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Ranger Stronghold Issues (BG2 EE)

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Hey, I was after some help please with a few issues I am having.
1. I have the ranger stronghold but Mairyn won't speak to me to trigger the stronghold quest. She will speak to other members of my party and say she will speak to the ranger only but when I try to speak to her there is nothing. Is there any way of triggering the dialogue to start the quest?
2. I spoke to Madulf before I started the Umar Hills quest and after I completed I tried to speak to the Mayor to tell him that Madulf wants to make peace but the dialogue option doesn't appear. I have tried re-spawning the Mayor but that hasn't worked. Is there any way of resolving this?
3. Is there any way to show quests you have completed in your journal as finished if they are still showing as active?

Sorry about all the questions, I don't really understand the whole 'SetGlobal' process on the console, creating creatures is about as far as my knowledge goes!

Exploits, Tricks, and Nonstandard Tactics

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This thread is here to document all of the glitches, exploits, tricks, and other assorted tactics that people have discovered over the years. Mostly I want to document the weirder tricks, the ones that the average player wouldn't encounter in their first one or two or five playthroughs. The list is divided into EE and pre-EE/pre-update tricks. If you've found a special trick you're proud of, let me know and I'll add in a new entry. Even if you weren't the first to discover a trick, but just found it independently, go ahead and bring it up! And if you happen to know where the trick was first mentioned, please give me a link so I can add it in. And if I made a mistake somewhere, let me know and I'll correct it. I'm sure many of the older tricks will never have confirmed authors, but I'd like to have citations for as many of these tricks as possible. I'll put "Unknown" in front if there's a list of people who discovered the trick, but it's not clear who was first. These are the tricks that are possible in the most recent versions of the game (that is, the latest updates to the Enhanced Edition). Shadowdancer Trick, documented here Author: @Grum Brief Description: [spoiler] You can maintain invisibility indefinitely as a Shadowdancer by manipulating the stealth timer. Use Hide in Plain Sight, then click Detect Traps (or any other button) without actually breaking invisibility. After 6 seconds pass, you will be able to use Hide in Plain Sight again, but you will still be invisible. This allows you to go invisible, wait 6 seconds, backstab, and then go invisible again without ever exposing yourself to attack. [/spoiler] Wand of Lightning Trick, discussed here Author: Unknown Brief Description: [spoiler] The Wand of Lightning in BG2 (but not BG1 or SoD) fires 6 lightning bolts with up to 6 different targets. You can duplicate the effects of any on-self spell or item by targeting the caster with all 6 lightning bolts, then immediately ordering the character to cast the spell in question. Instead of firing 6 lightning bolts, the character will cast the spell 6 times while only using a single spell slot. This only works with spells that are on-self by default, like Sunfire and Mordenkainen's Sword; not Fireball or Animate Dead. This can also be used with any quick item: choose 6 targets with the Wand of Lightning, then go to the inventory screen and swap the Wand of Lightning for another item. If you use to turn pages in the Book of Daily Spell, you'll get 6 copies of the next page, allowing you to duplicate the book (unless you hit the Burning Hands page on the first try). As @sluckers has noted, it's also possible to use the Wand of Lightning trick to target things from all the way across the map by dedicating one of the six targets to a container or item on the ground. [/spoiler] Scorcher Loop, documented here Author: @semiticgod Brief Description: [spoiler] You can multiply the effects of an Agannazar's Scorcher spell (or a Lance of Disruption in IWD:EE) by having two mages cast (Minor) Spell Turning and then casting Agannazar's Scorcher from one to another. The spell turning effect will bounce the scorcher multiple times until it is exhausted. Spells in sequencer strike as a single spell, so putting three scorchers in a Spell Sequencer and combining it with two mages with Spell Turning will deal about 800 damage. Wands of Fire also work. The spell is extremely party-unfriendly, and both mages will suffer fire damage if they are not immune (note that MGOI will block the damage, but also cancel the loop). The Ring of Energy will also work, but only in the vanilla games, as EE has made the Ring of Energy's damage a level 0 effect. In IWD:EE, you can actually lower enemy fire resistance using the level 3 priest spell Protection from Fire, which sets fire resistance to 80%. [/spoiler] Death Ray Zorcher, documented here Author: @semiticgod Brief Description: [spoiler] You can multiply the effects of the scorcher loop even further by combining it with the Wand of Lightning Trick. Have two characters chain-cast Spell Turning using the Wand of Lightning trick and either the Spell Turning page of the Book of Daily Spell, or a Spell Turning scroll. Then have a third character cast Agannazar's Scorcher across both of them. The loop will strike 10,000 times over several rounds, enough to kill any enemy that is not immune to fire or level 2 spells. Testing killed Adalon in Legacy of Bhaal mode in just over a second. This can also be done by using the Reflect Magic HLA from the Wizard Slayer Rebalancing mod. [/spoiler] Lingering Song Trick Author: Unknown Brief Description: [spoiler] In Icewind Dale 2, the Lingering Song trick lets a bard's song continue for 2 rounds after being activated. This allows you to repeatedly click the bard song icon and stack the effects of any song while the game is still paused. The effects scale infinitely, except for the damage bonus from the Ballad of Three Heroes, which is capped at +20. [/spoiler] Mislead Backstabs Author: Unknown Brief Description: [spoiler] Any character under the effects of Mislead is considered constantly invisible for the purposes of backstabbing. Thus, a Misled character can backstab multiple times in a single round, so long as the target does not turn around. Also, if you send the Mislead clone to a safe place (Maze does not count), enemies will not be able to kill it, and so your Misled character will remain completely undetectable, except to enemies who naturally see through invisibility like liches, demons, and dragons, for the duration of the spell. [/spoiler] Clone Quick Items Trick Author: Unknown Brief Description: [spoiler] Clones from spells such as Project Image and Simulacrum, or items such as Vhailor's Helm, can use any quick items the caster had equipped at the time of casting. Any items the clone uses will not use up charges on the original character. This means you can use rare items such as Protection from Magic scrolls once per day for every casting of Simulacrum or Project Image. Protection from Magic scrolls can be used on enemies to disable spellcasting; they work very well on the many enemy mages of BG2. [/spoiler] Clone Traps Author: Unknown Brief Description: [spoiler] The trap limit of 7 traps per map does not apply to clones. Project Image and Simulacrum clones can lay an unlimited number of traps on any map. [/spoiler] Clone Summons Author: Unknown Brief Description: [spoiler] The summon limit of 5 summoned critters per map does not apply to clones. Project Image and Simulacrum clones can summon an unlimited number of critters in any area. This also allows you to summon multiple Devas or Planetars, bypassing the celestial summon limit of 1. [/spoiler] Clone Innate Abilities Author: Unknown Brief Description: [spoiler] Clones can use any innate ability the caster possesses at the time of casting. A level 10 clone may still use all of the original level 20 character's HLAs, and a character under the effects of Polymorph Self or Shapechange will generate a clone that can also use those shapeshifting abilities. If a Project Image clone shapeshifts, it can even attack while shapeshifted, which Project Image clones are not supposed to be able to do. [/spoiler] Spell Trap Trick, documented here Author: Unknown, @semiticgod (Black Blade of Disaster part only) Brief Description: [spoiler] Spell Trap can be used to gain an infinite number of spells per day by using level 9 effects against the caster. A Project Image clone can cast level 7 and level 9 spells to restore the original caster's spells. For a Simulacrum clone to be able to do the same thing, it would have to be level 18, which means only a level 35 mage (impossible without removing the XP cap) could do the same using Simulacrum instead of Project Image. Black Blade of Disaster also strikes as a level 9 spell for each hit. [/spoiler] Limited Wish-resting Author: Unknown Brief Description: [spoiler] Wild Mages can use Nahal's Reckless Dweomer to cast Limited Wish. Limited Wish allows a caster with high Wisdom to restore spell slots: 1 spell for each level from 1 to 4. If the Wild Mage has no empty level 4 spell slots, it will restore a level 3 spell slot instead. With no empty spell slots, a single Limited Wish, generated from a single Nahal's Reckless Dweomer, can restore 4 level 1 spells slots, allowing a Wild Mage to cast spells indefinitely, provided it does not suffer a wild surge that breaks the loop. [/spoiler] Talk-blocking Author: Unknown Brief Description: [spoiler] Clicking on a neutral character will cause the character to turn to you and wait for you to speak with it. It will not