) as well as Vagrant (AoP). RB is behind the frontline with CF, since it has a nice range.

It's like a walk in the park. Ditto for the GeG, which is tanked by Vagrant / Jaheira / summons. No RvE regen's needed here.

Supreme Leader
Very, very smooth. We walk in Nalia (skinned, si:abjuration + goi + st + foreknowledge + tenser's pt (she has -27AC agains slashing)) + trolls tank supreme leader, as our spell protections will keep the leader a little bit busy casting RRoR's. The rest of the crew run to blacksmiths and clear the initla batch of golems. Clay / stone golems get instant death from golem slayer / cf. Neera IA's and turns one coin into a chicken and then starts summoning help for Nalia. Gem's don't last for long against vagrant wielding FoA, Avenger with Golem Slayer, RB with CF & Kensai with Staff of Rhynn (that's 25 attacks per round that do a _lot_ of damage). The fight is in control after 1 round or so & all of the constructed golems are dead. RB / Jaheira tank the golems, RB has AC of -28 against crushing so he doesn't get hit and Jaheira has 11 ironskins (+ 4 wonderous recalls).

We leave the blacksmith who's making gems live and milk 10 gems out of it, by Jaheira + Valygar and an occasional sword. Imoen + PC + Nalia whack the Githyaki's & take care of the spawning inquisitors. After we've milked 10 or so golems out of the blacksmith we accidentally kill it (again). Then we go for supreme leader. Neera gets PW:K'd, since a comet partially hits her and her hp's drop a little bit (as we're not that careful). We raise her almost immediately. She has 7 level 9 spells left though so we try to re-up through wish, but it doesn't work. It doesn't matter at all, it would have been a nice bonus, as supreme leader is tanked towards the end by a skinned clan hunter, regenerating smilodon, regenerating swanmay queen & swords & RB, Jaheira & PC. It takes some time but it isn't even particularly close.

We didn't even use RvE here. Very doable without. Two regens cast tough, one on Kensai once she took inquisitor 1:1 (and she used the cat figurine). And one on Vagrant at some point. And ofc we used regen on our summons.

**

Nalia is soooooo powerful. With TpT + Giant strength we can get her Thac0 to -10 with (-15 against demons) 8 APR (belm off-hand). That's really, really good. Alternatively she can use supreme shelter + foreknowledge to drop her base ac to -24 (so -27 / -28 against crushing slashing with a girdle).

Kensai is really, really good already as well (she has 8 critical strikes). She'll blow through most of the things in the game like butter.

**

Saladrex
Prebuff: skins, IH's, pff's on everyone. giant strengths for Imoen, PC. si:abjuration + goi + st + foreknowledge on mages. a few mirror images + blur's. Nalia takes tpt. Jaheira death wards PC, holy powers + giant strengths herself. Neera CC 3xTrolls on sight. Nalia CC 2xpierce shield + breach on sight. ST's breach + lr + something. SS's: gm + secret word + secret word. Regen on Imoen (from Jaheira). Cast RvE:Regen before we enter.

Enter. Summon greater djunn. Summon noble spider. Strip protections with Nalia's CC. Enter with full force. Breach with Neera's trigger. Then send in trolls. Once Saladrex gets PfMW up switch to nonmagical weapons. Launch Nalia's trigger. Switch to magical weapons, activate CS's for everyone. When Saladrex gets PfMW up switch to nonmagical weapons.

Saladrex is dead.

Demilich
Prebuff with everything + death wards. Enter with IA on mages. Turn golems into chickens immediately after they materialize. Activate CS on fighters (35 APR with natural 20 rolls means demilich is dead in no-time).

**

We forge girdle of cloud giant strength, girdle of lordly might & flail of defending and wounding ... giving our PC almost all of his awesome superpowers (we can get his phys resistance to 80% and he has 235 HP's atm.)

