mass import rest artikels

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showonlyimage = false
draft = false
image = "/img/articles/apogee_logo.png"
image = "gif/apogee_still.gif"
imageActive = "/gif/apogee.gif"
date = "2007-03-30"
title = "Apogee's Legacy"
tags = ['Apogee']
@ -51,7 +52,7 @@ Watch the first few minutes of well-known Apogee games in these Compilation vide
- Mystic Towers
- Raptor
{{< youtube "bQ7-dduMz1E&t=229s" >}}
{{< youtube "bQ7-dduMz1E&t=6s" >}}
<br/>
{{< youtube "MFd7L_cddrQ" >}}

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date = "2007-03-30"
title = "Arcanum: the Review"
tags = ['Arcanum']
game_name = 'Arcanum'
game_genre = 'PC RPG'
game_release_year = '2001'
game_developer = 'Troika Games'
weight = 0
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showonlyimage = false
draft = false
image = "/img/games/ArxFatalis/title.jpg"
date = "2007-03-30"
title = "Arx Fatalis: the Review"
tags = ['Arx Fatalis']
game_name = 'Arx Fatalis'
game_genre = 'FP RPG'
game_release_year = '2002'
game_developer = 'Arkane Studios'
weight = 0
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<img src="/img/Guides/ArxFatalis.jpg"/>
Not many first person action Roleplaying games are well known, except the Ultima Underground series and of course the Elder Scrolls games. FP RPGs date back from Wizardry, Eye of the Beholder and Might & Magic (see Roleplaying Concepts), but none of those games actually enable you to swing with a sword in a real time fashion. The Gothic games utilize the third person camera angle, so the only games which might get remotely close to being Arx Fatalis are Daggerfall/Morrowind and Ultima Underworld.
What does Morrowind share with Arx Fatalis? Arx is a FP RPG, combat is basically hit- and run tactics, eurhm... I guess that's it! Not quite a lot indeed. It is safe to assume Arx Fatalis was meant to be Ultima Underworld III. As Wikipedia states, Arkane Studios couldn't get the proper license for the name, but in the end that doesn't really matter. Arx is a pure dungeon crawler, you will never see big open (and mostly empty) spaces as seen in Morrowind. You will never see more than 5 cities with enourmous amounths of NPCs without any realistic conversations. And that's good.
<img src="/img/games/ArxFatalis/screens/04_bow.jpg"/>
### Goblins and Trolls
Arx is the biggest (and human) city in the game. The game is built using separate levels: there are eight in total. Think of it as a gigantic cave, each with separate layers where other races live, fight and die. Arx is level 1, but you actually start at level 2. The story isn't super original: you are being helt captive in a goblin cell with no memory at all (hmm deja vu?) and end up helping the entire universe against mass destruction thanks to a obscure cult. (another deja vu? Ha!). Travelling between levels is a matter of descending stairs and staring at the loading screen. Each level is huge (really really huge) and you'll have to backtrack more than often, running to the troll city, helping some dwarves, etc. The quests in the game are rather (no, very) liniar, but the game itself gives you plenty of freedom what to do next. Although you can't access some area's before getting your hands on documents or a quest item, for example.
NPC Interaction is at the very least, weird. There are no dialog options to choose from, you just do what you're told to (and ask about yourself since you don't even know your own name). There are no alternatives in any way. The text scrolls rather slow and less important persons don't even have subtitles (since you don't interact with them: they say I'm guarding or go to x, without the need of having to reply something). Lip synchronization does not exist, it's rather a "mouth open, closed, open closed, open, ..." mechanic. Okay, the game is from 2002, so that doesn't bother me at all. The game engine is remarkably nicely done though. There are beautiful lightning effects and everything seems very streamlined. Except while killing enemies, the engine slows down for a second or two when a body falls to the ground. Very annoying if you're facing multiple foes!
<img src="/img/games/ArxFatalis/screens/05_stats.jpg"/>
### Game mechanics
The best part about Arx Fatalis is easily the world interaction. Just like in Ultima Underworld, your character has to eat occasionally. Combine a rope with a stick and you've got yourself a fishing rod, nice! Catch some fish, cast the Ignite spell on a fireplace and throw your fish into the fire. After a while, they'll be baked. You can also combine water with flour and put the dough in the fire which results into lumps of bread. Many more combinations are possible, from eating to repairing to brewing your own potions. The spell system is rune based: you collect different runes and at different spell levels, chain-casting runes form new spells. (Ha, a Vista rune!) Casting runes means drawing (2D) gestures on the screen. Be careful though, as the interpreter is very unforgiving and sometimes you'll have to try three times in a row to get it right. Thankfully, pressing SHIFT sets the spell in "pre-cast" mode, accessible via three quickslot keys.
Although melee combat is as clumsy as in all other first person RPGs ever made, ranged combat can be quite fun. You can vary your slashing with holding the direction keys but in the end it's just hit, run, hit, run, repeat. Mostly run, in the beginning. A good thing the character development system allows fighters to cast spells as it's skill based, not class based. You simply need to put enough points into mind, strength, or other key stats for your skills (casting, ranged, melee combat, sneaking, object knowledge, ...) to raise.
<img src="/img/games/ArxFatalis/screens/01_alchemy.jpg"/>
### Conclusion
Again, the best part about Arx Fatalis is exploring and the world itself. Sadly there is no auto map and the default map covers up the whole screen. There is a primitive journal present, but it'll rarely help you on your quests since it's not sorted or structured in any way! No option to add notes to quests or the map either...
All in all, Arx Fatalis is a very solid attempt at dungeon crawling in first person style. But roleplaying die-hards will have a hard time ignoring the sub-par interactions and story line. Nontheless, exploring Arx is fun and various Underworld-inspired concepts fit very well.
Review-Cat says: A welcome addition to dungeon crawling in real time. Better than Morrowind, even with it's shortcomings. really!.
**Addendum** - The latest 1.17 Patch fixes many major engine faults and crashes, and includes nice little additions such as auto sorting in the inventory (really needed) and apparently an auto-map (press R). Most important locations in the map are now automatically marked ("smithy", "throne room", ...). If they fixed the journal, kill engine slowdowns and the weird speech volume adjustments (maybe this is my PC? All envoirnment sounds overpower the speech - whichever option I try to finetune), the game would maybe be worth a 9. Of course the combat system and liniar story progressioin can't be that easily patched. But no mather, if I wanted to play a dialoge heavy RPG, I'd pick Planescape Torment or Fallout.
<img src="/img/games/ArxFatalis/screens/02_library.jpg"/>

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2007-03-30"
title = "Baldur's Gate 2: Mage Talk"
tags = ['Baldurs Gate 2']
weight = 0
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<p class='vspace'>Ever wondered whatever the heck those crazy Arcane spellcasters say every time they unleash one of their spells upon you? It's actually very simple and stands for the chosen spell's spell school (abjuration, evocation, ...). Male and female voices are of course different, and the pronunciations vary too sometimes (<em>Vita Mortis [Carero]/[Calia]</em>?). All formulaes are actually Latin, and Latin is often pronounced differently depending on the dialect. Here is a quick overview:
</p>
<div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_ill.gif' alt='' title='' /></span></div>
<div class='indent'>1. <strong>Illusion</strong><br /><em>"Veritas, Credo, Oculos"</em> = "The truth, I believe, with my eyes"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_illusion.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_alt.gif' alt='' title='' /></span></div>
<div class='indent'>2. <strong>Alteration</strong><br /><em>"Praeses, Alia, Fero"</em> = "Protecting, another, I bring this forth"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_alteration.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_necro.gif' alt='' title='' /></span></div>
<div class='indent'>3. <strong>Necromancy</strong>: <em>"Vita, Mortis, Careo"</em> = "Life, and death, I am without"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_necromancy.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_div.gif' alt='' title='' /></span></div>
<div class='indent'>4. <strong>Divination</strong><br /><em>"Scio, Didici, Pecto"</em> = "I know, for I have studied, with my mind"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_divination.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_abj.gif' alt='' title='' /></span></div>
<div class='indent'>5. <strong>Abjuration</strong><br /><em>"Manus, Potentis, Paro"</em> = "A hand, powerful, I prepare"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_abjuration.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_evo.gif' alt='' title='' /></span></div>
<div class='indent'>6. <strong>Evocation</strong><br /><em>"Incertus, Pulcher, Imperio"</em> = "Uncertain, beautiful things, I command"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_evocation.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_conj.gif' alt='' title='' /></span></div>
<div class='indent'>7. <strong>Conjuration</strong><br /><em>"Facio, Voco, Ferre"</em> = "This I do, I call, to bring you forth"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_conjuation.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><div class='vspace'></div><div><span class='rfloat'> <img src='/img/games/BaldursGate2/bg2_ench.gif' alt='' title='' /></span></div>
<div class='indent'>8. <strong>Enchantment</strong><br /><em>"Cupio, Virtus, Licet"</em> = "I want, excellence, allowed to me"<br /><a class='urllink' href='http://dl.gamesplanet.be/jefklak/BaldursGate2//bg2_enchantment.mp3' rel='nofollow'>Listen to the Spell School</a>!
</div><p class='vspace'>Thanks to <span class='wikiword'>DarkAsKnight3050</span> at <a target='_blank' class='urllink' href='http://forums.spellholdstudios.net/index.php?showtopic=17190' rel='nofollow'>Spellholdstudios</a>.
</p>
<p>All <a class='wikilink' href='/tags/baldurs-gate-2/'>BG2</a> related download links can be <a class='wikilink' href='tags/baldurs-gate-2/'>Found here</a>.<br />Audio recorded with <a target='_blank' class='urllink' href='http://www.techsmith.com/camtasia.asp' rel='nofollow'>Camtasia Studio</a> and converted with <a target='_blank' class='urllink' href='http://mmconvert.sourceforge.net/en_us/' rel='nofollow'>MMConvert</a>.

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2007-03-30"
title = "BG2/Infinity Engine Mods"
tags = ['Baldurs Gate 2']
weight = 0
+++
<img src="/img/articles/InfinityEngineMods.jpg"/>
A few days ago, Obsidian's modular Roleplaying game Neverwinter Nights 2 was released. NWN is well-known for its overwhelming amounth of fan-made modules and even whole Community Packs. This is the result of BioWare's powerful Aurora Engine toolkit, which came packaged with the game. So actually it's not that strange the game gets so much attention - take a look at UT2004's numberous modifications or Total Conversions: with UnrealEd this is all possible.
BioWare's previous critically acclaimed Roleplaying game, Baldur's Gate II, did not feature any toolkits when it was released in 2000. BG2 used Planescape Torment's and Icewind Dale's Infinity Engine to render scenes. (Acutally the Infinity Engine was first used in BG1, released in 1998. Black Isle did Planescape in 1999) Thanks to BG's widely accepted "Best RPG Game ever" state, fans started engineering tools to hack the file system used by this engine. Various File extractors and speech decompilers started showing up and before you know it, complete Conversions for Baldur's Gate became available! Let's dig really deep and list a (short, can't possibly list everything) couple of popular modifications for Baldur's Gate 2: Shadows of Amn, and for the expansion pack, Throne of Bhaal.