take any other action for several seconds even if you order your character to do something else, so you can click on neutral characters to prevent them from talking to you, or even prevent them from defending themselves when you attack them. [/spoiler] Import/Export Trick, documented here Author: Unknown, @OlvynChuru Brief Description: [spoiler] In multiplayer mode, you can duplicate items by exporting a character with, say, Celestial Fury, then dropping Celestial Fury, going into Character Arbitration, deleting the character, and importing the character you just exported. The character will have an extra copy of Celestial Fury and can pick up the original from the ground. This can duplicate any item besides containers and quest items, as they cannot be exported. [/spoiler] Ferret Smuggling Author: Unknown, @histamiini (Roger the Fence part) Brief Description: [spoiler] A ferret or cat familiar can pickpocket party members. If you use it to pickpocket the Rift Device, you can smuggle it out of the sewers without triggering the instant death script and then talk to the familiar to give it back to you. This can also work with drow equipment, which is supposed to disintegrate when you leave the Underdark, but the game does not check the ferret or cat's inventory for the items; only yours. Note that the familiar needs to have a higher pickpocket score than your character in order to succeed, so it may struggle to pickpocket a character with high Dexterity, racial bonuses to pickpocketing, or thief or bard levels. Roger the Fence can also smuggle the Rift Device out of the area if you charm him using a spell or the Ring of Human Influence or the Nymph Cloak. If you order him to attack you as you enter the first Unseeing Eye area, you can have him pickpocket the Rift Device and then follow you out of the sewers to the surface, where killing him or pickpocketing him can let you keep the device. [/spoiler] Fire Seed Trick, documented here and here Author: @semiticgod Brief Description: [spoiler] Weapons that use area-effect projectiles can apply on-hit effects to more than one enemy at a time. This bypasses weapon immunities and all forms of spell protections. Thus, a character can use any of the following weapons: 1. Flasher Master Bruiser Mates (which are completely party-friendly) 2. Fire Seeds 3. Arrows of Detonation 4. Scorcher Ammunition (which strikes twice, as it uses the Agannazar's Scorcher projectile) 5. Frag Grenades to apply any of the following effects: 1. Wizard Slayer spell failure 2. Power Attack 3. Smite 4. (Greater) Deathblow 5. Poison Weapon 6. Called Shot to any group of creatures, provided the initial target is not immune to the weapon (throwing a Fire Seed will fail against a mage with PFMW active, but it can hit the mage if you target a nearby character without PFMW). [/spoiler] Infinite Maze Trick Author: @Alesia_BH, @Alesia_B_H Brief Description: [spoiler] A Bounty Hunter can Maze an entire group of enemies using a level 21 Special Snare. This allows the Bounty Hunter to set additional traps while the enemies are gone. When the enemies return--usually one at a time--they will immediately trigger any traps the Bounty Hunter has lain since the first Maze trap. This can be done as long as the Bounty Hunter still has Maze traps. [/spoiler] Lightning Bolt Loop Author: Unknown Brief Description: [spoiler] A Lightning Bolt spell can bounce off of both the Cloak of Reflection and the original version of the Cloak of Mirroring. By deleting the Cloak of Mirroring's file in the override folder and restoring the original version, which reflects rather than blocks spell damage (may not be possible in EE), or by using the Import/Export Trick to duplicate the Cloak of Reflection you can bounce a Lightning Bolt spell or Wand of Lightning charges between two party members indefinitely. You can even dedicate multiple charges and add extra lightning bolts to the loop, making it stronger. Testing has found that the loop can be canceled accidentally due to positioning problems. Testing has also suggested that it is possible to make it impossible for the loop to ever be re-created in a single save game. It's also possible to bounce a Lightning Bolt spell or wand in a reliable path by pointing it directly north or south in close quarters, as lightning bolts bounce directly backwards if cast north or south. This can be used to reliably hit a single target about 5 times in a narrow hallway. But the EE version of the lightning bolt projectile may behave differently. [/spoiler] Fog of War Trick Author: Unknown Brief Description: [spoiler] Some enemies will not react if they suffer damage when the player's characters or summons are not in sight. Thus, you can cast Fireball or Cloudkill and so forth without the enemy ever reacting. I believe this is much less likely to be possible in EE, and should never be possible in a normal SCS install. [/spoiler] Sunfire Trick Author: Unknown Brief Description: [spoiler] Spells cast on self ignore magic resistance. Thus, a Sunfire spell, which is cast on self by default, will bypass magic resistance on nearby targets, allowing you to deal fire damage to golems and other magic-immune critters. According to @SpaceInvader, this no longer works for Sunfire in EE, but it still applies to other spells. [/spoiler] Quick Save Trick, documented here Author: @Abi_Dalzim Brief Description: [spoiler] Loading the game resets the aura and stealth timer of all party members. By quick-saving and then quick-loading, you can cast multiple spells or drink multiple potions within the same round, provided that you are not in combat. This can extend the lifespan of short-duration effects, or allow an Archer to stack Called Shot effects right before combat begins. [/spoiler] Blind Thief Trick, documented here and here Author: @semiticgod Brief Description: [spoiler] Thieves cannot hide or set traps when enemies are near. However, this only applies to the thief's field of vision. A blind thief has a restricted field of vision and can therefore hide in plain sight like a Shadowdancer or even set traps in the middle of combat, provided that no enemies are directly next to him or her. Before EE, thieves could hide when blind even when enemies were near, but not set traps. But this may be a testing error. Combined with the blind thief trick, you can also save or even rest in the presence of enemies, though combat must have ended. [/spoiler] EE Shapechange Trick, documented here Author: @semiticgod Brief Description: [spoiler] In EE, it's still possible to grant a character permanent access to any of the wizard shapeshifts. Basically, you have to shapeshift into the form you want just as the spell's duration is running out. Shapeshifting takes 1.2 seconds, and both spells take tens of rounds to run out, so the timing is difficult (shapeshift continuously to count the rounds). This won't work with the Amulet of Power or Robe of Vecna, and is easier if your character is slowed. The Flail of Ages, Ardulia's Fall, or a jelly attack from another mage can all slow your character. The way it works is that shapeshifting removes and then restores your shapeshifting abilities, but the spell itself removes your shapeshifting powers, without restoring them, after x number of seconds have passed. But if you shapeshift after x-1 seconds, you will begin the shapeshift before you lose it, and complete it after the base spell attempts to take it away, which restores your shapeshifting ability. This has limits, however. If you use it to gain permanent access to ogre form via the Polymorph Self spell, you can't gain permanent access to spider form, also from the Polymorph Self spell, without losing the ogre form. This is because the Polymorph Self spell removes the ogre, jelly, flind, spider, wolf, brown bear, and black bear shapeshifts all at once, but you can only carry one of them past the spell duration. Likewise, you can't get permanent access to both Iron Golem and Mind Flayer form, since they both come from Shapechange. You can, however, get an Iron Golem form from Shapechange and a spider form from Polymorph Self. Before EE, there is a simpler method involving killing the character in question (see pre-EE section below). [/spoiler] Pet Basilisk Strategy/Basilisk XP Loop Author: @semiticgod, @histamiini (BG2 version) Brief Description: [spoiler] You can charm a basilisk using Algernon's Cloak from BG1. If you cast Protection from Petrification on the basilisk after charming it, you can use the pet basilisk to clear out Mutamin's Garden much faster than missile weapons, especially in Legacy of Bhaal mode. You can also gain even more XP than would normally be possible in Mutamin's Garden using Stone to Flesh scrolls. After clearing out most of the area, charm a Lesser Basilisk (approach from behind and flee if it doesn't work), cast Protection from Petrification on it, and then have it petrify a Greater Basilisk. Then, before the Lesser Basilisk can attack again and shatter the Greater Basilisk, order it to stop and use a Stone to Flesh scroll on the petrified basilisk. You can then re-petrify it for another 7000 XP for every Stone to Flesh scroll you have. You can buy 19 scrolls from the temples at the Friendly Arm Inn and near Beregost for a total of 38 even before you reach Baldur's Gate (where even more scrolls are for sale). It's by far the fastest way of gaining XP in BG1, and requires little money and virtually no risk. You can also repeatedly petrify targets in BG2 by using the Wand of Wonder, which has a 12% chance of petrifying the target with no save, bypassing spell protections and magic resistance. While the wand needs to be recharged every once in a while, it has the advantage of not turning the target hostile as long as you cancel the spellcasting