We're still missing a few rings, noble staff or air (/royal elemental staff), hammer of Thor and ofc JD before we do demogorgon.
pekkae
Ancient Dragon / Great Wyrm
Max prebuffs (so ih's, pff's, skins, foreknowledges + si:abjuration+goi+st for Nalia, hardiness + AoF for PC, holy power + righteous magic for jaheira with combat trance etc.). Enter with RvE:Regen. PC moves in first to confront the dragon. He's flanked by Nalia & Neera. Jaheira stays out of sight. Valygar + Imoen summon greater djinn & noble spider. Jaheira starts clan spirit. After talk is done, Pc starts greater swanmay. Neera enters dragon's sight and launches SS 3xsecret word and moves out of sight. Nalia momves in and launches ST pierce magic + breach + lr. Both SS & ST hit the Dragon. Neera's CC in launched (pfmw + 2x trolls). Nalia is hit with greater silence so her CC with tensers's tranformation + pfmw + ms8 is launched.

Pc + Noble Spider + greater djinn + trolls take noble efreeti, salamander prince, and the dragon. ELite Nishruu goes for Nalia. Nalia retreats and is met with Imoen + Valygar + Clan Spirit (who got improved haste from Neera) + Jaheira. We activate CS's, so Nishruu is under aggro from Imoen, Valygar, Jaheira (with staff) - that's 24 APR's with natural 20 rolls, Nalia + Clan Spirit. It takes 2 rounds to whack it. PC is trying to survive against everything and he would easily, if not for continuous breaches from the Dragon.

After Nishruu is dead our h2h crew takes out salamander (it lasts for half a round) and then Noble Efreet (with ordinary weapons). Then is't just the Wyrm.

We summon, summon, summon, pff, pff, pff, resist fire & cold, protect from elements etc. All bigger summons, like swanmay queen are IH'd and then Jaheira drops regen on them. We bait out a few PfMW's with Imoen using Ilbratha for mirror image and once dragon starts true sight Nalia enter line of sight, breaches and then retreats. Valyger gets greater command three times and we wake him up three times with barad ding's collar bell. We rename it to "Barad Ding's implausibly egregious Dragon Killer - thingy".

Half-way through we wish:rest. Then summon more, a lot more. At one point the dragon is surrounded by 5 Swanmays & the clan spirit.

Then it runs out of PfMW's. We RvE:Regen & enter, activate CS's from Imoen, Valygar, PC + Jaheira and Dragon is toast.

Globe Machine
Not much troubles here. The vampire fight is especially nice, since we are protected against level drain (Jaheira with SoA, Vagrant with AoP & Imoen with her pendant). Valygar takes CF, since it has a nice range and he doesn't get aggro (well, he also has AC of -28 against crushing .... ).

We leave the 4 grave liches for later as we need a plan for that fight.


**

Cool. Now we can get our superpowers. We sell a bunch of stuff and go to Cromwells and forge; we end forging Judgement Day, Hammer of Thor & boots of the ranger lord.

**

Judgement Day fight
Anyway, then we go for the demon prince fight. We do it on the first try. No RvE's used here. We are so hilariously & completely OP. Also our plan on healing seems to work quite well. Superb!! More on that later. For some reason we don't even get Marilith's that much, the prince usually just summons an elemental golem. Which is completely fine for us, as we can save a few scrolls here then since a single elemental doesn't really have a chance against us. We don't milk the elementals though, we just whack em immediately. An elemental doesn't last for long against pumped up RB + Kensai + Avenger + F/M (+ Vagrant).


"Nasty orcsies" - fight
One of my least favorite fights. Takes **ages** and there's no way around this. It takes a few tries or so. We are super happy we hoarded those scrolls of dispel magic, since we end up using 20 or so. Then we wish:rest. Again a fight where we don't even need RvE:Regen.

We start with CC's of 3xADHW & 3Xtrolls. Then we summon swanmay queen, clan spirit & greater djinn. Swanmay queen & Clan Spirit both get IH & Regen. Fighters, with death ward, protection from petrification & magic resistance take the upper/eastern side of the room while summons, Jaheira + Nalia and an occasional fighter protect the bottom.

Both Neera & Nalia are under SI:Divination, Improved Invisibility, Mirror Image & Blur. Neera also takes potion of defense & potion of agility. Potion of storm giant strength for Nalia. Also Nalia takes TPT and an occasional foreknowledge. Boots of avoidance for Jaheira (since her AC sucks).

I'm not sure what has happened but I counted that we got some 3400 arrows +3 from the fight. I'm not sure if we've ever got that many before.