**Addendum** - I didn't import the URLs of all the modifications as of 2018 because when I wrote this, Baldur's Gate II: enhanced edition didn't exist yet and a lot of mods have matured, moved or simply died. Just "Google it" and you'll manage to grab a download link.
<img src="/img/articles/inf_part1.png"/>
### Part 1 - Joinable Characters
#### Kelsey
The Kelsey NPC Project is probably one of the most complete BG2 modifications to date. You'll not only be able to recruit a new joinable character, but he's also as good as fully voiced and has many bants with all your favourite BG2 NPCs. Kelsey comes with some custom made items (don't worry, nothing overpowering here) and has quests throughout Shadows of Amn and Throne of Bhaal. Want something more? No problem, you can even romance with Kelsey! As a Neutral Good Sorcerer, he dislikes most chaotic Evil characters - especially Korgan. Kelsey does not have amazing stats but works surprisingly well as a spellcaster cannon. Be sure to try him out.
#### Saerileth
Saerileth is a bit an unusual NPC modification. As most other characters, Saerileth comes with voice acting, many many banter interactions between other NPCs and her own quest. The quest is not very balanced though and her voice might get very annoying after a while. Nonetheless, this powerful Paladin of Tyr might be a good addition to your team. Be warned she stronly dislikes a bad reputation and will eventually leave if you break her hart. Yes, a romance is possible.
#### Solafein/Valen
These two NPCs made by Weimer might be worth checking out since they have been created with something completely different in mind. Solafein is a Chaotic (Good/Neutral) Drow Fighter/mage who will banter twice with each other party member. You can pick him up in Ust Natha and he plays a big role in the Underworld - most BG2 players are already familiar with this chapter. If you'd like something completely differnet, there's Valen, a Chaotic Evil Vampire Fighter/Thief who accompanies Bodhi in her hold at the Graveyard. As you know she also plays a (less important) role in the main story but both characters were not able to join your party before.
#### Xar/Yoshimo
Nope, Yoshimo is not new. But everyone who misses this talkative Bounty Hunter can always use a little trick to keep him from dying in the main plot. There are also some modifications available which weave Yoshimo's revival into the game, instead of ruthlessly hacking him back in as he won't have any further dialogs in Throne of Bhaal for instance.
Xar is also not entirely new: evil parties could already hire this mad Necromancer in Baldur's Gate I and now he's back. After the Xar quest in the Docks District you are given the option to recruit him. Xan has an extensive friendship path with the PC, banters with every Bioware NPC, a vast amount of interjections, character reactions and other scenery dialogue. His soundset and banters are fully voiced. He can also fall in love with you as long as your protagonist is female (I hope...)
#### Other Characters
- Kindrek - Berserker
- Keto - Bard (SOA Only)
- One-Day NPCs - Various small packs
- Amber - Fighter/Thief
- Auren Aseph - Fighter
- Mur'Neth - Thief
- Kivan and Deheriana
- Edwin Romance
- Tashia - Sorcererss
- Yikari - Monk
- Hubelpot - Druid
- Chloe - Kensai/Mage
<img src="/img/articles/inf_part2.jpg"/>
### Part 2 - Additional Quest Content
#### Unfinished Business
The Unfinished Business modification lets you play quests which were initially present in the game but were thrown out during the final release. There are over 20 components available (all of them can be installed separately), such as the kidnapping of Boo, the Suna Seni/Valygar Relationship, the restoration of the Crooked Crane Inn, many left-out encounters and items, restored original portraits, you name it. Read the full overview here.
#### Quest Pack
As the orignal mod description says: The Quest Pack contains a number of components designed to add additional adventures throughout Baldur's Gate II: Shadows of Amn and Throne of Bhaal. These components include general AI fixing, creature & area improvements (Beholder Lair, Tiwsted Rune e.a.), and some minor fixes and tweaks regarding encounters and spells. Be warned though: Installing quest pack together with Unfinished Business may result in unwanted compatibility problems. Read the manual to install every module in the correct order and you're fine.
#### Baldur's Gate Trilogy
Since Baldur's Gate II is a direct sequel to Baldur's Gate: Tales of the Sword Coast ant its expansion, some players might as well wish to play everything in order. The sad part about manual installing all games is BG1 utilizes the older version of the Infinity Engine: you won't be able to play on higher resolutions. Instead, try this modification: it allows players to go from BG1 all the way through Throne of Bhaal using the BG2 Infinity Engine. There are even some special modifications available only for BG:T such as the BG1Tutu Enhancements. Do not forget to consult the mod manual this time since many modifications do not like one big Baldur's Gate install, although it is perfectly possible to for instance install Kelsey (once you've reached Athkatla that is)
#### Other Additions
- Mod Ressurections - Reviving old mods
- Epic Endeavours Total Conversion
- Redemption - alternate ending
- Region of Terror Drizz't Partial Conversion
- Return to Trademeet Total Conversion
- Shadows over Soubar
- The Big Picture component intersection
<img src="/img/articles/inf_part3.jpg"/>
### Part 3 - Existing Feature Enhancements
#### Refinements
The Refinements modification aims to correct several "mistakes" made by the BioWare development team. It improves many BG2 (ToB) features such as completely new High Level Abilities Tables (HLA), fixes the shapeshifting nerf and adds a new kit into the game: the Sword Angel, a noble fighter which focuses on spiritual abilities. There's also an option available to turn Imoen into a Swashbuckler/Mage instead of the regular Thief/Mage thing - she'll get a bit tougher but less rogue skill points.
#### Divine Remix
The Divine Remix aims to rebalance and change several aspects of divine-magic-using classes (clerics, paladins, druids, and rangers) in Baldur's Gate (via Baldur's Gate Tutu) and Baldur's Gate II. The mod originally began as Cleric Remix. The most notable change to the spell system is the proper implementation of spheres. Like arcane magic and its school system, divine magic can be broken into spheres such as animal, necromancy, protection, etc. And finally, druids are able to pick another alignment than True Neutral, as long as it has the keyword neutral in it. Clerics can pick special kits which gain innate abilities relevant to their chosen deity.
##### The Tactics Mod
Tired of playing Baldur's Gate II? You know all possible ways to defeat enemies and bosses? Well install this great modification and be prepared to get kicked in the ass bigtime again! Tactics does what the title says: it adds some serious tactics to most encounters. The enemy AI has been greatly improved, enemy spellcasters now act just like you: buffing, protection seeking, and then firing away. Bodhi, Irenicus, Bhaal, the Sahuagin City, Torgal, Golems (auch!), the Undead, ... - you name it, they've improved it. There have even been added some very challenging encounters such as the Acid Kensai "Kuroisan".
#### Other Fixes
- BG2 Fixpack
- 1Pixel Productions paperdoll changes
- Dungeon be Gone!
- Virtue: Repuation fixes
### Part A - References
- The Toolkits
- Infinity Explorer
- IESDP 2DA File Browser
- Engine File Format Hacking Project
- WeiDU Dialog Compiler
- The Related Websites
- Baldurdash.org: Baldur's Gate II Fixes
- BG2 Portrait Portal
- BG2 Portrait Gallery with importable NWN Portraits
- PocketPlane Modding Group
- Spellhold Studios
- The Black Wyrm Lair
- The Chosen of Mystra
- The Gibberlings 3 Modding community

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2007-03-30"
title = "Baldur's Gate 2: Parties"
tags = ['Baldurs Gate 2']
weight = 0
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<ul><li>Party Number TWO</a> - 06 Jan. 2006
<div class='indent'>(download link no longer available)
</div></li></ul><div class='vspace'></div><h3>Party Numer TWO - 06 Jan. 2006</h3>
<div class='vspace'></div>
<table border='0' cellpadding='10' cellspacing='20' ><tr><td valign='top'>
<div><span class='lfloat'> <img src='/img/games/BaldursGate2/xandarr.jpg' alt='' title='' /></span></div>
<p><strong>Attitude</strong>: Xandarr, my main character. I decided to create a melee divine spellcaster, for the very first time, since I've been using Arcane Magic way too much. I ended up with three members who are able to cast divinity spells, which is awesome. Xandarr is also the main melee mob killer, besides Keldorn. He performs this job very well using two maces or a flail, fully buffed up with his own spells.<br /><br /><strong>Type</strong>: Human Chaotic Good, Cleric/Ranger <br /><strong>Name</strong>: Xandarr<br /><strong>Strength</strong>: dual wielding melee combat, maces/flails, divine magic
</p></td><td valign='top'>
<div><span class='lfloat'> <img src='/img/games/BaldursGate2/keldorn.jpg' alt='' title='' /></span></div>
<p><strong>Attitude</strong>: Ah, my beloved Inquisitor. I love this guy, especially when he's wielding the Holy Avenger, the +5 two-handled sword carefully preserved by Firkraag. The only paladin in the game. His only weak point is the low DEX, but that can be easily fixed by a pair of gauntlets. Keldorn's True Sight and Dispel Magic are very powerful and useful too.<br /><br /><strong>Type</strong>: Human Lawful Good, Inquisitor <br /><strong>Name</strong>: Keldorn<br /><strong>Strength</strong>: melee 2-handled swords, crossbows, innate abilities
</p></td></tr><tr><td valign='top'>
<div><span class='lfloat'> <img src='/img/games/BaldursGate2/valygar.jpg' alt='' title='' /></span></div>
<p><strong>Attitude</strong>: I never picked up Valygar, besides the planar sphere quest. My party is always too full. Instead of creating the cheesy Kensai/mage I'm used to, I am doing fine unlocking Valygar's true powers: also katana's of course. Give him a pair of haste boots and some buffs and watch him kill. As a ranger, Valygar can also cast some useful (divine, again) spells. Radical Enemy is a plus!<br /><br /><strong>Type</strong>: Human, Chaotic Good, Stalker <br /><strong>Name</strong>: Valygar<br /><strong>Strength</strong>: dual wielding melee combat, katana's, special abilities
</p></td><td valign='top'>
<div><span class='lfloat'> <img src='/img/games/BaldursGate2/cernd.jpg' alt='' title='' /></span></div>
<p><strong>Attitude</strong>: Cernd is the only Druid/shapeshifter in the game and it's time to spread the word: shapeshifters are powerful if you use the right strategy. Partially thanks to the shapeshifter fix modification, of course. And Cernd has access to some pretty powerful spells, and can serve as a backup healer. Yes. <br /><br /><strong>Type</strong>: Human, True Neutral, Shapeshifter<br /><strong>Name</strong>: Cernd<br /><strong>Strength</strong>: melee (shapeshifted), divine magic
</p></td></tr><tr><td valign='top'>
<div><span class='lfloat'> <img src='/img/games/BaldursGate2/jan.jpg' alt='' title='' /></span></div>
<p><strong>Attitude</strong>: I cannot live without a proper backup mage, whether it's a silly Illusionist or not. I did not rescue my sister yet, so chances are I'll ditch Jan in the future. I know all his silly stories and he was never really useful, except as a backup. But I need some thief abilities (my previous main char was an assassin).<br /><br /><strong>Type</strong>: Gnome, Chaotic Neutral - Illusionist/thief<br /><strong>Name</strong>: Jan Janssen<br /><strong>Strength</strong>: Magic: Illusions, ranged - crossbows
</p></td><td valign='top'>
<div><span class='lfloat'> <img src='/img/games/BaldursGate2/kelsey.jpg' alt='' title='' /></span></div>
<p><strong>Attitude</strong>: Ah, the main damage output has finally arrived. There is sadly no sorcerer present in the unmodified version of <span class='wikiword'>BG2</span>, and I cannot live without Kelsey anymore. He never ever let me down: whether it's spamming fireballs or lowering mage's resistances and breaching their shields. Less spell picks, more spell memorization slots. That's a pretty good deal.<br /><br /><strong>Type</strong>: Human, Lawful Neutral Sorcerer
<strong>Name</strong>: Kelsey<br /><strong>Strength</strong>: Arcane magic.