of its Fireball or Lightning bolt charges (if you see your character casting an evocation spell, just give them a different command to cancel it). Firkraag is a safe target, as he is neutral unless he is attacked. [/spoiler] Fire Giant XP Loop, documented here Author: @Gallowglass, @Caeria Brief Description [spoiler] By placing archers close to the walls of Saradush and either use the vanilla game's Guard function or apply the right AI script, you can get your archers to shoot at Fire Giants just beyond the walls, out of sight, and get XP for every kill at no risk. [/spoiler] Summoned Demon Behavior Author: @OlvynChuru Brief Description: [spoiler] Summoned demons ignore the summoning limit. Normally, summoning multiple demons will cause them to turn against each other, but casting Protection from Evil 10' Radius will get them to ignore each other and concentrate on your enemies instead (though they still won't get you XP for their kills). [/spoiler] Invincible Level 1 Tanks, documented here Author: @OlvynChuru Brief Description: [spoiler] Level 1 characters cannot die in one hit unless they have 14 HP or higher. Level 1 characters who only have 1 HP therefore cannot die from damage, as the game cannot reduce their HP to any fraction of the total. This isn't fully reliable, however, and occasionally a level 1 character will die after taking repeated hits. [/spoiler] Black Raven Monastery Trick, documented here and here Author: @OlvynChuru Brief Description: [spoiler] In Heart of Fury mode in Icewind Dale 2, you can give your entire party HoF-style bonuses by saving and then loading while one of the characters is in one of the chambers in the monk trials at the Black Raven Monastery. When you reload that save, everyone but the character taking the test will have +10 to all stats, +12 to all levels, and triple HP plus 80 on top (and maybe some AB, AC, and save bonuses). Characters with levels about 24 or so will also be able to level up one last time, adding about 230 levels to any class they currently have no levels in. It's generally best to choose rogue or monk for this last level up, as these classes grant 230d6 sneak attack damage for the rogue and 50 SR, +10 AC, and Stunning Blow and Quivering Palm abilities with save DC's over 100, granting a 95% success rate for each one. There is no way to make these bonuses stack. [/spoiler] Resilient Sphere Trick, documented here Author: @semiticgod Brief Description: [spoiler] Barbarian rage makes the Barbarian immune to opcode 185, the opcode that makes Otiluke's Resilient Sphere paralyze its target. Barbarians can get the defensive benefits of Resilient Sphere while still being able to attack. Testing found, however, that the Barbarian didn't always get all of the benefits; only some. [/spoiler] Remove Curse Trick, documented here Author: @OlvynChuru Brief Description: [spoiler] Remove Curse can be cast on enemies with cursed items, who will immediately drop the item. This can be used to weaken characters such as Kontik, Brage, and Smaeluv Orcslicer. [/spoiler] Universal Stealth Trick Author: @Iroumen Brief Description: [spoiler] By mapping stealth to a hotkey, any character can attempt to hide in shadows, though characters who are not thieves, rangers, and monks will have poor stealth scores. [/spoiler] Armored Casting Trick, documented here Author: @Gotural Brief Description: [spoiler] Mages wearing armor can still cast spells if they do so via a hotkey. [/spoiler] Extra Speed Weapons, documented here Author: @Artemius_I Brief Description: [spoiler] In the most recent version of EE, throwing daggers can be dual-wielded provided that the throwing dagger is kept in the main hand. Since throwing daggers grant +1 APR even when used as melee weapons, they function as additional speed weapons alongside Belm, Kundane, and the Ninja-to of the Scarlet Brotherhood. Before EE, there was another speed weapon: the Shadow Thief Dagger, which you can only get by siding with Bodhi and opting for the "unseemly task" for your second assignment, and which you can only keep by returning to Bodhi to report that you spared the target's life. The Shadow Thief Dagger (STD) sets your APR to 2 rather than increasing it by 1, so it's especially effective in the hands of Project Image clones, but it gets no Strength bonus. However, unlike other speed weapons, it is nonmagical and can bypass PFMW. [/spoiler] Hexxat Stun Trick Author: Unknown Brief Description: [spoiler] Hexxat is immune to nearly all disablers except for Power Word: Stun. The effect interferes with her mist form script, so you can hit her with PW: Stun while she's wounded and she will remain stunned but still invincible thanks to her MINHP1 item. [/spoiler] Potion of Power Trick, documented here Author: @Arctodus Brief Description: [spoiler] If you drink multiple potions of power, the HP bonus, if not the THAC0 bonus, will stack indefinitely. Warriors can get hundreds of HP this way, though the bonuses can be dispelled, and Potions of Power are rare. This should be cumulative with the Wand of Lightning trick. [/spoiler] Fatigue Removal Author: @semiticgod Brief Description: [spoiler] Kicking an NPC out of the party and bringing them back in will reset their fatigue to 0. [/spoiler] Killing without Losing Reputation, documented here Author: @bobveng [spoiler] You can kill a character without losing reputation by using a cursed scroll of monster summoning on them. You can also charm them and make them kill themselves with offensive spells, though not all characters have such spells. This can let you avoid reputation loss when killing characters with valuable items such as Firebead Elvenhair, Ordulinian, Noralee, Dushai, and Shandalar's daughters. [/spoiler] Slayer Change Trick for EE, documented here Author: @semiticgod, @Grond0 [spoiler] By combining the Potion of Power trick with the Quick-Save trick and the Item Duplication trick (and perhaps also the Wand of Lightning trick to speed things up), you can boost your HP above 1500 in the ~7 rounds in between the beginning of Slayer Change and the 1500 magic damage that instantly kills you at the end. You have to have 20 or more Potions of Power (or even more, if you're not using the Wand of Lightning trick), probably via item duplication, and you need to be near an area transition. Begin Slayer Change, enter the new area to force the game to auto-save, then load the auto-save. Drink a Potion of Power, force another auto-save by entering the next area, and load up the auto-save again to refresh your aura, allowing you to drink another Potion of Power. If you drink enough potions before the end of Slayer Change, you'll survive the 1500 damage. You will therefore be able to sustain the Slayer form indefinitely. [/spoiler] Reform Party trick, documented here Author: @semiticgod [spoiler] You can temporarily kick characters out of the party to get enemies to ignore them at critical times. Certain spells like Abi-Dalzim's Horrid Wilting, Slow, Greater Malison, and Dragon's Breath will have no effect on neutral critters, so if you kick out a party member before such a spell is about to hit, the spell will fail completely. Enemies will also avoid attacking neutral critters, which means you can get party members out of dangerous situations merely by booting them from the party. The enemy will ignore them until they rejoin the party. If you turn the main character invisible and remove everyone else from the party, you can walk the whole group right past any number of enemies in complete safety while only using a single invisibility spell or potion or Protection from Undead scroll. Single-target and non-party-friendly spells will still hit, however, as will arrows in midair. This means that the Reform Party trick can't rescue party members from all dangers. A character who dies while outside the party cannot be resurrected, so it's not wise to use this trick when a character is close to death. Unlike other escape options, the Reform Party trick can be done at any time, regardless of aura, even when the whole party is disabled, or even during an enemy mage's Time Stop spell. [/spoiler] Item Swapping for Disabled Characters, documented here Author: @Pantalion Brief Description: [spoiler] In the IE games, you cannot access a disabled or charmed character's inventory, but EE allows you to add items to their inventory, if not remove them. However, you can force a disabled character to let go of an equipped item if you replace it. For example, if you need to land an Arrow of Dispelling to cure a feebleminded party member, but they have the Boots of Avoidance equipped and therefore have +5 to AC vs. missiles, you can use an extra pair of boots to remove them and make it easier to land the Arrow of Dispelling. [/spoiler] Spell Trigger Trick, documented here Author: @histamiini Brief Description: [spoiler] You can prevent offensive Spell Triggers from breaking invisibility simply by choosing the caster as the target. Since the game considers spell triggers to be single-target spells, they don't break invisibility when cast on self. This allows you to launch three Death Fog spells, say, without ever becoming invisible. [/spoiler] Nazramu Gold Exploit, documented here Author: @semiticgod Brief description: [spoiler] If you have 20 reputation and 20 Charisma, you can repeatedly sell items to Nazramu and buy them back at a net profit because his buy and sell markups are so close together. Fully-charged Wands of Monster Summoning have the highest value and are therefore the fastest way to gain gold using this trick. This is also possible with the Temple of Sekolah in BG2, unless an update closed the exploit. [/spoiler] The list of still-functional tricks continues on this post. You can find the list of pre-EE and pre-update tricks here.