The Spirit Altar Room
It has 4 elemental golems + 2 bone delvils. We though it has a few liches and some skeleton grandlords. This is much better.

Pumped up Vagrant walks in (with -22AC, protected from all elements + acid + Phys resistance of 80% + regen from Jaheira) and gives the golems a big hug! It is as if they were his long lost relatives, it feels a little bit emotional. These days we consider elementals our friends for they will help us a lot with monies and exp. Vagrant picks his teeth with FoDW while the elementals do their best UFC audition, but it's like their fists are made of cotton candy (Vagrant thinks the elementals tickle him). There isn't anything they can do, the poor hapless thingies. When spawns appear we enter and whack. At some point it gets messy, one elemental ends up after Valygar, one after Jaheira. We summon a lot for distraction, mostly swords / trolls / yuan-ti's & It takes 4-5 regens from Jaheira and 2 Rve:Regen's from Neera (+2 skeletons smile.gif). We milk all 24 spawns & about 50k of monies out of 'em. It's a completely hilarious & we have ourselves a completete blast.

**

Money at 100k. 20 scrolls of dispel / remove magic left. 4 scrolls of Wish left. Vagrant is completely OP. Valygar is completely OP. Imoen is completely OP. Nalia is completely OP. Jaheira is completely OP (but would love to see a proper armour on her). Neera is yet to get her superpowers.

We start wishing for stronger enemies

**
lxgxnd9
Gear/equipment update as of now? smile.gif

Surprised the late game has been this much of a face roll
pekkae
QUOTE(lxgxnd9 @ Feb 22 2022, 06:17 PM) *
Gear/equipment update as of now? smile.gif

Surprised the late game has been this much of a face roll



Here u go!

** Status**

Vagrant (PC): Level 27, 244 HP, AC -15 (-22 with supreme shelter), Thac0 -15 / -10. 4 APR (can reach 80% phys. resistance RCA +10, FoDW +15, AoF +10, CoBC +5 + Hardiness +40)
STR 24, DEX 18, CON 19, INT 9, WIS 14, CHA 20
Stuff: Red Coral Armour, Gauntlets of Weapon Expertise, Helm of Balduran, Clasp of Bron's Bloack (+5% phys. resistance), cloak +2, Protector of Woods, RoP +2, Girdle of Lordly Might, Boots of the Ranger Lord
Weapons: Mostly Axe of the Lakesider +4 & FoDW or Dragon's Breath +4
MPV: Ultra Golem
total exp value 12% / 23%
percentage of total kill 18% / 31%

Jaheira: Level 30, 132HP, AC -9, Thac0 -1 (can reach -12 with holy power & righteous magic) 2-3 APR with 2H (3-4 APR when dual-wielding)
STR 17, DEX 18, CON 16, INT 10, WIS 22, CHA 11
Stuff: Shadow Dragon Scale, Paws of the Furious Cat, Circlet of the Woods, Harper's Ward, cloak +2, 2xRoP +2, Girdle of Bluntness, PAws of Cheetah
Weapons: Golem Slayer or Yamato & Treefolk's Fist +4
MVP: Demon Prince
total exp value 21% / 19%
percentage of total kill 13% / 17%

Neera: Level 26, 86HP, AC 0 (40% resistance to magic)
STR 11, DEX 15, CON 16, INT 10, WIS 18, CHA 11
Stuff: Greater Robe of Invocation, Bracers of defense AC5, Circlet of Netheril, AoP, Rop +2, Cloak +2, Sorcerian Ring, Tymora's Gift (+10 magic resistance, +3 luck), paws of the cheetah
Weapons: Staff of Fire +2, Sling of Everad
MVP: Hardwood Golem
total exp value 4% / 3%
percentage of total kill 3% / 5%

Valygar (Riskbreaker): Level 30, 213HP, AC -16, Thac0 -15 / -11 (can drop AC to -24 with potion of defense) 4 APR.
STR 25, DEX 18, CON 19, INT 12, WIS 14, CHA 12
Stuff: Crimson Ioun Stone, Aegis of Torment (+15HP, +2Con +3AC), cloak +2, Rop +1, RoP +2, Girdle of Bluntness, paws of the cheetah
Weapons: Corthala Family True Blade +4 & Hammer of Thor (or Cutthroat +4 & Hammer of Thor)
MVP: Green Wyrm
total exp value 29% / 27%
percentage of total kill 28% / 23%