</p></td></tr></table>
<p class='vspace'><strong>Required modifications to play savegame</strong> (see <a class='wikilink' href='/articles/bg2-mods/'>Infinity Engine Mods</a> for download links)
</p><ul><li>Kelsey <span class='wikiword'>SoA/ToB</span> NPC
</li><li><span class='wikiword'>AbyStore</span>
</li><li>Rogue Rebalancing mod v3.11
</li><li>Baldurdash <span class='wikiword'>BG2</span> fixpack (not needed, game specific)
</li><li><span class='wikiword'>BG2</span> Herbs &amp; Potions (not needed, none in inventory)
</li><li>Item Upgrades v31
</li><li>Dark Ritual store v1.01
</li><li>Freedom's Reign of Virtue <span class='wikiword'>MiniMOD</span>
</li><li>Questpack v2.21
</li><li>Refinements v3.01
</li><li>Saerileth NPC (not needed, not in party)
</li><li>Tactics mod v23
</li><li>Unfinished Business v14
</li><li>Underrepresented Items v5
</li></ul><p class='vspace'>&nbsp;
&nbsp;
</p>

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2007-03-30"
title = "BG2 Solo Blade: A Report"
tags = ['Baldurs Gate 2']
weight = 0
+++
### Report Content
- <a class="internal" data-to="#intro">Soloing - the Introduction</a>
- <a class="internal" data-to="#explained">The Blade Kit explained</a>
- <a class="internal" data-to="#setup">Used Baldur's Gate II Setup</a>
- <a class="internal" data-to="#part1">Part 1: Irenicus' Dungeon</a>
- <a class="internal" data-to="#part2">Part 2: The Circus Tent & Slums Slaves</a>
- <a class="internal" data-to="#part3">Part 3: A Tanner & More Slaves</a>
- <a class="internal" data-to="#part4">Part 4: The Astral Prison</a>
- <a class="internal" data-to="#part5">Part 5: Daystar & Mae'Var</a>
- <a class="internal" data-to="#part6">Part 6: Some Beholders & a Lich</a>
- <a class="internal" data-to="#part7">Part 7: Druid Grove & Guarded Compound</a>
- <a class="internal" data-to="#part8">Part 8: Planar Sphere & Kangaxx!</a>
- <a class="internal" data-to="#part9">Part 9: The Shadow Temple</a>
<a id="intro"></a>
### Introduction
With a small group of Forgotten Realms fans at Shrimprefuge, we decided to take on the Baldur's Gate world using only one character (hence "solo"). For most of us, this will be the first solo run so I figured we (and other readers) could use a report writeup as the characters progress through the game.
Before picking the class bard and kit blade, I did some basic research on how to play and which strategy should work - and which won't. The most resourceful report was definatly andijvieschotel 's one from the BioWare forums. Thanks to him, I managed to get through some very otherwise tough portions of the game, especially in the beginning. Let's get on with it, shall we.
<a id="explained"></a>
### The Blade Kit
For those who are not very familiar with Bards in Baldur's Gate, here is the official kit description.
The blade is an expert fighter and adventurer, whose bardic acting abilities make him appear more intimidating and fearsome. His fighting style is flashy and entertaining, but is also quite deadly.
#### Advantages:
May use Offensive Spin and Defensive Spin abilities once per day per 4 levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2 to damage, and an extra attack. As well, all of his attacks do maximum damage for the duration. Defensive Spin lasts 24 seconds, roots him to the spot, but gives -1 AC per level of experience. This armor class bonus does not go over -10.
May place three slots into two-weapon fighting style.
#### Disadvantages:
Only has one-half normal Lore value.<br/>
Only has one-half Pick Pockets percentage.<br/>
Bard Song does not become better with levels.<br/>
<a name="setup"></a>
### The Used BG2 Setup
- Baldur's Gate II + Throne of Bhaal + Official Patches
- Baldurdash fixpack and text fixpack
- Ease of Use components:
- Bottomless bag of holding
- True Grand mastery (not used as a blade... Hmmpf)
- Imoen ToB dialog fix
- Bonus merchants
- Cloak of mirroring graphic off
- Rogue Rebalancing mod
- Tactics mod - most components except boss improvements (auch)
- Item Upgrade mod
<a id="part1"></a>
### Part 1: Irenicus' Dungeon
#### Level One
After a few decent rolls, I managed to create a character with enough STR, DEX, CON and INT points to cast a decent amounth of spells and be protected with enough AC. Too bad a minimum of 15 CHA is required. She's a half-elf since we can only choose between Human and Half-elf (with a minor infrasion bonus, nothing special), Neutral Good. Here is the statistic screen without leveling:
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<img src="/img/games/BaldursGate2/screens/b_01_startstats.jpg" alt="Level 7 start stats" />
<center>Level 7 start stats</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_02_firstlvlup.jpg" alt="First level up" />
<center>First level up</center>
</div>
</div>
#### Defeating goblins and such
Right. Let's face the most difficult part of the game right now: the first dungeon. Since you're soloing, you should even watch out for a mob of stupid goblins as your THAC0 will be around 18 at level 7 and you won't hit most stuff unless you activate Offensive Spin. Learn this skill and learn it well since this is your best friend. I tested it out against the first mephit and it went down quickly - I inflicted about 16 damage when hitting. The ogre mage defeated me a couple of times. A lot of teeth grinding will be required here: you don't have access to any spells before resting and there are only 2 spins available at level 7 (one more at 8). Wow! Forget about dual wielding right now, pick a shield and katana and move. (I've put 3 points into dual wielding, one in short bows and one in katanas)
As soon as the first mob of goblins is dead, I head for the golem chamber and after that go for the short bow. Watch out for traps and locks: bashing at 18 STR isn't nearly enough (use Draw upon Holy Might). Anyway, after luring a couple of mephits to me and 20 minutes of missing and hitting the beast, I finally have access to another interesting weapon: the quarterstaff +1 in the big box, which will be used to defeath the otyguth later. Rest time: Skull Trap and Mirror Image are the most important spell picks.
Armed with the shortbow, I manage to lure most second and third goblin mobs in pieces to the main hallway, where I snipe them one by one (after a lot of running and hiding). I now have access to the library but after trying to enter it with some buff spells I end up reloading very fast. Damn those mephits. However, casting invisibility and standing behind the strongest one (who casts Hold Person or whatever), activating Offensive Spin and whacking away works for the most part. Until you get overwhelmed. Plan B: run like crazy, cast Melfs Minute Meteors halfway and hurl the stones at the beasts.
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<img src="/img/games/BaldursGate2/screens/b_03_otyguth.jpg" alt="Level 7 start stats" />
<center>Otyguth killed with a quarterstaff</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_04_duergar.jpg" alt="First level up" />
<center>Duergar down with Skull trap</center>
</div>
</div>
The duergar to the North of the library are easily defeated if you cast Skull Trap in the center of the room (near the mage who starts casting illusions on himself). If you time it well enough, most enemies will get caught and destroyed. Those who run can be dealt with using the short bow. Watch out for the leader though. I flet, activated my second spin and killed him. To the south of the library is an Otyguth, but it's too dangerous to approach him from that side. So I backtracked to the crystal area and took the small east hallway filled with more goblins (snipe them one by one). Equip the quarterstaff (extended reach), cast Flame Arrow from a scroll I found (badly wounded) and whack away. Sadly some mephit spoiled the fun and killed me.
The third try was a success.
The cambion holds a bastard sword +1 which can be sold in the Promenade for a decent amounth of gold, but I don't have much inventory space left. Anyway, disarm his shield, activate DEfensive spin (no offensive left, AC -9 is nice! Although I had major trouble hitting him too) and watch. 30 minutes and 2 health potions later I could finally loot his corpse. Made it to the dryads, got the acorns and gathered more health potions to disarm Irenicus' traps. I had to reload a couple of times as the fireball instantly killed me twice - argh. Helmet of Balduran will be handy for the HLA Use Any Item - amulet of metaspell influence equipped. Cleared the (too many) goblin mob with a Fireball scroll (pfew).
Whoops, I forgot the lesser clay golem guards! Luckily, the last defensive spin + a speed oil quickly kills them (with the needed health potions, again...). I decided to go back to the air portal and help the Djinni - not before resting. Cast invisibility, silently walk past the first two mephits, grab the air elemental scroll and summon him. He cleared the rest of the portal for me - luckily without getting killed. Another junk item to sell for +/- 1.000 gold.
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<img src="/img/games/BaldursGate2/screens/b_05_claygolems.jpg" alt="Level 7 start stats" />
<center>Clay golem guards</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_06_airmephit.jpg" alt="First level up" />
<center>Air portal: summon does work for me.</center>
</div>
</div>
#### Level Two
After meeting Yoshimo, I decided I could make use of his trap skills, especially with the enourmous amounth of those lying around in the area. Whatever - I kept him to act as a meat shield and decoy. Too bad I can't rip his katana, hehe. Rest time. The mephit portals in the next room proved to be impossible to defeat without the powerful ranged spell minute meteors - again. I entered the area with Yoshimo and everybody immediately attacked him. Sneaked further and stood to the North next to the door while throwing my meteors at the portals. They went down very quickly, oof. The blurry mephit did give me enough trouble, I luckily never went out of healing potions. Armed with my short bow and Yoshimo as a shield and decoy, the assassin in the tube room was easy to defeat.
I still couldn't even hit the lowly assassins in the hallway, this proved to be very frustrating... A good thing my arrows sometimes hit - only for lowly 3-4 damage. Offensive spin time. Whack, dead, horray. Good, next area is the trap area. I disarmed them all (Yoshimo + portal keys) and grabbed the Ring of Protection +1 to find out I can't use it... (Wearing mail of the dead +2 on and off - first casting buffs + meteors, then wearing it. You can't re-equip armor during combat, sadly.) I helped the fake prisoner and placed Yoshimo in the doorway. Two magic missiles killed him outright. Whoo, this place can be completely ripped empty: scrolls and a lot of potions. I was level 10 by that time (just before going to level 2 of the dungeon).