Unofficial Baldur's Gate III FAQ

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This FAQ is organized from the data revealed by BG III's developers. It is in no way an official FAQ. A link to the Official FAQ will be added in this post as soon as one is available.

Notice that right now this post is not formatted in any way being a work in progress

Feel free to offer facts and suggest changes both to the questions and the answers presented here. As more facts becomes known I may divide the questions into categories.



FAQ


Q. Who is developing Baldur's Gate II
A. The game is being developed by Larian Studios the same developers of Divinity Original Sins games


Q. When will it be released?
A. Baldur's Gate is expected to be released in 2020


Q. What's the Official Baldur'a Gate III home page?
A. https://baldursgate3.game/


Q. Will it be a 2nd Edition Advanced Dungeons & Dragons game?
A. No it will be using the latest rules 5th Edition Dungeons & Dragons.


Q. Will it be a direct continuation of Baldur's Gate I & II?
A. No. It will be a direct continuation of the tabletop Modules Murder in Baldur's Gate and Descent into Avernus.


Q. When does it take place?
A. The game takes place 100 years after Baldur's Gate II


Q. Where does it take place?
A. You start close to the city of Baldur's Gate.


Q. How powerful is your character? Do you start at epic level?
A. No. This is a new story. You start at level 1.


Q. Does it add changes to the PnP Rules?
A. Developer's interviews suggest that changes will be introduced. What will be changed and how is currently unknown.


Custom Soundset per BG2:EE

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Aedan wrote: »
Penso che una versione di questa mod per BG2EE sarebbe particolarmente apprezzata, visto che i sound set disponibili sono davvero pochi.
Potevo lasciare questa richiesta inascoltata? Certo che si, ma non per sempre...

Ecco la mod gemella dell'altra per Icewind Dale: Enhanced Edition. Come al solito il merito maggiore va all'utente Smeagolheart e alla sua mod, io mi sono limitato a comporre dei soundest il più adatti al gioco possibile.

Per Baldhr's Gate, maggiormente votato alla trama, ho deciso di preparare due versioni della stessa raccolta, una seguendo la suddivisione della mod mentre un'altra con l'aggiunta dei commenti inerenti il luogo dove si trovano i vostri personaggi (dove possibile crearli).

BG2:EE versione Smeagolheart: Si tratta né più né meno della stessa creata per IWD:EE, con l'assenza, tuttavia, dei commenti "Rare Select", non presenti per le voci del personaggio nel gioco. Altre modifiche di cui vi accorgerete riguardano uno dei comandi in particolare, e sono motivate dal differente utilizzo di quest'ultimo rispetto all'altro gioco.

Link: https://mega.nz/#!oypERQYZ!oK9-oFJVXyHWYwKIrUTW43SGLZQj-AYj8GyY2Rs-uJA

BG2:EE versione con commenti: Data l'impossibilità di avere i sottotitoli necessari per questa versione ho deciso di non includerli del tutto, ma come ben sapete nel gioco esiste la possibilità di disattivarli completamente cosa che vi eviterà essere l'unico personaggio a non averli.

Link: https://mega.nz/#!Azo0CIYI!0efG80NqNc6a5GmWzt6LLHF83fr4Ej_GDoGfEvBkfPk
- Jaina Marefiero (World of Warcraft/Heroes of the Storm)
- Thrall (World of Warcraft/Heroes of the Storm)
- Cicero (The Elder Scrolls V - Skyrim)
- Falstad Granmartello (World of Warcraft/Heroes of the Storm)
- Sparachiodi (World of Warcraft/Heroes of the Storm)
- Johanna (Diablo III/Heroes of the Storm)
- Lyndon (Diablo III)
- Nazeebo (Diablo III/Heroes of the Storm)
- Valla (Diablo III/Heroes of the Storm)
- Urdnot Wrex (Mass Effect)
- Kharazim (Diablo III/Heroes of the Storm)
- Garen (League of Legends)
- Gul'dan (World of Warcraft/Heroes of the Storm)
- Ubriaco (The Elder Scrolls V - Skyrim)
- Bardo Donna (The Elder Scrolls V - Skyrim)
- Aela la Cacciatrice (The Elder Scrolls V - Skyrim)
- Elfa Maga (Warcraft III)
- Orchessa (The Elder Scroll V - Skyrim)
- Ashe (League of Legends)
- Drow Maschio (Sacred: La leggenda dell'arma sacra)
- Karma (League of Legends)
- Sivir (League of Legends)
- Nariko (Heavenly Sword)
- Sonya (Diablo III/Heroes of the Storm)
- Erik l'Assassino (The Elder Scrolls V - Skyrim)
- Druido Anziano (Warcraft III)
- Donna Focosa (The Elder Scrolls V - Skyrim)
- Drow Assassina (The Elder Scrolls V - Skyrim)
- Joshua Graham (Fallout: New Vegas)
- Veronica Santangelo (Fallout: New Vegas)

Buon gioco.

Exploring something new (an attempt to do an evil playthrough)

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It's not easy to find something new in these games when you have hundreds of hours in. But I plan to come back to BG, as "the realms call, and you go."

So, I've had an idea. What if I attempt to put more PRing into the run, and RPing as an evil character. Inspired by good runs by @BelgarathMTH, @Arvia , and others, I've decided to create an unusual for me group of characters, and will try to make decisions according to their ethics.

The main character will be a necromancer who can only scribe necromancy spells. All other spells can be cast from scrolls only. For the first level, she went with Larloch's Minor Drain and Chill Touch.

The group which will support the necromancer (neutral evil) consists of:
- a blackguard (chaotic evil)
- a cleric of Talos (chaotic evil)
- an assassin with points into Set Traps (neutral evil)
- a sorcerer (lawful evil) whose spell picks are spells which can be looked at as "evil". I'm not sure about exact spell choices, but Blindness, Spook, Chromatic Orb descriptions suit the evil ethics. In the same way, clerics' Command literally makes enemies "die" (sleep)
- the final party spot will belong to NPCs so that I could complete quests

I won't use "good" cleric spells, such as Cure Wounds. So healing is only possible via potions and spells like Larloch's Minor Drain (thanks to @Tresset's quick fix from here). But I think I can use spells like Protection from Fear - evil characters shouldn't be affected by Fear (as the blackguard kit ability confirms).

If you have further ideas about how to pursue evil ethics in terms of spells, I'd be happy to listen.

Meet Mara, Czernobog, Eruína, Grim, and Nav'. All stats are taken "as is" - no adjusting, which helps create realistic stats. As a consequence, my blackguard will need Dex bracers, and my sorc has the second highest STR in the group.
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With 50 points in Set Traps, Grim managed to set a trap next to Fuller. Mara saw the room was full of chests with potentially important weapons and Fuller carried a nice armour himself. A backstab from Grim failed, but Command worked, while Spook affected the Watcher nearby. Mara's Chill Touch finished the Watcher (because he was shredded to ice pieces all the items were lost), while Fuller didn't recover from his sleep.
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I already can feel the difference - this is the first time ever I used Chill Touch! And the party reputation is 3.

Blindness helped against lone but hard-hitting animals.
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Tarnesh failed his saving throw against Command, with Poison Weapon already activated by both Czernobog and Grim, and Spook flying his way.
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No help for Joia. Turns out she says "I'll find help elsewhere" and just leaves, letting you loot her chests.
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Marl hit hard in melee, so Eruína frightened him with Spook.
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Party level: 1
Party reputation: 3
Reloads: 0
Mods: SCS (full), IWD voice sets: they are awesome, and provide a lot of lines suitable for evil characters. "The silent blade cuts best!"