Imoen (Kensai): Level 30, 238HP, AC -2, Thac0 -26/-18. (Damage: 36-50 / 29-36) 5 APR
STR 25, DEX 18, CON 16, INT 10, WIS 18, CHA 9
Stuff: Indigo Ioun Stone, Pendant of Recoered Light, 2x RoP +1, Cloak +1, Cloud giant girdle, Paws of cheetah
Weapons: Judgement Day & Waters Edge +4 or Staff of the Ram +4
MPV: Spider Queen
total exp value 26% / 23%
percentage of total kill 28% / 19%

Nalia (F/M): Level 9/26, 137HP, AC -12, Thac0 0/ 8 (can reach AC of -19 with Foreknowledge & Blur and Thac0 of -10) APR: 4
STR 15, DEX 18, CON 17, INT 18, WIS 9, CHA 13
Stuff: Vecna, 2nd sowrd arm gauntlets, Eyes of the Beholder, Amulet of Ilmater (+1 AC, +3 Saves), De'Arnise Signet Ring, Rop +2, Cloak +1, Belt of Inertial Barrier, paws of the cheetah
Weapons: Githzerai Blade & Belm +2 or Staff of Rynn +4
MPV: Noble Rakshasa
total exp value 4% / 2%
percentage of total kill 8% / 3%

**

Neera's Spellbook:

Lvl1: magic missile, chromatic orb, protection from evil, charm person, nahal's reckless dweller
Lvl2: horror, glitter dust, melf's acid arrow, mirror image, resist fear,
LVl3: flame arrow, hold person, protection from fire, remove magic, vampiric touch
Lvl4: greater malision, improved invisibility, polymorph other, stoneskin, secret word
Lvl5: breach, lower resistances, spell immunity, one of cold
Lvl6: improved haste, protection from magic energy, protection from magic weapons, goi,
Lvl7: mordekainen's sowrd, RRoR, spell sequencer, spell turning
Lvl8: ADHW, Monster Summoning 8 (MS8), Spell trigger, foreknowledge,
Lvl9: RvE, Wish, CC, MS9 + IA, comet, dragon's breath, energy blades, summon planetar

**
bulian
QUOTE
"Nasty orcsies" - fight
One of my least favorite fights. Takes **ages** and there's no way around this. It takes a few tries or so. We are super happy we hoarded those scrolls of dispel magic, since we end up using 20 or so. Then we wish:rest. Again a fight where we don't even need RvE:Regen.

We start with CC's of 3xADHW & 3Xtrolls. Then we summon swanmay queen, clan spirit & greater djinn. Swanmay queen & Clan Spirit both get IH & Regen. Fighters, with death ward, protection from petrification & magic resistance take the upper/eastern side of the room while summons, Jaheira + Nalia and an occasional fighter protect the bottom.

Both Neera & Nalia are under SI:Divination, Improved Invisibility, Mirror Image & Blur. Neera also takes potion of defense & potion of agility. Potion of storm giant strength for Nalia. Also Nalia takes TPT and an occasional foreknowledge. Boots of avoidance for Jaheira (since her AC sucks).

I'm not sure what has happened but I counted that we got some 3400 arrows +3 from the fight. I'm not sure if we've ever got that many before.


Its pretty fun to try and fight, I think, but there is a very simple easy way to win.

SPOILER!
Kill the mages then have everyone drink a potion of invisibility or case priest or wizard mass invisibility spells. Go for a walk.
pekkae
QUOTE(bulian @ Feb 23 2022, 01:02 AM) *
Its pretty fun to try and fight, I think, but there is a very simple easy way to win.

SPOILER!
Kill the mages then have everyone drink a potion of invisibility or case priest or wizard mass invisibility spells. Go for a walk.


Haha. Thanks. If I ever succumb to insane, I'll try this!
pekkae
Globe machine / 4 grave liches
Haha.

We pff, ih + pfme fighters. Foreknowledge for mages. Then we activate the globe machine. 4 liches spawn. Grave silences fly to Jaheira.