To get the anti-crushing-belt I had to kill another group of duergars. Good thing I didn't use invisibility yet. First killed the goblins with help of Yoshimo and my bow. Then cast Mirror Image, invisibility, stood behind the mage, activated offensive spin (I had three now) and killed him in one hit. Yoshimo entered the fight, but not before I slaughtered the other ones without getting too much damage. Too bad the spin doesn't last very long. Onwards, to the exit! (On the way killing more assassins using scrolls & defensive spin). Bye bye for now, Yoshimo, thanks for unlocking all chests!
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<img src="/img/games/BaldursGate2/screens/b_07_portals.jpg" alt="Level 7 start stats" />
<center>Mephit portal + meteors = win.</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_08_copperguards.jpg" alt="First level up" />
<center>Copper guards: huh 4 extra mages? Ouch!</center>
</div>
</div>
<a id="part2"></a>
### Part 2: The Circus Tent & Slums Slaves
#### Getting my hands on Dak'kon's Zerth Blade
Ahh, finally - Athkatla. Upon entering Waukeens Promenade, Imoen is stupid enough to cast a few magic missiles on Irenicus. Anyway after the cut-scene, I first head to the closest empty house: Cernds former home. I dump most of my not-useful-yet items like Baldurans helmet and the Pommel jewel in here. After using the potion of master thievery I found on one of the assassin corpses in the dungeon, I managed to steal the ring of renegation from Ribald in Adventure's Markt. A lof ot commoners and guards carry some junk I sell to make some profit. Before heading to the Slums, I first rest in the Den and head towards the Circus Tent. Solved the riddle and moved on.
The next room is full of werewolves and shadows (who cast horror, doom, and more charming stuff on you). I had to reload at least 7 times in order to do it right... First buff up by casting Draw upon Holy might, Mirror Image and invisibility. Get behind the first shadow in the lower right area (make sure the enemies on the left side of the area do NOT spot you or you're doomed!). Kill him using offensive spin which reveals your position. Three other werewolves jump at my katana (+1 I bought from Ribald, good thing - to hit the shadows) and die pretty quickly thanks to the still active spin. Lure the next couple of enemies and use another spin. The top floor is not so tough: cast one Skull Trap on the left side of Kalah. Unfortunately, it also hit Quaile but he didn't die. Kalah casted magic missile on him and after that the mustard jelly was gone. Whoops. Whatever, I'm not going to reload just for that. The ring of human influence and a stoneskin spell are mine.
Before starting the slaves quest in the Copper Coronet, I first talked to Mae'Vars friends. Bought a potion of master thievery, walked to the Coronet and got upstairs to pick up Gloves of the master thief which increases my pickpocket value by 20%. Walked back again and stole almost everything from the poor guy after drinking a second master thievery potion. Ha, I imagined I could use some scrolls and upgrades while facing the improved guards there so I first travelled to the Docks to sell my stolen junk to the thief there. After a couple of on- and off runnings, I managed to aquire 35.000 gold and Immediately bought the Zerth Blade (Katana +2, AC+1, 1-4 extra spell slot) from the bonus merchant - and Aegis' Hide +3 which grants immunity to charm and such. On the way back to the Promenade, I stumbled upon "enemies". One cloudkill scroll eliminated the entire group and I looted a short sword +2 (grants Free Action - VERY useful later on).
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<img src="/img/games/BaldursGate2/screens/b_09_pickpocket.jpg" alt="Level 7 start stats" />
<center>Checking out my pickpocket stats.</center>
</div>
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<img src="/img/games/BaldursGate2/screens/b_10_zerthblade.jpg" alt="First level up" />
<center>Yes! A very useful blade.</center>
</div>
</div>
#### Facing a whole lot of mages
Since the Coronet guards now include more 7 extra "mage guards" which can cast haste, prot. from missiles, power word: sleep and another enchantment spell I had to be very very careful. After resting in the inn, I fully buffed up, including my precious new stoneskin spell. The guard stopped me and called his friends: the fun begins. (After 3 failed attempts that is) Anyway since I also stole a lot of useful scrolls from the Bookkeper in Waukeens, I cast Domination on the first mage I saw - successfully. Made him cast haste & prot. from missiles on me and send him into the hands of his 7+ angry friends. Cast Confusion from another scroll, activated offensive spin and whacked away. Most regular guards in the back died, good.
Second problem: walking back, more than 6 new guards came in and ambushed me. Armed with my stolen shortbow +1 and arrows +2, I lured them in the hallway and picked them off one by one. The last, and biggest mob had been killed with my Skull Trap. Including some commoners in the tavern area. Whoops... Reload. After a few tries and a few offensive spins, they all died. I constantly swapped between dual wielding Zerth +2/Kanta +1 and the short sword to counter the mages hold spells.
Last but not least, the beastmaster. Cast meteors and killed the Winter Wolf. I was stupid enough to forget about the cages and walk right into his trap, but not before casting the second domination scroll. The released animals killed the beastmaster (lol! Go figure) and I flet - on my way out killing some pets with leftover meteors. Another 2 bears and the minotaur came after me but I hold my stance using defensive spin and way too much health potions. I was too lazy to reload so... Hendrak killed the bad guy with the help of my second meteor ammo. Yay! I bought the Azuredge axe from the barman after that, to kill liches later on. Save, loot and sell, and rest time.
<a id="part3"></a>
### Part 3: More slaves and a Tanner
Before taking on the whole sewers beneath the Coronet and facing some tough crowded places, I tought I'd better do something else. Since I am hunting for equipment, Bladesinger chain would be very welcome. But alas, I can't take on the Planar Prison right now. Stuck in the Bridge district, I tought it would be easy XP to quickly finish the Tanner quest. Not that easy, really. Anyway, initiated the quest and got to the place of the crime scene. Tanner shows up and I cast Magic Missiles just for the heck of it. He flees to the cellar. The place is completely filled with traps, I had to drink at least 4 health potions and rebuff completely before continuing. Good thing Mirror Image really helps against the traps.
Once down the mini port, I quickly ram on the spacebar and start casting a Skull Trap right away, facing the first (and only visible) rune assassin. Oh and before heading down, I pre-cast my stolen True Sight scroll (from a commoner in the Copper Coronet? Strange!) as these guys love to gulp invisibility potions and backstab you to the Nine Hells. Bad luck today.
Tanner disappears, skull trap fires and the first one is injured. I flee back upstairs and the two ghasts follow. Meleed them to death, got back down, fired a magic missile at the injured assassin and started bashing him with offensive spin. Thank god for stoneskin and Mirror Image + blur. Sadly those things wear off quickly when constantly attacked like now. First guy dies, I flee again to recast my buffs (last spell memorizations...) by re-equipping my armor just before the second assassin pops up upstairs. He died quickly after that. The whole process took me 7 damned tries, argh!
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<img src="/img/games/BaldursGate2/screens/b_11_rune.jpg" alt="Level 7 start stats" />
<center>The Rune assassins.</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_12_sewers.jpg" alt="First level up" />
<center>Bye bye stupid hobgoblins...</center>
</div>
</div>
Got another level by killing them - 12 right now. Good, another weapon speciality pip to spend: after 5 minutes of thinking, I pumped it into longswords (daystar and other stuff). Although I't be easy to use axes for the recently aquired Azuredge, but I also want scimitars. That's post Watchers Keep thinking. Okay, let's kill some more slaver guards now. Rested in Coronet, entered the sewers fully buffed up. I completely forgot about the stupid Gnoll mobs slowly killing me. Shit. Reload #1. Since they're cluttered together, one good aimed Skull Trap killed most of them, plus my (again stolen, haha!) Acid Arrows with the beastmasters' bow (3 attacks/round) killed them. The only problem was the second wave of bad guys - the shaman and his staff. Quickly switched to my anti-hold-person short sword off-hand and cast Minute Meteors to kill them. The 6 left meteors were used to eliminate the second otyguth and one mustard jelly. The next jelly killed me again... How the heck do these things 30 damage? Wow. 3th try, dead. Good.
Aquired Lilarcor on the way out, only to find out the stupid blade sells for just 600 GP, bah. The experience is mine anyway. Okay, I really should have rested here, but I didn't: there was still one skull trap, one full range of buffs and 3 magic missiles left. Stupid as I was, I entered the slavers hold using the sewers... To find out I'm being overpowered by 5 guards, a mage, a cleric and their leader. I quickly jam on spacebar (that button rocks!) and target the first one I see with a well placed Acid Arrow. Fleeing back to the sewers, hoping some would follow and some wouldn't. The trick worked, but only the leader came after me. Keep ranged distance, hurl 3 missiles at him + finish off with bow. (Drink health potion after of course!) Most of my protection (stoneskin) was still active, so I re-entered the hold.
Most enemies were gathered together, ready to attack me. But that was my chance: using a cloudkill scroll (I love stolen things), I killed 80% of the enemies and flet again. Three guards came after me: offensive spin = dead. I waited a while and went back up to find out the rest has been killed too due to the poison clouds of cloudkill. Good! Next, the most difficult ones: 2 trolls in the cage. Opened the door after using an oil of speed, activated defensive spin and hoped for the best. The battle took 15 minutes (I hate my high THAC0) but I killed them both. Reputation +1. The 3 mages at the entrance were dealt with using ranged hit & run tactics - but they got me twice with Acid Arrow. Had to reload too, good thing I know where the Quicksave button is. The mage left my first useful cloak:Of Protection +1. Do not touch the bookshelf! The trap instantly killed me. Hehehe. Lured the two Yuan-Tu's one by one and hoped for the best - and they died.
Cloudkill works wonders. Too bad my Mirror Image is gone now.
Shopping/stealing time x2. I bought 8 potions of master thievery from Mae'Vars shopkeep and stole a bunch of items throughout the whole town. With the aquired money, I bought items to be used later: the Scimularium helm, Baldurans shield and sword (ha, 10% magic resistance. Good, I didn't waste the longsword proficiency point), Robe of Vecna, braces of defense AC4, Girdle of stone gaint Strenght (wow, -2 THAC0 bonus. Finally something useful) and such. I still have 80.000 GP left and I payed Gaelen 15.000. Amazing... This helps a lot, I finally have -4 AC without wearing armor (bye bye annoying switching between armors. Kept Aegis' Hide for the confusion immunity though). Cromwell also made me a Ring of Preservation +2 (+2AC/Saving throws, regen 1HP/6sec) using Aran Linvail's Ring of Prot. +2. Oh and I of course have amulet of Power equipped. Using this gear, I could maybe (with a lot of scrolls) take on the Planar Prison and claim the boots of speed.
<a id="part4"></a>
### Part 4: The Astral Prison
As said before, I need three very important items there: armor, boots and gauntlets. You'll have to rescue Haer'Dalis first though. Figured I could use some major help down in the prison and Sintel pointed out you could improve the Black Spider Figurine from the graveyard crypts thanks to the improved item mod as well. Good: off to the graveyard. I was stupid enough to take the wrong door entrance and ended up with the Crypt King instead: whoops. Luckily this one doesn't cast timestop or anything, so I simply meleed him to death very quickly (with of course the perfect introduction: my dear friend Skull Trap). Also initiated the buried alive and child with lost bear quests here. The second door led to two enhanced skeletons, which bit the dust fairly soon. I was still fully buffed up.