Cult of Eyeless quest - bug?

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Can someone please advise me here? It's my first BG2 (EE) playthrough and it looks like Eyeless Cult quest is not starting properly for me. When I enter Temple District, Gaal preaches to the crowd but after that nothing happens. I only have "Cult of the Eyeless?" entry in my journal and that's it. No NPC approaches me after Gaal's speech so the quest isn't started. Additional info: My PC is Lawful Good, not a cleric. In the sewers I can't exit to the NW compound (that is expected without the quest). I have found Kheldorn and picked him up. I have tried 2 times from a fresh start - result is the same. As for mods - I have The Baldur's Gate II Tweak Pack v16 installed and that's it. What might be the problem? Is it a bug? Can it be worked around somehow?

[Mod] An "Unseeing Eye" Quest Bug fix

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I ran across this bug recently: I have a multiple stronghold mod. When I went to the Temple area for the first time, Gaal did his rousing speech as per usual but no priest came to talk to me. My character's alignment is good so I was expecting the Lathander representative to approach me but he was nowhere to be found. I tried looking for the default Helm representative but he was nowhere to be seen either. So then I went on Google and began a quest for this bug fix. I tried to CreateCreature for the various priests but they were unresponsive. CreateCreature was a little problematic also, because I wasn't sure what the names for all the priests were. I also tried to use the EE Keeper with marginal success. I finally ran across a post in a PocketPlane forum that was the exact fix I needed. It uses the CLUAConsole CreateCreature but with a little twist: you must add a "bh" in front of their creature title. High Mornmaster Arval - "bharval" for good characters High Watcher Oisig - "bhoisig" for neutral characters (or default with no mods and you're not a priest of Helm) Stormherald Nallabir - "bhnalla" for evil characters So I am posting this in case anyone else might need it.

Clara lives????

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So, I went into Dragomir's Tomb with the express purpose of being able to walk into the Copper Coronet without. Being pestered. About a treasure. In a tomb. So I went in and, long story short, Hexxat spoke to me before she killed Clara, I got her to attack, killed her, and Clara was still standing there. I spoke to her, she rejoined, but did so in her possessed voice, saying we must complete the quest. I brought her back in and immediately saved. Has anyone else seen this?

Thinking about buying these games but....

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I am thinking about buying some of these games. However, the Baldur's gate style games cannot be played due to an extremely poor explanation on how to do anything in them. Nothing about how to use and play the game has been explained at all. and require someone to explain every basic in detail through a voice chat.

Could someone contact me on Discord and answer me the massive list of how to questions for any of these games so they become playable. which in turn is when I will buy them..

My Discord name is: TL Gamer#7250 (Send me a friend request saying what game you are contacting me about)

Thanks in advance

Please note: Questions about what the problems are, will not be posted, replied to, or addressed by me in this thread.

Duplicate Helm of Balduran in Irenicus' Dungeon

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I tried to see if this has been discussed before and couldn't find any threads, but if one does already exist that I've missed I apologize in advance.

I started yet another new game yesterday beginning with Baldur's Gate 2 instead of running through the original again, and I decided to make a single extra custom party member. I began by setting up Gorion's Ward as a Berserker with mastery in Quarterstaffs and specialization in Two-Handed Weapon Style, and dual classed into a Druid at level 9 (putting proficiency points in Spear and wrapping up Grand Mastery with Quarterstaffs) on a roll of 91 (skipped over a 94 with 18/93 strength after over an hour of rolling... almost jumped out the window), then went to 'create party' and only added a single character; a Cavalier specialized in Two-Handed Swords, Bastard Swords and Two-Handed Weapon Style with future points currently intended in Two Weapon Style and possibly Halberds. I never played as a Druid before, and wanted to have a party established to include Edwin, Viconia, Korgan and Jan, swapping out Viconia in second and third chapters prior to heading to Spellhold as needed to complete other character-specific quests, but very much wanted this party to include a Paladin of some sort, and since Keldorn isn't a long-term option with these characters I decided to include a custom one.

So to the point, while going through Irenicus' Dungeon I first noticed that there were two copies of Varscona along with a single Longsword +1 which is something I've encountered nearly every time I've included a second custom character, which I have always assumed was a bug? But this time there was a new one for me; upon searching the drawers in the room between the dryads and the portal, I discovered two copies of the Helm of Balduran!

Is this a known issue, or is this intentional, perhaps because of the way in which multiplayer mode was necessary to add custom characters in the original? Whatever the case, I assume it is because both of my custom characters were of the fighter type classes, I was extremely pleased with this discovery! The Helm of Balduran has always been by far one of my most favorite items in either game, in terms of its status as a relic and the history behind it, the stat bonuses it grants, and the way it makes your character miniatures look. I'd always wished I could have two, to outfit two fighter type classes in similar 'uniform' and would settle for Gift of Peace since it has a similar appearance. Now that I have both my Berserker / Druid and my Cavalier outfitted with the same awesome helms, I am thoroughly satisfied!! Might just do this every time I start a new game even if I don't intend to continue using a second custom character, just to get the second copy of the helm before removing them from the party. It is pretty cheap, and definitely breaks the role-playing immersion, but for me its worth it.

Tradução do IWD esta 98.90%, e esta parado a 3 meses!

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Alguém poderia esclarecer o que esta acontecendo? qual o problema? Ou até informar os administradores sobre esta tradução praticamente finalizada? Não consigo entender faltando apenas 1.10% para terminar a tradução, resolveram parar. tem três meses que não alteram mais a tradução. O que esta havendo/acontecendo? Tenho varios amigos aqui que não falam outros idiomas e somos de uma comunidade de RPG em "Belém-Pará-Brasil", e estamos esperando esta atualização (Falta apenas 1.10% do texto ser traduzido), eu comprei o IWD e aguardo a tempos esta tradução. Brazilian Portuguese (Female) = 100% Brazilian Portuguese = 98.90% Fonte: https://translate.baldursgate.com/projects/9

[v1.9.7] Shadow Magic

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SHADOW MAGIC

  • Link to mod page at my site: https://artisans-corner.com/shadow-magic/
  • Note: this mod is only compatible with versions 2.0+ of BG:EE, BG2:EE and IWD:EE.
"There is a dark secret hidden within the walls of Candlekeep, forbidden to be spoken of among the scribes and monks even in hushed voices. A well of shadow magic, fueled by darkness and loss, shunned by most practitioners of the arcane arts. Such powers originate from the realm of the Shadow Weave, the distorted mockery of Mystra's Weave created by Shar, the Nightsinger. So obscure is this power that most are unaware of its existence, and those that know of it refuse to acknowledge it due to its dark origins. However, the seductive whispers of this power has called to you, an apprentice mage who had barely mastered your first cantrip, since a young age, deep beneath the great library. When the voices became too much to resist, you snuck into the depths of Candlekeep in the dead of night, where unwanted and dangerous secrets are left to rot. Inside of a once-sealed chamber stood a strange fountain, an open wound in the Prime Material Plane through which the energies of the Shadow Weave bled. As soon as you touched the eerie yet beautiful strands of magic that flowed from the wound, you felt an awakening as your connection to the Weave was severed and the power of Shar's dark Weave coursed through you in its place, bestowing upon you a magic that few are gifted with. As you matured, the growing magic within you developed a symbiotic connection until it became one with your very being, and the power of the Shadow Weave became subservient to your will. Gorion and your tutors grew wary of the strange magic that you wielded, though they never learned of the source. Though you knew the dangers of toying with Shar's domain were great, the temptation of such a little-known power in your hands were a thousand times worth the cost."
- biography of a shadow adept Bhaalspawn