Neera casts wish and gets "cast a double-length time stop and improved alacricity on the caster" -> so we 12xRRoR the liches, then drop 10 remove magic's on them. Then drop 2 adhw's. Then time stop expires, fighters activate CS and first 2 liches are dead. Then we remove magic again and the 3rd lich is gone.

Nalia has all of the wrong spells (so no remove magic's, no SI's, no gois, so no disrupt undead's either).

So we either wait for PfMW to wear out of try wish:rest. We try the wish, since we don't have anything else to do. We get it on the 3rd try. Great. Then we just remove magic away and lich is gone.

With a little bit better planning this would have been super simple, or sensible spells for Nalia that is. This was actually our test run, that's why we didn't have the right spells.
lxgxnd9
Might give a vagrant a go after my current run, in your equipment what is Axe of the Lakersider +4, I am not familiar with it?

GL with demogorgon
pekkae
QUOTE(lxgxnd9 @ Feb 28 2022, 03:13 PM) *
Might give a vagrant a go after my current run, in your equipment what is Axe of the Lakersider +4, I am not familiar with it?

GL with demogorgon

SPOILER!

Axe of the Lakesider is a reward from the 2nd ranger quest ("Good, Bad & Ugly"). It's great, but not completely OP.

Thanks! I tried the demofight a few times, unsuccessfully, but it then the possibility of a WW3 came about so my game atm is on a pause.
pekkae
Demo-fite

It's insanely difficult. But probably the best fight in the game. We sort of breezed through the encounters for quite some time, not this fight though.

Everything has to go right to clear this. We don't have an uber sorceress with us, so no full-RvE and our wish-capabilities are quite limited. We should have 4 scrolls of wish left or so. We use two level 9 spells from Neera in the beginning so we have 8 level 9 spells left together with the afore mentioned 4 scrolls of Wish. Nalia has a few more but she doesn't have the most useful spells ofc.

We summon all of Vagrant's Swanmays. Then we summon a couple of Greater Yuan-Ti's & The Clan Spirit. PFME's for Swanmay queen, Clan Spirit. Prebuffs for our crew including PfF's, Resist Fire & Cold's, PFME's (Valygar + Imoen) ,IH's, Minor Globe for Jaheira with Holy Power, Mages take death ward's, SI:Abjurations + GOI + ST's and PFMW for Neera. Potions of Defence for Imoen + Valygar. Protection from level drain for Vagrant. Vagrant has shield of harmony + peridan + 2xbarbarian essence (so with hardiness he's at 90% phys resistance when the fite starts). We RvE regen and then take Mental Agility for Neera.

Start. Swanmays + CS go for Kargoth, Yuan Ti's go for Kazuul. Vagrant takes Demo & moves so he gets Rozvankee as well. Imoen + Valygar go stand near Nulonga.

Jaheira moves to the side + summons greater djinn and then the smilodon. Neera & Nalia both IA. Neera 3xRRoR + 2-3xBreach Nulonga, who is then immediately dismantled by Imoen + Valygar under CS (that's 20 APR's with natural 20 rolls). Nalia casts Llarloch's minor drain on herself to launch CC of 3xRRoR on St. Kargoth, then follows with ST 2xLR + Breach, after that St Kargoth is under aggro from Swanmay queen, CS + greater Swanmay (1 greater Swanmay died already). Nalia then follows LR on St Kargoth + flame/acid arrows to finish St Kargoth together with Summons. ADHW trigger is launched. Swanmay queen & CS Survive. Neera 3xRRoR Belcheresh, then breach, then ST 3xLR on Belcheresk. Then we launch full on arcane assault on Belcheresk in all of our 1st level spells we have (CO's) + minor sequencers + spell sequencers with AA's and all AA's we can spare. The still surviving summons that dealt with Kargoth go for Belcheresk (which is still on Vagrant). Imoen + Valygar re-activate CS's and go for Kazuul. Belcheresk is near death so Vagrant switches to an axe & gives it a whack. Belcheresk dies. Neera breaches Kazuul (must be 3-4 breaches), Imoen & Valygar under CS whack it into oblivion. Greater djinn survives, so does Swanmay Queen & CS.