As for the crypts, I entered and encountered the first bunch of spiders (sword, gaint, phasing, whatever...) and cast another Skull Trap. The little ones died and the rest approached me. One magic missile, another offensive spin and they were gone. Second mob roughly same tactics. Third one - I didn't have any area damaging spells anymore so I picked them off one by one (my bow did too little damage, katanas worked well). As soon as I enter the spider cavern, I jam on spacebar (again) and cast Cloudkill - my first actual learned level 5 spell. All spiders died and the mage woman took some damage (injured). Her spell failed and I killed her with another spin. Hurried to Cromwell and improved the summon. Yay!
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<img src="/img/games/BaldursGate2/screens/b_14_crypts.jpg" alt="Level 7 start stats" />
<center>Whoops, wrong crypt!</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_15_spiders.jpg" alt="First level up" />
<center>Cloudkill still works...</center>
</div>
</div>
This could work. I quickly ran to the sewers to pick up the Cloak of the Sewers (but I actually rarely use the morphs). The little creatures died easily with Minute Meteors and the cloak wearer too, using a spin. I had to reload twice though, one kobold shaman cast Hold Person and I forgot to quickly swap to my anti-hold shortsword. The other kobolds have fire arrows equipped and the hold din't wear off in time. Anyway, safely ignored the evil looking party demanding some gold and got to Haer'Dalis captive room. Killed the mephits and...
And fully buffed up to face the mage. Result: reloads, reloads, reloads. The bastard kept on using Finger of Death and I din't roll high enough to save. I managed to hurt him well enough and he runned away but I bumped into the Yuan-Ti's after chasing the wizard. Reload again. Okay, first kill the Yuan-Tis and those mages, then go after the "boss". Those damned lightning traps almost got me too. Strangely, after reloading and casting (before talking to him) Skull Trap, he failed to resist both shards and got 2x32 magic damage, which killed him outright. Wow! No need for breach (which I forgot to memorize and I only had one scroll left... He has two sequencers or so. Shit.). Got back to the Bridge district and got experience for finishing the quest successfully.
The astral prison proved to be... Hard in the beginning, very easy in the end. The improved sword spider handled most of the battle for me! Amazing little creature. After my first eight tries, I started to develop a new tactic. As soon as you enter, hit pause and cast Skull Trap directly behind most fighters. Doing this will kill the second Yuan-Ti mage and give me more time to run and less time to worry about another finger of death. Two fighters also died, the rest got injured. The other mages started casting True Sight (I had invisibility) which gave me enough time to run to the north, out of sight. I placed my spider there, and we killed most thieves and fighters together, with an offensive spin. The mages still gave me trouble, but luckily most of the time they targetted my summon. I quickly casted breach and killed another one, while the spider hold off the final mage. Pfew. This worked, after 8 or so tries.
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<img src="/img/games/BaldursGate2/screens/b_15_spiders.jpg" alt="Level 7 start stats" />
<center>Say hello to my little spider.</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_16_prison.jpg" alt="First level up" />
<center>New shiny equipment</center>
</div>
</div>
I evaded most of the pits, but entered the second one on purpose: it contains five or six githyanki's (is that spelled correctly?). They die instantly thanks to my cloudkill wand and I could gather some health and invisibility potions. Next, a little more tough: a lot of mages and salamanders and such - including the Wyven. My spider helt fairy good (had to heal him once, innate ability) but I had to deal with the mages myself. After reloading twice that is. First one "killed" me with a stupid Confusion spell (arg) and the second one with a chain lightning followed by a normal lightning spell. I wasn't quick enough with healing. After that, the Thrall Master fell quite fast: fire resistance potion & Offensive Spin - the spider took care of the elementals.
The Cambion lord was already "Near Death" when I entered the battle! Those escaped prisoners work very well. After aquiring my precious equipment, I head back to the "surface". I had to leave the Wave Shaft there though... Can't carry it all. Cromwell combined my boots of grounding and speed and I am one happy person. My new gauntlets and the Ioun stone in the spider cavern gave me an extra -2 THAC0, the elven chainmail took my AC to -6 and the grounding boots extra -5 AC (ranged) + haste (no extra attack round? pfrt). Improved Kitthix + haste = everybody dies. Hehe. Level 15 now, ready to cast very good skeletons.
<a id="part5"></a>
### Part 5: Daystar & Mae'Var
After the last events, I walked into the lich to the north of the thieves guildhall for fun, just to know what kind of enemies there are. And damn, that was a pain! The improved lich casts Spell Immunities (two!!), improved invisibility, spelltrap and such, and of course after her protection is up time stop + a lot of damaging over time spells. At level 15, there's virtually no way to deal with her - except some cheesy ways of course. Reload and save it for chapter 6 or so.
My Zerth blade isn't really effective, except the free AC bonus. The 1-4 lvl extra arcane spell slots don't do much since I constantly swap weapons to adapt to the situation and occasionally use my beastmaster bow (less than in the beginning). I decide to pick up Daystar at the City Gates, but another lich is guarding it. Luckily, that one doesn't have a seemingly closed array of protection spells at his desposal: only improved mantle + globe of invulnerability + stoneskin etc. The mantle grants him immunity to magical weapons of +3 and below so there goes my Azuredge. After a few reloads (once he casts timestop you're toast: Gate + Meteor Storm + some Chaos spell), I drastically changed my tactic.
Instead of attempting to kill the guy with my current arsenal, I cast improved invisibility (he doesn't have True Sight), wizard eye and Skeleton Warrior as fodder for the lich to tinker with and put a knock scroll in my quickslot. The treasure chest next to him gets unlocked while he empties his spellbook on my summons but completely ignores me (watch out for AoE spells: Mirror Image + stoneskin fixes that). I grab Daystar, and identify it: it hits as a +4 weapon and undead are dead within the few rounds. Breach has no effect on liches (immune to level 5 spells and below) but that's not even needed since Daystar cuts right through his Mantle and the Globe is spell protection. Activate offensive spin and whack a few seconds later the lich drops dead. There's only one slight problem: the summoned Pit Fiend (gate). I still had a Power Word: Stun scroll. After that he quickly died too. Yes!
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<img src="/img/games/BaldursGate2/screens/b_18_daystar.jpg" alt="Level 7 start stats" />
<center>Lich + Breach = out of luck =(</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_19_sewerparty.jpg" alt="First level up" />
<center>Stupid of them, demanding gold. Now they're dead.</center>
</div>
</div>
After aquiring my beloved long sword, I head to the Sewers for a second time to buy some Magic Protection potions from Roger. I noticed the party demanding a fee if you pass (north on the map, near the Mind Flayer entrance) I skipped earlier. Let's get rid of those goons for good. Since I am level 15, I have 2 slots in level 5: Animate Dead and Breach. I start buffing up and casting two summons - the spider and a skeleton warrior. Haste them, cast improved invisibility from the Ring of Earh Control (better than Ring of Invisibility! Get yours at Adventure's Markt) on myself and send my beasts to the party. They are still friendly, so I make good use of this by sending a Skull Trap their way - whoo (my skeleton is immune for magic damage). After that, the spider follows and six man struggle heavily, while I watch and enjoy the carnage of my summons. The skeleton is so extremely effective!
The second Skull Trap killed three warriors outright, BAM. I decide to help the spider and enter the fray with a spin activated. Only the annoying mage remains, I forgot a True Sight scroll and don't have access to level 6 spells yet... Great. Can't target him... But! My skeleton Warrior still wasn't dead and occasionally hit the mage - how I don't know. the Kitthix ran because of some Confusion spell and bumped into a group of goblins (it of course killed them all). I waited for the skeleton to kill the mage and sold all good stuff to Roger. 95.000 GP remaining, enough to buy everything I'd ever need.
Stole the amulet and reported to Mae'Var. He send me to Edwin, and I had to do his dirty job and kill some mage in the Docks District. Good, since the mage has a Mislead scroll I definatly will be needing. Entering the house: a lot of golems and mephits, whoops. My wand of Cloudkill erradicated most of them, and I bashed others to dead. Next floor basically same tactic. The mage himself didn't prove to be a strong opponent since Breach + offensive spin killed him quickly. What a waste. The stupid trap on both tables almost killed me though! Learned Mislead. Got a level after finishing Mae'Vars quests and immediately put the new spell in my first level 6 slot.
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_20_rayic.jpg" alt="Level 7 start stats" />
<center>Puny little mage.</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_21_maevar.jpg" alt="First level up" />
<center>What the heck is going on?</center>
</div>
</div>
Improved Mae'Var indeed proved quite a challenge: upon entering the basement, there's no way to retreat and lure enemies to the top floor. I forgot to cast some important defensive spells so already had to reload... After that one shadow thief on the first floor carried a True Sight scroll! Isn't that a coincidence? Head to the stairs, casted everything I knew (minor spell turning, mirror image, blur, stoneskin, prot. from Evil, True Sight scroll, Draw upon Holy Might). As soon as I enter the basement, I start casting my Skeleton Warrior. All enemies already noticed me entering somehow since they all come to me but luckily I keep them in their place using the skeleton as bait. The Kitthix follows, and I cast a Mislead. The image stayed at the stairs so there's no way to dispell my invisibility!
As soon as I turned around the corner, the skeleton was already dead (ouch) and the spider injured. The battle was fierce and very hectic, a lot of stuff going on at the same time. I somehow caught Chaos Dust (the priest?) but the status change didn't punch through my Magic Resistance (thank you Sword of Balduran). By quickly casting Skull Traps, most assassins scream "I need healing!" and disappear using invisibility potions. Ha, face my True Sight bitches! (It wore off way too soon but anyway...) The Kitthix killed the cleric and the familiar, while I activated offensive spin to get rid of the assassins. Annoying thieves, constantly retreating... Not even one backstab got through the protection once True Sight was gone. They all died and Mae'Var remained. I didn't dispell his invisibility so couldn't target him with Breach, argh. Bashed at him a minute or two (recasting Mirror Image) until his Stone Skin wore off. He quickly recasts it, but my Breach took care of it. After that Mae'Var is nothing but a pushover. I had to reload once because my Skull Traps hit the prisoner and my reputation decreased... Puh. Enourmous amounts of junk to sell and another level once reporting to Renald Bloodscape. Joy!
<a id="part6"></a>
### Part 6: Some Beholders & a Lich
So... What to do next. I guess I could take on the Unseeing Eye cult. Right. But before that, I had to go to the Five Flagons Inn to take care of my newly aquired stronghold. Once resting there, I decide to toy with the stupid Cowled wizards since they mostly have nice treasures (read: some very useful scrolls and gems) and I want to test some new spells anyway. Fully buffed up, I head outside the Inn and cast an Animate Dead to trigger the cowled wizards encounter. "Unsanctioned use of magical energy!" Oh no. Four mages appear, time to have some fun. Sadly, some Skulltraps outright killed three of them! The remaining one tries to get rid of my skeleton by casting some Power Words, but he's stupid enough to ignore the magic resistance bonus. Uh oh, a problem: one of the shopkeepers nearby starts walking into the fray and I just casted another Area of Effect spell. Great, there she goes, *bang* dead. Reputation decrease blabla. Nahh, I'm not chaotic Evil. Reload.