Component 1: SHADOW MAGIC MAIN COMPONENT

The Shadow Adept is a mage kit with a completely unique spell selection with 100+ new spells to choose from. A lot of them are copies of existing spells but there are quite a few relatively unique ones in there. A list of spells with descriptions can be viewed here.
SHADOW ADEPT: Shadow adepts hurl themselves into the abyss of the Shadow Weave, immediately acquiring all the gifts available to casual students and discovering secrets unavailable to all but the most dedicated. Advantages: – Hit Die: d6 – May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, is killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. INTELLIGENCE: Bonus spell slots WISDOM: Increased spell duration CHARISMA: Bonus saving throws and elemental resistance – Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light, permanently gaining infravision and immunity to blindness. – May cast one additional spell per level. – +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. – 4th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds self with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. – 5th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. – 6th level: May use Find Shadow Familiar. This ability is only available to the protagonist. FIND SHADOW FAMILIAR: The shadow adept may, once in their lifetime, bind a creature from the Plane of Shadow to them permanently, sacrificing four points of Constitution (which gradually recovers over several weeks) to summon a shadow familiar. – 14th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of self out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and caster level while in daylight. – -2 penalty to saving throws against spells of the Invocation and Alteration schools. – May not learn or use spells from the Weave. – Alignment restricted to non-good. Prime Requisites For Dual-Classing: Intelligence, Charisma

OPTIONAL: ALTERNATE SPELL COSTS

This required subcomponent allows the installer to choose the resource cost that Shadow Weave magic uses. The options are:
  1. Drain Constitution (cost = spell level, lasts 3 rounds)
  2. Current Hit Points (cost = spell level*2)
  3. Maximum Hit Points (cost = spell level*2, lasts 6 rounds, current hit points do not recover)
  4. No cost

SORCERER KIT: SHADOW DISCIPLE

The main component also adds the Shadow Disciple kit, the sorcerer variant of the shadow adept with the same abilities.

BARD KIT: NIGHTSINGER

The main component also adds the Nightsinger kit, a bard that uses shadow magic.
NIGHTSINGER: A rare class of bards that choose to study the power of the Shadow Weave gain access to its dark powers, bestowing upon them a dirge capable of cursing their enemies. Advantages: - The Nightsinger's Bard Song, "Dirge of Despair", curses their enemies, reducing their morale and saving throws. 1st level: -1 penalty to THAC0, damage and saving throws, lowers morale 11th level: -2 penalty to THAC0, damage and saving throws, lowers morale 21st level: -3 penalty to THAC0, damage and saving throws, lowers morale - May use Shadow Magic. SHADOW MAGIC: Spells of the Shadow Weave are usually more powerful than regular magic, but drains the caster's life force. When a spell is cast, the shadow adept must make a Save vs. Death at a modifier equal to the spell level (e.g. -1 for 1st level, -9 for 9th level) or temporarily lose Constitution equal to the level of the spell cast for 3 rounds. If the shadow adept's Constitution reaches zero, they are killed instantly. The Shadow Weave is a mysterious and dark entity, far more alien and harder to control than that of Mystra's equivalent. As such, a great amount of mental acuity is required in order to master shadow magic. High intelligence, wisdom and charisma benefits those who choose to stray into Shar's domain. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - +2 bonus to saving throws against spells of the Enchantment, Illusion and Necromancy schools. - 6th level: May use the Shield of Shadows ability once per day. SHIELD OF SHADOWS: The shadow adept surrounds themselves with a barrier of purpleblack force. This shield of shadows functions like a shield spell, setting their armor class to 4 (2 against ranged weapons) and absorbing magic missiles cast at him for 1 hour per 2 levels to a maximum of 9 hours. From 8th level onwards, the shield of shadows also grants +4 to saving throws vs. death and +1 to all other saving throws. - 7th level: May use Shadowstep once per day. Gains one use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow adept cannot attack or use spells while in the Shadow Plane. - 18th level: May use the Shadow Double ability once per day. SHADOW DOUBLE: The shadow adept creates a copy of themselves out of shadowstuff. The copy is at 60% of the caster's level and has all the spells and abilities that the caster would have at that level. Disadvantages: – Suffers a -2 penalty to casting speed and casting time while in daylight. - -2 penalty to saving throws against spells of the Invocation and Alteration schools. - May not learn or use spells from the Weave. - Alignment restricted to Lawful Neutral, True Neutral, Chaotic Neutral or Neutral Evil.

ITEM PACK

The main component also adds several items that are exclusive to the shadow adept. Some can be found in BG1+SoD and all can be found in BG2. Some items require the shadow adept to have a secondary class in addition to the kit itself. Bear in mind that the quest component is required for a few of the items to show up in-game in BG:EE.

FAMILIARS

The shadow adept has the ability to summon a familiar at 6th level. The shadow adept's familiar has a few differences in strength and function compared to a mage's familiar but mostly imitates vanilla familiar behavior. Familiars and their abilities may be viewed here.

Component 2: SHADOW MONK

SHADOW MONK: Little is known about the secretive order of shadow monks, other than the fact that they draw upon the power of the Shadow Plane to wield dark ki. They are masterful assassins, manipulating powerful illusions to their advantage and skilled at striking from the shadows, but their ritualistic training has taken a toll on their physical stamina. Advantages: - +1 bonus to Dexterity. - Gains the Darkvision innate ability. DARKVISION: The shadow adept is gifted with the ability to see in the dark even better than in light. They permanently gain infravision and immunity to blindness. - Gains the Life-Drain innate ability. LIFE-DRAIN: Shadow monks channel the power of the Shadow Plane into their fists, gaining bonus effects based off of their level. 1st - 9th level: Drains 1 hit point on hit. 10th - 19th level: Drains 2 hit points and lowers target's strength by 1 for 2 rounds (save vs. death to avoid strength drain) 20th level onwards: Drains 3 hit points, lowers target's strength by 1 and 20% chance to drain one level permanently on hit - Has a backstab multiplier of x2. Increases to x3 at 11th level and x4 at 21st level. - 3rd level: May use the Shadow Pool ability. SHADOW POOL: Shadow monks wield the power of the Shadow Plane and can manipulate it in order to cast a limited amount of Shadow Magic. The shadow monk must first spend one round drawing energy from the Shadow Weave then cast the spell. The shadow monk's concentration may be disrupted during the channeling or the casting time. Level 1 (3rd, 6th, 9th, 12th levels): Shadow Missile, Blinding Darkness, Shadow Veil, Decoy Level 2 (7th, 10th, 13th, 16th levels): Dark Mirage, Black Mist, Ghostly Visage, Shadow Walk Level 3 (11th, 17th, 23rd levels): Shadowblast, Lifedrinker Touch, Shadow Comets, Impose Level 4 (15th, 21st, 27th levels): Fireshield (Shadow), Shadeskin, Summon Shadow, Shar's Blessing - 5th level: May cast Shadowstep once per day. Gains an additional use every 5 levels thereafter. SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while others are frozen in time. The shadow monk cannot attack or use spells while in the Shadow Plane. - 12th level: May cast Shadow Door once per day. Gains additional uses at 16th and 20th level. - 15th level: May use the Deathstrike ability once per day. DEATHSTRIKE: The shadow monk teleports to a chosen target and turns invisible for one round. Their next attack within one round is a guaranteed critical hit and drains six levels from the target. Disadvantages: - Hit Die: d6 - -2 penalty to Strength. - -4 penalty to Constitution. - Alignment restricted to non-lawful and non-good. - Uses the shadowdancer's high level abilities table instead of the fighter's, with the exclusion of Use Any Item. - May not use the Lay On Hands ability. - May not use the Stunning Blow ability. - May not use the Quivering Palm ability.

Component 3: QUESTS & ENCOUNTERS

Kryn Darkflame is a Shadovar mage of Thultanthar, the Shade Enclave. He is in the grounds of the Friendly Arm Inn and serves as a merchant of magical wares including many Shadow Adept-exclusive items. Finding and dealing with his missing apprentices will net the player a sizable reward. Spoilers on items and their locations can be found here.