So the most difficult part is done. Then the real battle begins.

Rozvankee and Demo remaining.

But we come in prepared.

Vagrant tanks demo (+ Rozvankee about 50% of the time). Imoen (with JD) & Valygar (with Hammer of Thor) blow through Vargouille-waves. Jaheira helps whenever she's able to. It takes 1-2 CS's per wave. We have 20 (though we used 4 for Nulonga + Kazuul). We drop waves of abyssal escorts with 1-2 remove magic's + breaches. Nalia helps here immensely. To keep up fire resistances we use PfF's (from scrolls & Jaheira), Resist Fire & Cold's (Jaheira), Protection from elements (from Nalia) and Protection from energy (from scrolls mostly). We try to keep a few swords around, for they are very good against Vargouilles.

Half way through we Wish:Rest. We use all of our remaining 9th level spells + two scrolls. In the end Nalia gets whacked. We raise her immediately. Neera gets her superpowers.

If I ever succumb to insane, I have a plan for this fight.

( It won't probably work, as usual, but.... )
pekkae
Rune Assassins (Windspear Hills)
Grandfather of Assassins
Improved Theshal
City Gates Lich
Viper Queen
Orcus

^ All completely trivial. We blow through these on the back of our extraordinary H2H capabilities without strategies - the only minor inconvenience is the Orcus fight where Orcus has a number of silences to which we are uniquely vulnerable.

**

Then all that is for us to do is to clear Ancient Secret of Suldanesselar and Irenicus. Then we'll call it quits for this crew most likely.
pekkae
A Note.

It wasn't the most powerful party available, as our initial approach was botched and it did screw up our composition as well as the underlying assumptions on how this would play out. Small pebbles ended up making big waves.

Then again, playing with 2 characters that can skin up through chapters 4-5 while tanking with a Vagrant (a wretched choice for a tank) was very, VERY educational. And also having sole Sorceress as an arcane caster.

If we get rid of our self-inflicted hindrances and get back to the drawing board to optimize the party composition a little bit more, I think we can rock this throughout.
kilorew
If you are continuing with IA, what will be the next challenge?
pekkae
QUOTE(kilorew @ Apr 9 2022, 04:06 PM) *
If you are continuing with IA, what will be the next challenge?


Will make a party that is more powerful biggrin.gif.

And I'll most likely up the difficulty.

I have a plan.

( Well, everyone has a plan until you get punched in the face )
bulian
Congratulations on beating demogorgon so early! Definitely an accomplishment!
pekkae
QUOTE(bulian @ Apr 9 2022, 10:15 PM) *
Congratulations on beating demogorgon so early! Definitely an accomplishment!


Thanks! It took 25 tries or so. So definitely not 100%.
pekkae
Some thoughts on the crew.

H2H capabilities

If you have been following this journal you might remember that our approach with prioritizing H2H over healing capabilities, as in giving the last slot of our crew to a Kensai instead of a dualled Ranger / Cleric or a multiclass fighter cleric, a choice we weren't sure about but which payed big dividends. It is possible to just breeze through most of the encounters with this crew by the virtue of "unending pool of Critical Strikes". It's a little bit game/mod-breaking to have 4 characters who can critical strike. When our crew is composed as such, our deficiencies in spellcasting (or durabilitiy) do not matter that much, sometimes at all. For example the JD fight become pretty trivial, as we are used to having difficulties with it. For the most part Vagrant didn't get any CS's though, as he was just focused on getting hardiness's. Currently he has 1 critical strike, so for the most part we played through with 3 characters who can CS.


Healing

We didn't need healing that much, which is nice giving that we have limited RvE and no Cernd. Our assumption was that for the most part Kensai with JD doesn't really need healing that much, for JD will keep her safe. Riskbreaker and especially the Valygar-version, has both innate healing capabilities as well as a Corthala Family True Blade which heals, limiting the need for healing. Vagrant has contact with nature + amazing resistances throughout incl. elemental resistances and physical resistances, but will need a regen every now and then or use potions. The rest in Jaheira, Nalia & Neera are almost immediately toast if they are not protected and get targetted, thus very limited need for healing in pretty much all of the fights. This is assuming we get to the level where we get all of the up-above mentioned powers.