Second attempt roughly the same, besides the interfering shopkeeper. Only now a second major problem arises: one of Bohdi's troops wants me dead - six or seven vampires! And I didn't even finish off the mages first. Shit. Time to try the innate ability of Daystar: BLAM 6 vampires "die" and the next one is near death. Double damage against undead really helps here, so does the amulet of Power: immune to level drain. Those vampires proved to be a pushover (be warned - I have enhanced undead installed).
Anyway, on to the Temple District. Hello Inquisitor, no I don't need your services, goodbye. I equipped Azuredge to test it's ranged attacks, but I only have one stupid attack/round and my THAC0 isn't really that great as a bard. Time to sell the weapon to Roger, Daystar does a much better job against undead. Once inside the lower sewer complex, I had to reload twice thanks to a bunch of Shadow Fiends (huh, there only used to be simple shadows here...): a Held Blade is a dead blade. Once they punched through my stoneskin and mirror images, I quickly died. I was smart enough to lure most of them into my Area of Effect blasting range with a summoned Skeleton Warrior since they are immune to most alignment change stuff anyway. Got the quest, walked towards the Shade Lich and decided to try and kill him just for the heck of it, otherwise I had to come back anyway. He proved to be fairly easy with Mislead + Remove magic (three times or so, the damn lich quickly recastst his protections) and one low level summon to empty his spellbook on (Death Spell for instance - after that recast your powerful ones).
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_22_vampires.jpg" alt="Level 7 start stats" />
<center>Taste Daystar, Vampires.</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_23_shadelich.jpg" alt="First level up" />
<center>Getting the first Kangaxx part</center>
</div>
</div>
The lower reaches proved to be very very hard after the bridge riddle. The stupid ghasts have been replaced by three ghasts and a beholder! Plus they're smarter now and constantly use anti-magic ray which completely strips away your whole buff arsenal and ignores magic resistance plus any spell immunities. Great... After at least six reloads (damn, once my Tenser's is gone I die in two hits) I managed to kill the bastards. The beholder also casts another Death Spell which sends my summons back to hell. Using a wizard eye decoy and Mislead plus a lot of lucky resist rolls, they have been taken care of. (Remember to activate offensive spin at all times! I have 5 or so per day so whatever). Got part of the rift device, returned upstairs and threw myself into the Unseeing Eye pit, after grabbing some spells from the member's chests.
Once inside, a lot of undead greet me and I greet back with two fireballs and a cloudkill. Luckily bards also can use the wands so that frees up a lot of spell slots at level 5 and 3. Even the greater mummies die fairly quickly using these techniques. Once inside the little zombie house, most of the vermin is killed quickly, except the area to the North. There's a Bone Golem and some spellcasters there who love to cast enchantment spells on you. My summons didn't stand a chance and I died three times too. Melf's Minute Meteors + luring worked after a while.
The beholders in the lair were as hard as the lower reaches beholder, maybe even harder since they come in packs of three or so, with a couple of ghasts as "Inflict Major Wounds" throwers. Spell Immunity: Necromancy takes care of those annoying bastards, and a Mislead plus distance throwing spells (Skull Trap works wonders!) plus a Death Spell net (low level summon) does the trick. You can't simply walk in there, cast a cloudkill and wait for them to die: improved beholders walk around when damaged and when they can't see any enemies (there goes my Mislead). I did manage to kill one lowly beholder with a death fog scroll this way, the poor bastard locked himself up in one of the side rooms. The cult priests died after two Chaos spells and some Skull Traps. Time to summon the Unseeing Eye: cast all buffs you have and bash away. I had a lot of luck here, since he first saw my two skeleton warriors and not me, which gave me time enough to kill him from behind.
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<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_24_tensers.jpg" alt="Level 7 start stats" />
<center>Tenser's Transformation = godly</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_25_bonegolem.jpg" alt="First level up" />
<center>Annoying bone golem!</center>
</div>
</div>
<a id="part7"></a>
### Part 7: Druid Grove & Guarded Compound
After getting rid of the beholder group, I decide to travel to Trademeet first, because they sell a lot of level 6 spells (True Sight!). Sadly, I forgot you can't buy or sell anything before solving the local problems there: the trade problem and the druid grove disaster. This also gives me Belm +2 and some other goodies, so why the hell not. After killing Ihtafeer and brining his head to the genies, I travel to the Druid Grove (without Cernd, he had to go on his own). After learning it the hard way (dying, that is), I was very careful with some troll packs. Usually, meteors, mislead, my occasionally equipped bow for acid arrows and fireball plus a decoy works. But at the entrance of their hideout, a lot of Spirit Trolls plus umber hulks appeared! Cloudkill took care of the umber hulks, but I still died. Left them alone and decided to come back after getting my new level 6 spell scrolls. Got to the grove centre and let Cernd clean up the mess. Yay for me. After learning Improved Haste plus True Sight, I killed the troll mob and sold all the useless junk to the trademeet merchants.
Okay, time to try and get Celestial Fury. I arrived at the compound, fully buffed myself including various spell immunities (will be needing them: traps + enchantment stuff, and I still was chaotized a few times). I figured the easiest way to get rid of them was luring the members down one by one and letting them bump into my summoned destruction party (three skeletons, two sword spiders, an efreeti and my kitthix, all hasted!). Shit, this tactic only worked with the kensai (which directly gave my katana). Improved Haste with some other stuff gave me 8 attacks/round, so I decided to try it anyway. Ran upstairs, whacked and successfully killed the rogue and one minotaur and flet. Another minotaur followed and was quickly dead too. The mage tried to cast various hold stuff on me but after Remove Magic and breach, the poor guy was found bleeding to dead too. That wasn't so hard, I don't think I had to reload one single time!
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_26_druidgrove.jpg" alt="Level 7 start stats" />
<center>At the Troll hideout</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_27_liches.jpg" alt="First level up" />
<center>Another group of liches...</center>
</div>
</div>
Did I grew so strong and powerful? Why not test it with a little challenge. I walked into the docks district and greeted the lich to the north again - and died over and over again. Okay. I guess I'll leave her until chapter 6... But Kangaxx has new guards on the first floor: two liches, an improved-hasted dwarf with an instant-killing sword and a bunch of minotaurs. Good. After entering the building, I got a little bit scared and ran away, to leave them for chapter 6 too. But whoops, most of the minotaurs followed me outside! I quickly cast some skull traps and killed them, but this triggered another cowled wizard encounter. Grr, they're really pissing me off. I went back inside, lured a lich outside (another summon party was waiting there) and ran back outside. The cowled wizards started casting a bunch of stuff - on the lich instead of on me! But they were still hostile. Good, this gave me an easy time taking them out, and letting my summons handle the lich (which obviously didn't simply die like that).
I had to reload four times, thanks to the annoying little dwarf or halfling bastard. His sword has a chance of simply instantly killing you, no save at all. Great! So stay away as much as possible, or constantly use Mirror Image. That's exactly what I did - plus improved haste and Celestial Fury. The second lich wasn't that hard after his spell protections were gone (two remove magics, the first one was absorbed by some spell?). Anyway, I still needed to get one body part of Kangaxx and wouldn't even dare to try and defeat him until I got another Fury upgrade to +5 or so. Note that as soon as you engage enemies in melee as a bard and have access to level 6 spells, you should have casted Tenser's Transformation to get a very big boost in THAC0 and AC, plus your HP doubles! Only downside: you can't use innate abilities and cast spells as long as the spell is active, and it can be simply dispelled by dispel magic.
I knew Kuroisan the Acid Kensai from tactics was going to spawn since I equipped Celestial Fury. Travelled back to trademeet and bwam, he appeared. After a lot of teeth grinding and reloading, I managed to kill him... This fight was a lot harder than the liches or even the beholders, go figure. First of all, the bastard has the habit of yelling "ooh, this is not a good day" and running away, as soon as someone besides myself attacks him (the trademeet guards or summons!). Great, I buffed up and he disappeared. Huh? I walked around to find him, but he was nowhere to be found... Reload. After the tirth reload just to find him, he ran away into one of the now empty genie tents. How strange... Anyway, as soon as I enter the tent and I'm not invisible, he attacks and I'm dead. One slash of his katana brings my HP down to 1/2... That's not completely fair. His magical protection stays up since he has 4 scrolls of them. Spell Immunity: Conjuration got rid of the acid backlash (Melf's acid arrow) and Mislead got rid of him attacking me. After all my breach and dispel magic spells were gone, I simply bashed him until they wore off. "Ooh, this is not a good day!". Grr, shut up and die! He saw my clone and dispelled it. I died. Fuck this... Again and again, finally managed to eliminate him.
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_28_kuro.jpg" alt="Level 7 start stats" />
<center>Kuroisan wants my Katana.</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_29_newequip.jpg" alt="First level up" />
<center>New and strong equipment</center>
</div>
</div>
After all these events, I took on Firkraag's challenge and cleaned out his entire dungeon by myself. Even the adamantide golems fell with Improved Haste and Celestial Fury. Firkraag proved to be a complete pushover at my too high character level (improved dragons, puh, my ass - he only uses wingbuffet constantly and has stoneskin precast, that's it?). Couple of remove magics, Complete warrior transformation with Tenser's + improved haste and a lot of other stuff = dead dragon. The summons didn't even do anything besides standing there, watching me whack away. No reload needed. Firkraag was stupid enough to kill his own mage companion using Dragon Breath which I simply resisted, hah! The Red dragon scales plus my elven chainmail formed a nice new piece of armor with AC0 and +25% fire resistance while still being able to cast spells. Yes that's right. (Incarnadine Elven Chain)
<a id="part8"></a>
### Part 8: Planar Sphere & Kangaxx!
Good, now my Blade is even more resistant to, well... basically everything. The extra fire bonus might come in handy if I decide to swing my rod of Fire now and then, that spares me 4 or 5 Hit Points total. Without Tenser's, that will be more than needed as I'm still physically weak without too much buff-ups. Time to enter the sphere! I already initiated the Valygar quest while entering the government district and talking to our beloved cowled wizard. I toy with the idea to simply Kill Valygar (as I'm soloing anyway) but my alignment doesn't tend to that idea. I decide to travel to his hut, take him with me and dump him once inside the Sphere. And off we go.
The minions and critters in the first chambers of the sphere are no match to the powerful web + summon combination, or even simply throwing a fireball into the dark (To the Juan-Ti's) seems to be very effective. Once I gathered all golem parts, I let him open the door, still fully buffed thanks to the dwarven fight (that priest can prove to be quite a pain if you're not fast enough!) to help the golem with the elder beholder if needed. I whack away with my dual katana's and he drops dead a few seconds later, focusing his attack power onto the completely immune golem. Fun stuff! Anyway, I make my way to the wretched wizard who started the whole project, and he orders me to get a demon heart. Oh wait, first I of course had to defeat him. The trick here was to keep on breaching his defenses (argh, stoneskin, as have I) while letting him waste his spells on my illusions and/or summons. The first few summons die rather quickly, he has adept necromancy spells at his desposal. Well anyway, after 2 reloads I managed it without too many trouble.