Games for free

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Pensavo di aprire una discussione in modo che ognuno potesse segnalare le offerte a tempo che le varie piattaforme offrono. In passato sono riuscito ad accaparrarmi: Neverwinter Nights Diamond, Dungeon Keeper, Dungeons 2 e Assasin's Creed III giusto per citare qualche titolo. Oggi segnalo Mount & Blade su GOG free per 48 ore :)

Zaram Maldovar's Ill-Fated No-Reload Journey (Attempt #2: Constantine the Necromancer)

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So I'm going to try my hand at the basic No-Reload challenge (no-reload rule still applies but I'm not adding tactics mods or turning the difficulty above Core Rules)

I am however giving myself my own little set of rules
1. The Standard Rule: At no time am I allowed to reload the game with the obvious exception of when I am coming back to the game. If a party member gets chunked, I have to find a replacement and if I die then it's game over.
2. Reincarnation: If I die (and let's face it I will) I am not allowed to play the game using any of the characters from my previous failures; dead incarnations of Charname shall remain dead and I am required to create a new character each time such a death occurs.
3. Glitch Clause: If a Glitch Occurs in the game that I cannot fix using cheat codes (such as the Invisible Keldorn incident) I am allowed to reload under this circumstance and ONLY under this circumstance.

Ort für die Quest Todesfälle in den Umarhügeln nicht da

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Ich habe folgendes Problem im 3. Kapitel. Und zwar komme ich bei der Quest Todesfälle in den Umarhügeln nicht weiter. Ich habe jetzt alle offenen Queste erledigt und kommt aber nicht zu diesen Tempelruinen im Norden, so wie es auch in dem Brief steht, den ich im Spiel auch gefunden habe. Leider wird der Ort nicht auf meiner Karte angezeigt, obwohl dort stand das dieser nur auf meiner Karten angezeigt werden sollte. Kann man da irgendwas manuell machen oder kann ich von vorne anfangen?

Bought Game in Mac Os Store, now use on Windows?

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Hey Guys,
I bought Baldurs Gate EE, Baldurs Gate 2 EE and Siege of Dragonspear on my Mac in the Mac OS Store like three or four Years ago. Now i bought a Pc with windows on it and id like to play those Games on it, too. There I didnt buy it from Beamdog i cant just download it there.
Is there any way to get a windows Version without buying all these Games again (Im only 16, so like 80-90 Euros arent that less for me)? Maybe a way to get a steam key or to install it from beamdog? It would be okay, but unprefered to lose my SaveGames and Characters, there I dont have any uncompleted story at the moment.
Thanks for your help :)

Extra Expanded Enhanced Encounters! Module Download

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Extra Expanded Enhanced Encounters! Module Launch! ___________________________ Lots Of Items! Xan's New Groove! The Fire Drake! Gnolls Gnolls Gnolls! Bears Bears Bears! Bimmy's Badgering Bandits! Daenni's Bridge Bandits! Melia Quicknight, Crossroads! Undercity Magma Bulwark Encounter; Red Skeleton!-(U.M.B.E.R.S.) To Install: Unzip the .zip file into the Baldur's Gate: Siege of Dragonspear file directory (Copy The Picture): Run Modmerge at least once (enables module to work). Then run the Setup-ExtraExpandedEnhancedEncounters.exe. Enjoy Christmas Everyone! Special thanks to @Arunsun @CamDawg @Gwendolyne @Ardanis @AstroBryGuy @mlnevese for mostly technical help with WeiDU and support.

[MOD][BETA] Tome and Blood: More Options for Wizards and Sorcerers

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Tome and Blood v0.70 is now available for download.
Tome and Blood is the largest arcane magic mod for the Infinity Engine games. The current version of Tome and Blood boasts reworks for all existing Mage and Sorcerer kits, five original and unique Sorcerer kits, and nine mechanics tweaks directed at arcane magic and associated systems.
The current release of Tome and Blood offers the following features. A more comprehensive readme is available online here (Chrome only) or as a pdf file attached to this post. REVISED SPECIALISTS This component revises the Specialist Mage features to emphasize the unique specialties of each school of magic, and establishes Necromancy as the only prohibited school of magic. Each type of specialist now automatically gains spells of their chosen school, as well as protection against the magic they typically wield. REVISED DRAGON DISCIPLES This component expands Dragon Disciples to include the various other types of dragons, rather than just fire dragons. There are four Dragon Disciple kits, each one dealing with a specific element tied to several different types of chromatic and metallic dragons. MAGUS This component introduces the Magus kit for Sorcerers, which blends martial prowess with arcane knowledge. FAVOURED SOUL This component introduces the Favoured Soul kit for Sorcerers; Favoured Souls trace their sorcerous powers to the gods, and thus gain access to spells usually beyond the reach of Sorcerers. REVENANT DISCIPLE This component introduces the Revenant Disciple kit for Sorcerers, which represents Sorcerers who can attribute their powers to some undead ancestor. SYLVAN DISCIPLE This component introduces the Sylvan Disciple kit for Sorcerers, which is for Sorcerers who develop their mystical powers due to some long-forgotten intermingling of mortal and fey. AMORPHOUS DISCIPLE This component introduces the Amorphous Disciple kit for Sorcerers, a kit for Sorcerers with the foul ichor of oozes running through their veins. INNATE FIND FAMILIAR This component makes Find Familiar an innate ability for all Mages and Sorcerers. ARMORED CASTING FOR BARDS This component enables Bards to cast arcane spells while wearing Leather and Studded Leather armors. ARCANE CRAFTING This component grants Mages and Sorcerers the ability to use their powers to craft magical items, such as wands, potions, and scrolls. CANTRIPS Cantrips are minor magical effects that Mages and Sorcerers can manifest at will. This component offers two options for cantrip systems: innate and first level. Innate cantrips are minor abilities that are usable once per six seconds. First level cantrips revises all first level spells and allows them to recharge upon use. Both components offer Mages and Sorcerers the ability to never run out of spells. SPELL TWEAKS This component revises various spells in order to balance the list of spells available from each school. Some spells have been moved to different levels or schools and some are more extensively affected. METAMAGIC This component changes certain metamagic-type spells into innate abilities and revises the various magical protection defenses and counters. ABILITY SCORE BONUSES This component provides bonuses to Mages, Sorcerers, and Bards with sufficiently high primary attributes. These bonuses include low level spell slots, and, for Sorcerers, caster level bonuses. SPELL SELECTION DIALOG This component fundamentally changes the way that Sorcerers learn new spells. Instead of selecting spells during character creation and at level-up, Sorcerers are now granted an innate ability (Spell Knowledge) that emulates the spell selection screen through a dialogue menu.
INSTALLATION In order to install this, simply extract the attached TomeAndBlood.rar file to your data/00### folder and run SetUp-TomeAndBlood.exe. If you have an existing version of TomeAndBlood, it is strongly encouraged to completely uninstall the old version before installing this version.
KNOWN BUGS A list of known bugs is available here. If you encounter a bug while playing this mod, I encourage you to report it in this thread with important details so that I may attempt to fix it. [spoiler] v0.7 None to my knowledge. Go out and find some! [/spoiler]
CHANGE LOG A list of all mod version changes is available here. [spoiler] Version 0.7 - Total overhaul of all existing components. - New Feature: Added the Ability Score Bonuses component. - New Feature: Added the Level One Cantrips subcomponent. - New Feature: Added the Innate Familiar component. - New Feature: Added the Favoured Soul component. Version 0.62 - Specialist Mages: Fixed a bug where specialist mages were unable to use scrolls. - Arcane Crafting: Condensed all crafting abilities down to a single ability to reduce bloat. - Compatibility: Added compatibility for More Style for Mages. Version 0.61 - Spell Selection Dialog: Fixed an issue where this component was incompatible with certain mod installations. (This fix also fixes similar issues with the Oracle component.) - Specialist Mages: Fixed an issued where the component wouldn't install if Spell Revision v4 was detected. - Spell Tweaks: Added an installation requirement to prevent odd behavior. Version 0.6 - General : Overhauled the descriptions and systems used in this mod, with particular aim on making the mod content more modular (to allow for greater customization) and subtle (by adopting the styles of the non-mod content in class descriptions). - General : Extended compatibility to the non-Enhanced Editions where possible. Certain mod components now work with installations of BG2, BGT and TuTu, as well as the Enhanced Editions. - Dragon Disciples: Changed from 10 kits to 4, reflecting the four different elements of Dragon Disciple ancestors. - Spell Select through Dialog : Fixed the issue where the ability would loop at the highest known spell level. - Specialist Mages : Replaced the Specialist Kits component with @subtledoctor 's Specialist Mages component from Scales of Balance. - New Features: Incorporated the Metamagic, Spell Battles, Cantrips, and Spell Tweaks components from Scales of Balance into this mod. - Red Wizard Edwin : Removed the Edwin components, due to an overhaul of the specialist mage system. - Numerous small bugs and string fixes. Version 0.5 - Core Revisions: Fixed an issue where Dragon Disciples were using a d4 hit die rather than a d6. - Core Revisions: Fixed an issue with some strings erroneously showing the updated Sorcerer descriptions. - Armored Casting: Fixed an issue where Mages, Sorcerers and Bards (and all subclasses and kits) could not wear helmets. - Expanded Weapons: Fixed an issue where Mages were not able to equip arrows. - Oracle: Added the Oracles of Murder and Oracle of Eyes kits. Version 0.4 - Core Revisions: Conjurers now receive a d6 hit die. - Core Revisions: All Mages and Sorcerers are now able to obtain a Familiar. - Core Revisions: Now also removes Nahal’s Reckless Dweomer, Chaos Shield and Improved Chaos Shield from the spell selection menu. - Updated Schools: Dispel Magic is moved from Abjuration to General. - Arcane Crafting: Changes the number of charges on crafted wands. - Magus: Removed the bonus attack per round from specialization and at 7th or 13th level. - Mod: Fixed all compatibility issues with Pecca's More Style for Mages mod. - General: Fixed an issue where kit bonus spells were sometimes not being granted. - Core: Fixed text issues with the names of Brass Dragon Disciples. - Bloodlines: Fixed an issue where Sorcerers and Mages would have the wrong innates if the Bloodline Kits component was installed. - Oracle: Fixed an issue where Oracle bonus spells were sometimes not counted for spells known. - Oracle: Fixed an issue where Oracles of Life would not receive Cure Light Wounds. - Oracle: Fixed an issue where Oracles would still have the Declare Mystery ability, even after declaring one. - Oracle: Fixed text issues with the names of Oracles of Winter. - New Feature: Added the Specialist Mage Kits component. - New Feature: Added the Dynaheir, Xan and Edwin components. - New Feature: Added the Specialist Kits for NPCs component. - New Feature: Added the Bloodline Kits for NPCs components. - New Feature: Added Brew Potion and Recharge Wands to Arcane Crafting. Version 0.31 - Armored Casting: Fixed an installation error where Armored Casting tried to update bloodlines that hadn't been installed yet. - Oracle & Magus: Fixed the bug in which Oracle and Magi paperdolls were not properly displaying armor. - Oracle & Magus: Fixed a bug where Oracles of Battle and Magi would not suffer a THAC0 penalty from wielding weapons they were not proficient in. - Magus: Fixed a bug that prevented the Magus from choosing spells during level-ups or character creation and from using scrolls. Version 0.3 - General: Updated class descriptions for all kits (existing and mod) - Core: Replaced the Dragon Disciple's Breath Weapon with a +1 Armor Class. - Core: Revised opposed schools and specialists. - Core: Incorporated Divination spells into Generalist and removed Diviners - Core: Allowed Dragon Disciples to choose a draconic ancestor. - Bloodlines: Removed Bloodline Sorcerer kits from character creation and allowed a Sorcerer to now declare a bloodline. - Bloodlines: Added the Amorphous Sorcerer [Ooze Bloodline]. - Added the Spell Select through Dialogue component - Added the Updated Spell Schools component. - Added the Armored Casting component. - Added the Universal Weapon Usability component. - Added the Oracle component. - Added the Magus component. - Added the Arcane Crafting component. Version 0.2 - Renamed to Tome and Blood - Significant balance revisions to Mages, Specialists, Sorcerers, Dragon Disciples and Bloodlines. - Changed specialists to have 2 opposed schools. - Allowed Gnomes to become Sorcerers and Dragon Disciples. - Allowed Mages and Sorcerers to use Crossbows and Clubs. Version 0.1 - First public release (as Sorcerous Bloodlines) - Added 8 new bloodlines (Eldritch, Celestial, Fiendish, Stormborn, Rimeblooded, Groveborn, Sylvan and Revenant). [/spoiler]
Ideas, criticism and comments always appreciated. Have something you would like to see in this mod? Suggest it in the thread and I'll see what I can do.