Kensai vs. Riskbreaker

They are currently sitting quite even in "exp value" - department (both near 30%), with Kensai having a slight edge and a bigger edge in "kills" department. It evened out after Kensai got JD, thus giving her dual-wielding ability, as we thought. This suggests that Kensai is more deadly, as RB was in the lead but Kensai now has first come even and then gone past the RB. The RB has been with Corthala Family True Blade / Hammer of Thor while both usually rock a scimitar in off-hand, so they are about even weapons wise, attacks wise and strength wise. I personally prefer the Kensai for it can use staves in the early chapters and then become a dual wielding monster later in the game. There's also no need for hardiness's with a Kensai as pre-JD Kensai will always be toast if it gets targetted. In that sense I don't think there's a big difference in playinga Kensai on core vs. playing a Kensai on insane. I'm not sure how a Riskbreaker plays out in tougher levels especially in the early chapters as it can't use reach and attack behind a skinned character. Kensai's MPV is SPider queen, Riskbreakers Green Wyrm.


Jaheira vs. Cernd

They are non-comparable, completely opposite characters. Jaheira is a terrible healer and a terrible priest, with quite the limited spellcasting capabilities besides very useful prebuffing. To offset this she is an insanely good fighter, especially in the early chapters, getting to 6 APR with a staff (8 APR if you dual wield, 10 if you use Belm/WE in off-hand) in the early game. And ofc you can tank with her because she's got skins. And if that's not enough then she gets to summon the clan spirit, which is really-really good throughout the game, even quite useful in the Demogorgon fight. And to top it off, she can effectively use the Golem Slayer, an uber useful weapon in so-so-so many fights. The only fight where we needed to babysit her all the time was in the demofight, as Vargouilles get her immediately into a lot of trouble.

Cernd on the other hand is terrible in H2H, but an amazing spellcaster and an amazing healer who gets his superpowers quite early and then can wreak havoc especially in chapters 4-5, where he's completely OP. Cernd can prebuff (and de-buff in some fights with dispel magic) effectively but will be confined to summon / buffing in a few tough matches where the extra power in H2H is very, very welcome (say Demogorgon / JD - fights).


Vagrant

Vagrant is able to get the best phys resistance in the game through Items and the ability to cast Armor of Faith. Swanmays can get play a major role in a number of fights and then there's of course the elemental resistances + ability to get 5* in axes. All in all, it makes a fully developed Vagrant a force to be reckoned with, once you get there. But the thing is, Vagrant gets its superpowers very late in the game. Actually so, so late, that they are only useful in a few tough battles in SoA parts of the game, most notably Ancient Dragon and/or Orcus - fights, depending on a little bit ofc if you choose to do them and of you do, when. And compared to another type tank, say a DD, the difference isn't even that big. If you are using a Vagrant as your main tank, you'll get a little very, very late to offset that fact that you probably had a terrible tie throughout most of the game. It's probably better the use the Vagrant as a damage dealer & summoner, instead of a tank.
bulian
Nice analysis of the various classes. For what it’s worth, my personal favorite OP party is the following:

PC necromancer
2x riskbreaker
Vagrant
2x Avenger

OR

PC necromancer
2x riskbreaker
Vagrant
Avenger
Ranger/Cleric multiclass

Both parties have enough improved haste capabilities, arcane debuffing, RVE regen, and summons. Additionally, each party has 5x characters who can CS. A kensai could be swapped in for a RB, but the 3x improved haste per day that the RB has is a huge boost to overall party effectiveness.
pekkae
QUOTE(bulian @ Apr 10 2022, 02:47 PM) *
Nice analysis of the various classes. For what it’s worth, my personal favorite OP party is the following:

PC necromancer
2x riskbreaker
Vagrant
2x Avenger

OR

PC necromancer
2x riskbreaker
Vagrant
Avenger
Ranger/Cleric multiclass

Both parties have enough improved haste capabilities, arcane debuffing, RVE regen, and summons. Additionally, each party has 5x characters who can CS. A kensai could be swapped in for a RB, but the 3x improved haste per day that the RB has is a huge boost to overall party effectiveness.


Looks quite powerful, but ofc. lacks diversity. Then again, who needs diversity if one can just OP everything in the mod.