Did I burn anything? Sorry! Kangaxx: Morale Failure, Running. WHAT?
The rest of the sphere wasn't really hard at all, not even the demons. Well, at least if they don't constantly cast blindness or whatever it was which increases my already not too low THAC0 value and renders me completely vulnerable since I can't hit a damn thing. Running away usually does the job just fine, but my spider keeps on dying in the fog of war. I grab the heart, kill Tolgerias on the way using a sequencer/spell trigger (that was easy!) and exit the sphere. Ding, another level up. What to do next? Hmm, I need a new ring. Kangaxx' ring will do! As I should have both parts now, why not try it? The first liches proved to be a major pain in the ass (thanks to the invulnerability trick of those bastards, see Spell Protection).
I can't exactly remember anymore how I killed him, but I do remember that in his normal form, he should be okay to beat. Use the same tactics as other mages: distract him with summons, strip his defenses and whack away after the stoneskins disappear. Minute Meteors are considered +5 weapons so these should do okay, at least if he doesn't cast a prot. from magical elements. The annoying part is the demi-lich form. Imprisonment... Right. Well guess what, after a few tries, I figured I could use a protection from school spell (conjuration or abjuration) to dismiss that spell. He empties his whole spell book on an immune me, while a misled Xindra drains his hitpoints. The whole plan failed the first few tries because my protection wore off, but still. Kangaxx gave up: Morale failure: running. I laughed and killed the bastard.
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_31_kangaxx.jpg" alt="Level 7 start stats" />
<center>Thank you for the ring!</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_30_sphere.jpg" alt="First level up" />
<center>Boom in the planar sphere</center>
</div>
</div>
<a id="part9"></a>
### Part 9: The Shadow Temple
Having killed most ugly things except another dragon, I figured I could strip his scales for the shadow armor or so before entering Spellhold and the underdark. All surface-quests (the ones that mattered) would be done after that.
As you may know, the Shadow Temple crawls with undead. Therefore, it's best to come fully prepared: all anti-undead gear you can get your hands on, the most useful being Daystar thanks to it's innate ability. A few vampires take within range +1000 damage and drop dead immediately (haha, dead, yeah well...). Too bad you can't use it more than 1 time a day without an upgrade (items upgrade mod, requires Holy Water after underdark, I think).
The Shadows and Elder Shadows proved to be very annoying because of their "glare" attacks. A stunned/held blade is usually a dead blade, even with buffs, it only takes a few rounds to knock all protection off your skin. Once stunned, you'll be surrounded immediately, so it won't be as easy as it looks. Thankfully, I now have a skeleton warrior to my disposal myself and he's pretty much immune to all those status effects. Let him lead the way and support using mid- to high range spells.
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_32_shadowtemple.jpg" alt="Level 7 start stats" />
<center>Daystar rocks this world - and the next one.</center>
</div>
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_33_byedragon.jpg" alt="First level up" />
<center>Bye bye little dragon.</center>
</div>
</div>
After whacking my way through the maze and solving all the puzzle quests (the ritual, the passage, the sunstone, etc), I'm ready to head to the shadow dragon himself. Most BG2 Guides tag Firkraag to be more powerful than this dragon, but do not be fooled, wing buffet still pretty much screws with all your tactics, even the "jamming spacebar" one. The slightly smarter dragons mod in SoA actually make Thaxll'ssillyia a much more potent spellcaster: he has several protection spells pre-cast instead of at the beginning of the battle. There goes your run & gun tactic. Keeping the beast busy, using/casting Breach and magic missile plus some whacking usually still works though. Thankfully...
Last problem: the "shadow lord" awaiting outside at the temple. After the dragon's death, I levelled up and could finally pick a few more level 6 spells! Woohoo. Time to learn Death Spell and see if their Hit Die/dice are high enough to resits this one. Fully blurred, stoneskinned, hasted and offensive spinned, I pop up and the lord starts his speach. the End Conversation button results in the shadow patrick and other guys attacking me, but I squeeze out a death spell just before they reach me. Everybody dies. Wow! That was a good show... Guess everyone threw a very very bad save, right.
<div class="row">
<div class="col-md-6">
<img src="/img/games/BaldursGate2/screens/b_34_badsaves.jpg" alt="Level 7 start stats" />
<center>Death Spell - Death. Go figure. </center>
</div>
</div>
### ... What happened?
Anno 2018, I managed to revive this lengthy report. I am ashamed to admit that I never played further than the Shadow temple with Xindra. It is time for a complete replay with Baldur's Gate 2: Enhanced Edition but I'm not quite sure who's up for it (would I be up for it?)
Baldur's Gate is one of those games I know by heart. Every trap, every location of every highly prized artifact and every line of every NPC. But that doesn't matter and I would play it again and again. The only thing holding me back right now is time!

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showonlyimage = false
draft = false
image = "/img/games/BaldursGate2/logo.jpg"
date = "2007-03-30"
title = "Baldur's Gate 2: Spell Protection"
tags = ['Baldurs Gate 2']
weight = 0
+++
Lots of misunderstanding exist for breaking through the spell protections of high level spell casting creatures. This guide is an almost exact copy of zvijers guide at the gone forgotten wars forum, also carried on by "The Hero's Guide to a Successful adventure". I found this to be very informative and vital for solo runs. The strategies explain mage protections in weimer's Tactics modification.
All credits go to Xyx, Alson and Littiz for their Spell Reference Guide!
### Article Index
- Spell Protection Categories
- Remove Magic VS Breach
- Smarter Magics: Unable to defeat?
- Beating difficult Mages without magic
- Cheesy ways of getting rid of Liches
- Last Update: February 02, 2007, at 10:35 PM
- Spell Protection categories
So What is spell protection? Spell protection is in 3 catagories...spell protection to protect you from physical damage, like stoneskin, and protection from magic weapons. It is also elemental protection, like protection from cold, and protection from the elements. And last, protection from spells, like spell trap and spell shield. So, to be able to punch thru protection spells, you need in your arsenal spells that can destroy all 3 types of spell protection, right? Wrong! Now due to the way the game works, protection from spells is incredibly easy to get around...simply hit the target with area effect spells...like my favorite, incindiary cloud, or abi dahzim's horrid wiltings...since a protection from spells DEPENDS on the enemy casting a spell directly at you, like polymorph other, or magic missile, if your enemy hits you with a area effect spell, or just plain bashes you with this big hammer, all the protection from spells in the game wont help you at all...so this means that the spell turning, spell trap, globe of invulnerability and spell shield that enemy mages put up are completely useless...you hit the mage or spell casting monster with an area effect spell, or holy avenger, and all the protection from spells it casts does nothing...
So, as you can see, if your magical arsenal of attack spells is mostly area effect, and if your party has some good warriors, all you need to punch thru spell protections is to destroy your targets physical protections, like stoneskin or absolute immunity and your targets elemental protections, like protection from energy or fireshield red. It turns out every two spells will dump all elemental protections and physical protections....breach and remove (dispell) magic. Both spells will get rid of stoneskin, protection from magic weapons, mantle, and other physical protections. Both will destroy protection from energy, protection from fire, protection from acid and other elemental protection spells.
This is why 90% of the time, if you have breach and remove magic, you can kill any mage or spell casting monster. Now, remove magic (or dispell magic) is an area effect spell, so you can hit multiple targets at once. But instead of always removing protections on the target, you are forced to roll for it, and your level and the target level will affect the roll, the higher in level you are, compared to the target, the better your chances. Breach on the other hand is a single target spell, so the rules apply...the target may not be improved invisible, a valid target, and you may only breach one monster per casting the spell. Both have their good points, breach always works, except on liches, and remove magic works on liches.
Breach will strip out any elemental and physical protection, and almost nothing stops it...spell trap will not stop breach, spell turning will not stop breach, only spell shield will stop breach, but only once, and the spell shield is consumed by stopping breach. However due to its nature as a single target spell, you can stop enemies from breaching you by being improved invisible. It is a single target spell, after all. Liches are immune to breach, since they are immune to spells below a certain level, and breach is one of the spells liches are immune to. So how do you strip off the protections of a lich???
<img src="/img/games/BaldursGate2/lich.jpg" alt="" title="">
<center>Gebhard Blucher's Improved Lich. Painful at the very least.</center>
### Remove Magic VS Breach
Remove magic is an area effect spell, so it can get rid of a lot of enemies protections at once, but you roll for its effect, if you are much higher in level than the target, you are almost sure to destroy its spell protections, however the reverse is true, if your enemy is much higher in level than you, good luck...however, as usual in this guide, there is a way to stack the deck...spell sequencer spell allows you to triple your remove magic rolls, by casting the spell 3 times fast, so your chances of removing a enemy protections is tripled... and there is the nasty inquisitor dispell, which casts at twice the level of the inquisitor. Unfortunately, dispell magic will also dispell YOUR protections, so this is not good...however, spell immunity abjuration (which does NOT stop breach) will protect a mage or sorceror from an inquisitor's dispell magic, so your inquisitor can cast dispell magic all day long, and your protected mages and sorcs will not care.
Remove magic does remove lich protections...you noticed it is a 3rd level spell, so liches should be immune to it, however remove and dispell magic are EXCEPTIONS to lich immunity... it will remove a lich protections if you make the roll. However it is stopped by spell immunity abjuration... sounds complicated? Actually its simple. Have both spells, and know when to use it. Use breach for everyone except liches, and use spell sequencer remove magic or inquisitor dispell after protecting your weaker party members with protection spells, and spell immunity abjuration.
**Attention**: only Pierce Shield, Ruby Ray of Reversal and Spellstrike get rid of Spelltrap! Plus all spells require targetting so you'll have to get rid of the invisibility problem first. You cannot dispell illusions if mages cast Spell Immunity: Divination. But on the flipside, there's also an exploit here, without the need of Spell Immunity. Cast mislead and stuff your image out of sight of the caster. True Sight will only dispell illusions within RANGE so you'll be still improved insibile. Some enemies (dragons, beholders, etc) can see through illusions, so don't bother. High level mages (18+) have True Sight set on casting as soon as you enter the area with at least one illusion spell active (Mirror Image, mislead, ...). You'll need the Immunity then.
### Smarter Mages: unable to defeat?
Now we get to the cases and specifics of Wes Weimer's tactics mod. And why I had such a good time lich hunting with smarter mages installed...the smarter liches use a almost ubeatable defense against spell protection removal... almost, that is...it is a masterpiece of stacked mutally supporting defenses that is very very tough to crack. But i assure you it can be done with the right spell selection...smarter liches, cast improved invisibility, spell immunity abjuration, protection from energy, spell immunity divination and protection from magic weapons. Whew! thats a lot of spells, but you really have to understand why smarter liches cast so many spells...