Android Modfile BG1EE v1.3.2070 & 2.5.17.0

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@Guyfives, give this a go. I essentially put together Unfinished Business, some convient mods and some item mods. Below will list the mods themselves used but the WeiDU.log will tell you the components of the mods that have been installed. == BG1EE 1.3.2070 (Android) == BG1 Unfinished Business Companion Animals - Druids Gets Pets as well, Name of Pet - 'Slasha' Chatty Imoen Wandcase Thrown Hammers Distingustable Clubs Barbed Club of Pain Convinient Ammunition Short Sword of Backstabbing Ioun Stone of Charm Protection More Style for Mages Tweaks Anthology aTweaks One Pixel Production v4.0.1 Smart Avatar and Armour Switching To install the mod: - Download the files to your device. - place 'BG1EE 1.3.2070 Android ModFile.zip' into the following folder: 'Android/data/com.beamdog.baldursgateenhancededition/files' - The Android File Manager you are using will determine the way to unpack the file, but unpack the file into the root of it's current folder keeping the file structure so you will end up with something like: 'Android/data/com.beamdog.baldursgateenhancededition/files' 'Android/data/com.beamdog.baldursgateenhancededition/files/override' (folder) 'Android/data/com.beamdog.baldursgateenhancededition/files/save' (folder) 'Android/data/com.beamdog.baldursgateenhancededition/files/baldur.ini' (File) 'Android/data/com.beamdog.baldursgateenhancededition/files/lang-en_US.zip' (File) and any other folders you may already have like portraits etc. - Delete or move 'BG1EE 1.3.2070 Android ModFile.zip' to another folder on your device (as a backup) You are now ready to test, if the game crashes, then make sure you have moved the modfile as it will clash with the unpacked mod. If the game plays, then you are good to go. Happy Gaming Gus Edit: Updated for 2.5.17.0 in a comment below

Lower Reaches - Fireball fails to destroy 6 gibberlings

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why would a fireball from a wand of fire fail to destroy utterly a group of 6 gibberlings in the Lower Reaches below the Cult of the Unseeing Eye as part of the retrieval of the first half of the rod.?

lettuce go back to Baldur's Gate 2: Shadows of Amn (original; sold 100,000+ copies) and either:
A. leave it there
or
B. call the original coding team to make any upgrades or improvements "if necessary" because

"if there's a problem with a fireball and 6 gibberlings, there are 1000 other problems"

a Fireball does 6d6 pts of damage

the lowly gibberling only has 8 hp

"2 out of 6 gibberlings were still alive with 1hp or something"

the game is unplayable.

update

apparently, 4 of them were mutated gibberlings at 16hp
low and behold 2 of them rolled crit 20 and made save vs. wand for 1/2 dmg
with their lowly saving throw value of 16 save vs. wands
I think you need to roll 17 or higher to make the saving throw rolling a d20
"it's a gibberling. it's not going to make the saving throw."

record

Mutated Gibberling: takes 23 fire damage
Mutated Gibberling: Death.
Gibberling: takes 19 fire damage fr
Gibberling: Death.
Gibberling: takes 29 fire damage fr
Gibberling: Death.
Mutated Gibberling: takes 26 fire damage fr
Mutated Gibberling: Death.
Mutated Gibberling: Save vs. Wand: 20
Mutated Gibberling: takes 15 fire damage fr
Mutated Gibberling: Save vs. Wand: 20
Mutated Gibberling: takes 13 fire damage fr
The Party has gained experience: 15
The Party has gained experience: 35
The Party has gained experience: 35
The Party has gained experience: 15

remaining Mutated Gibberling: takes 8 missile damage fr
Mutated Gibberling: Death.
The Party has gained experience: 15

remaining Mutated Gibberling: takes 3 missile damage fr
Mutated Gibberling: Death.
The Party has gained experience: 15

PS
Do You Know What a DUNGEON MASTER Looks Like.?


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