I guess with that setup tanking will be mostly done by Avenger(s) (/ R/C) and you are probably using the R/C version that can get druidic spells all the way?

How does that group match up against Demogorgon and is there a difference between "the most OP party" in your opinion if you increase the difficulty to insane?

bulian
I've never played on insane, but in both parties you have 5x skinned characters (PC, 2x avengers, and 2x clan hunters). Late game both RBs (65% physical resist via CBS and hardiness) and vagrants (75% physical resist via hardiness/armor of faith/red coral armor/FoDW) become very tanky. Subbing a R/C multi for the avenger gives a bit more healing (greater restoration) and CS eventually at the cost of smilodon and clan hunter abilities, which in my opinion is a poor tradeoff.

Both parties would do well on insane so long as you pay close attention to positioning.

By the way I had done a run with vagrant(PC)/RB/RB/sorcerer/avenger/R(7)->C a while back and completed the game in 45 rests (http://forums.blackwyrmlair.net/index.php?showtopic=5348).
pekkae
QUOTE(bulian @ Apr 10 2022, 08:46 PM) *
I've never played on insane, but in both parties you have 5x skinned characters (PC, 2x avengers, and 2x clan hunters). Late game both RBs (65% physical resist via CBS and hardiness) and vagrants (75% physical resist via hardiness/armor of faith/red coral armor/FoDW) become very tanky. Subbing a R/C multi for the avenger gives a bit more healing (greater restoration) and CS eventually at the cost of smilodon and clan hunter abilities, which in my opinion is a poor tradeoff.

Both parties would do well on insane so long as you pay close attention to positioning.

By the way I had done a run with vagrant(PC)/RB/RB/sorcerer/avenger/R(7)->C a while back and completed the game in 45 rests (http://forums.blackwyrmlair.net/index.php?showtopic=5348).


I had a look, very nice journal! Thanks!

I've tried positioning a little bit but I never understood how not to get hit with a dual wielder, in my games they always get hit. So I either resort to great phys. resistance or skinned characters.

I'm not sure if CBS + hardiness is enough to support a RB on insane. Especially because CBS doesn't last for long, while the fights might take ages.
kilorew
I look forward to the next iteration of the OP party, I do think from start to finish Avenger > Auramaster.

Never thought of 2x Avenger's though, I do like the sound of 2x Clan Hunters. How do they hold up in the later tougher fights? I assume at least one has water's edge 10apr
pekkae
QUOTE(kilorew @ Apr 13 2022, 05:02 PM) *
I look forward to the next iteration of the OP party, I do think from start to finish Avenger > Auramaster.

Never thought of 2x Avenger's though, I do like the sound of 2x Clan Hunters. How do they hold up in the later tougher fights? I assume at least one has water's edge 10apr


I don't think they are that comparable, it's completely dependant on the overall party composition. But Avenger is very, very powerful. The biggest problem with her as fighter/healer is that you'll count on her to do the fighting quite much. And it's a bad tradeoff in the few fight where you really, really need healing as she isn't that good in healing. So essentially you have your best offensive weapon doing healing, which she isn't very good at.
HTRT
Personally, the party I find to be the strongest is :

Necro
Ranger/Cleric multiclass
Fighter/Mage multiclass (neutral elven)
Vagrant
Kensai (dwarf)
Neera

Nice runs by the way smile.gif cool to read from you and the several other ppl that post once in a while
pekkae
I was pondering this yesterday and came to a similar'ish conclusion. This also depends little bit on the difficulty level, where at higher levels you need to rely more on skins instead of hardiness+regen. And ofc. it depends a little bit on if one has forging restrictions in place or not.

Even with forging restrictions in place, this is the team that can blow through the game even on Insane.

Necro
Neera
F/M multiclass (I prefer the gnomish version for the bonus spells, even though it's missing elven ancient expertise)
Jaheira (alternatively the OP R/C combo, though the R/C can't use golem slayer which I find essential)
Kensai (or Riskbreaker)
Vagrant (Shoud be ok with green leaves armour + Defender of Easthave + AoF + Hardiness)

Thanks. I quite enjoy the writing bit & it helps my thinking.
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