First, protection from magic weapons and protection from energy stops physical attacks and area effect spells cold. (since the smarter lich script casts and stacks protection from energy, it is completely immune to elemental spells and spells like abi dahzim's horrid wilting) Then spell immunity abjuration will stop remove magic(dispell magic, including inquisitor dispell) cold. So now you must remove the spell immunity so remove magic (or dispell) can work, right?
Now the spells that remove spell immunity are spell strike, ruby ray of reversal, and khelbens warding whip...ALL spells that must be targetted on a single target. So now you understand why the lich casts improved invisibility and spell immunity divination...You may not target improved invisible creatures with single target spells. The game engine will not allow you to target improved invisible creatures with spells, until you get rid of the improved invisibility...and spell immunity divination will make the lich immune to true sight... a seemingly closed loop.
However, i have found out that Chain Contingency spell will target improved invisible creatures with single target spells!!!! (this is covered above in the Spell Cheeses section). So when killing smarter liches, (or smarmy liches) the procedure goes like this....
First, you must first isolate the target. Using a spell triggered triple sunfire will do a good job of blasting into paste the smarmy liches friends, the skeleton warriors and mummies smarter liches comes with. Then immediately after the sunfire fries its friends, move your mage or sorc close to the lich, and while paused, cast chain contingency, nearest enemy, a triple ruby ray of reversal. Ruby ray is an alteration spell, so it is not stopped by spell immunity abjuration, like khelbens warding whip and other anti-spell immunity spells. Why a triple? I have noticed a while back, that wes put spell shield in the script for undead sola, so you triple it to blast past the spell shield. (spell shield will automatically absorb and negate ONE spell protection removal spell, so the first ruby ray will break the spell shield, and the next two will break 2 spell immunities...spell immunity abjuration and divination.
Now the lich has just lost spell immunity abjuration and divination, so a triple spell sequenced remove magic, or true sight will work. Why true sight? Once you true sight the lich, it loses its improved invisibility, so if for any reason it still has spell immunity abjuration up, you can now target it with ruby ray again. Once you remove magic and it succeeds, bash it to death with a weapon, or cast abi dazim's horrid wilting on it, since the remove magic will bring down protection from magic weapons, stoneskin and protection from energy.
**02/02/2007 - Addendum**: Lark at the Gamebanshee forums pointed out the triple Ruby Ray of Reversal in a Chain Contingency strategy can be easily avoided using items which cast magic protection removal spells:
Items that you can cast spells with, for example the Wand of Spell Striking, whose second function is Pierce Magic, or for example a scroll of Spell Strike, IGNORE Improved Invisibility. In addition, late in Throne of Bhaal you can aquire the Rod of Reversal. (one Ruby ray of Reversal charge, usable by fighters)
Spell Immunity: Abjuration will not stop any Spell Protection Remover, not even those that are of the abjuration school (such as Pierce Magic, such as Spell Strike).
So when confronted with such a spell defense, simply point your Wand of Spell Striking at the opponent and cast Pierce Magic twice or use a scroll of Spell Strike, preferable by a Simulacrum. This is much simpler than using a Chain Contingency of triple RRoR, such as UseRUnfriendly proposes, and moreover usable by a bard.
Thanks Lark!
<img src="/img/games/BaldursGate2/skeleton.jpg" alt="" title="">
<center>Project Image combined with Skeleton Warriors as decoy is so deadly...</center>
### Beating difficult Mages without magic
The Inquisitor and wizard slayer obviously have the edge here, since True Sight and dispel magic works wonders (mostly). Other paladins better try to aquire Carsomyr before hunting liches as it dispels magic on hit. But you still can't dispell invisibility with protection from Divination... The only option is to wait until the spell wears off. As a non-spellcaster, four things are very very important to have and use.
- **Potions are your friends!**
Potion of Magic Protection in particular, with some Potions of Heroism and possibly a potion of invulnerability. The most important aspect of fightning mages is of course magic resistance. There are many cheesy ways to exploit potion usage if you really want to do it (read the details in the link on Top). Luckily, those effects usually stack wit your innate protection values! Be sure to buy as many oil of speeds as you can and use the divide & conquer strategy to your advantage! Don't go rushing into a battle with multiple mages.
- **Use the right equipment.**
Another no-brainer. As overpowered as the Cloak of mirroring is, you will be needing it, badly. Don't depend on it however, since most high level mages and liches cast area of effect damaging spells and won't target you directly. Plus reflection has been removed in Throne of Bhaal - but that doesn't matter since mages are more heavily protected from anything than you probably will be. Equip as much magic resistance stuff as needed. Drag some special helmets and armor along with you for occasional spell effect disruption (protection from negative plane, level drain, death spells, etc). Always carry some sort of anti-undead weapon with you! (Daystar, Azuredge, Mace of Disruption)
Notable "special" combinations include:
Ranged attacks: Arrow of Spell Disruption (armorsmith in Waukeen's Promenade) + Arrow of Biting to pierce through most shields and - hopefully - dispell them, while doing acid damage over time to disrupt his new protection spellcasting. Will need to be timed just right to work!
Greater Malison (lvl4 arcane) or Doom (lvl1 divine) from item charges + Azuredge axe to instant-kill undead.
Cloak of Mirroring + Vhailor's helm (Simulacrum) (+ restore scroll on your mirror) + potions/items in quickslots. Extremely cheesy.
Ring of Energy and the Ram do 2-12 and 5-30 damage, there's no save.
The never used weapon class clubs: Gnasher. Does damage over time to disrupt casting.
- **Buy scrolls! Really!**
You can't initially use any arcane or divine scrolls. But! The "green" scrolls can be cast by anyone. The most important scrolls are - again: Restoration, protection from various elements and especially Undead. Combine these with the previous strategies and you'll have near 90% Magic Resistance, good enough to take on multiple Abi-Dalzim's Horrid Wiltings. Rogues get the upper hand here with the HLA Use Any Item. Actually, if you love cheese, there's a way for other characters to use ALL scroll types, without even consuming them! (If you did not install Baldurdash patches that is). Check out xyz's cheese guide.
- **Prepare backup with summon items**
The spider figurine, the djinni summoning lamp, dryads, whatever. As long as the enemy targets most spells on them instead of on you, you're safe for a few more rounds. This will also help greatly in the "waiting out" technique until the most important protections have been removed. Be careful though: improved mages will have access to multiple sequencers and recast those much needed protections right away - even sometimes from scrolls. Keep on casting backup from items as much as possible (scimularium helmet + restoration = lol).
### Cheesy ways of getting rid of Liches
I recently discovered this tactic myself, but I'm sure you are probably aware of it. I do not think this is an exploited bug, as the scrolls directly state the post-cast effects. Anyway, if you like killing mages and liches with a few strikes without any hassle, this is for you. All you need is one Scroll from Protection of Undead or for other mages Scroll from Protection of Magic, bought at the Adventure's Markt in Athkatla. The undead scroll results in liches completely ignoring you. Wow. I tought (demi-) liches weren't affected by this scroll? Seems I was wrong (ToB and baldurdash fixpack installed...). Do as you like, even if they turn hostile, they just stand there. Without protection, whacking three times results in complete destruction. How lame...
Secondly, casting protection from magic ON the mage/lich instead of on you result in all his offensive and defensive spells failing! As the scroll describes, all magic is rendered useless within the cast sphere, so not only from outside to in, but also from the inside to out. Wow again. They try casting stoneskin, mantle, globe of invulnerability, Gate, and whatever: all spells fail. Activate your favourite offensive mode and kill them without any need of Breach or so. The scrolls are rather pricey (3.000 GP? Or more?) And I only found two of them, so use them wisely. Or don't use them at all as it takes away any challenge...

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+++
showonlyimage = false
draft = false
date = "2007-03-30"
title = "Bugs Are Features"
tags = ['Fallout', 'Troika']
weight = 0
+++
I'm getting fairly tired of defending Arcanum on various *cough, console lovers* message boards and against friends. Everybody seems to prefer Oblivion-style Roleplaying gameplay mechanics. Fine by me, but don't try to piss RPG Codex members and me off by complaining about the bug fest in Troika's games. During my more than 5 playthroughs (admittedly never got to the finish, fooling around with different characters is even funnier), I never encountered a single "bug". Except the obvious not-so-finished questlines in later stages of the game. Point the finger to the publishers, not to Troika.
Because, in Arcanum, everybody reacts on everything in a unique way. No NPC interactions are scripted (as seen in the NPC Interaction tests)! This makes debugging a more than difficult task of course. Read the interview for details. Here's the most important part, carefully preserved for future quotage:
Let me give you an idea of what made Troika great. Here are two scenarios, one featuring a regular game idea, and one featuring a Troika game idea:
#### Regular game idea:
**What the player experiences:** You were told that the wealthy owner of the Inn can help you find the buried treasure. You walk into a bar. The bartender greets you with a fine "Hello Stranger! Come and enjoy a pint of ale on the house!" You will notice that you when you click on anyone else in the room you get a generic "good day sir", you certainly can't attack anyone, and if the game let you fire off an explosive spell, it wouldn't do any damage in room and no one would notice that anything had happened. You talk to the inn keeper and he says if you give him 10 gold, he'll give you the map to the secret treasure! So you do.
**What the developers were thinking:** Well, this has to be this way, right? I mean, the bartender has knowledge that keeps the quest moving along so we can't kill him. And what if we attacked someone else in the corner of the bar? We couldn't have that because it would look strange if the people just sat there! And I mean, c'mon, if you can kill this guy, wouldn't that mean you can kill the others too? Oh plus, our publisher informed us yesterday that we have to take out all the kids in the game because we can't sell the game in Germany if it has kid killing. Yeah..... killing people in a friendly town is out of the question.
<img src="/img/games/Arcanum/screens/arc_tarant.jpg">
<center>Let's kill her. I hope her husband will be happy.</center>
**Troika game:**
**What the player experiences:** You walk into a bar. The bartender greets you with a fine "Hello Stranger! Come and enjoy a pint of ale on the house!" At this point, you shoot an arrow through his neck.... he drops dead, the bar maid and most of the patrons freak out and run for the door... You laugh maniacally until you notice some guy in the corner (who happens to be the bartenders' brother in law enjoying a pint himself) unsheathing his vorpal sword and coming after you with bloody vengeance in his eyes... You kill him too and take his sword. You search the inn and find a key underneath a bottle of whiskey behind the bar. The key opens a lockbox upstairs in his room where you find a map.
**What Troika was thinking:** Hey, what if I want to shoot the bartender? Yeah, I hate those stereo-typical jolly fat bartender guys. It'll be more trouble, but we'll make sure you can get the map some how. For the people in the room, we'll have them check against your faction and skills, if you attack anyone, they will determine if they are scared, hostile, or unmoved by your actions. If they are scared they'll run, hostile they'll attack, and unmoved they will just sit there drinking a beer while all hell breaks loose. Yeah, we should put at least on guy in the bar who's tough as nails. The tough quiet dude who calmly drinks his beer... The guy you DO NOT want to mess with. Yeah, and if you kill anyone in this inn, the cops in town will attack you on sight. The more neutral shopkeepers will still sell to you, but they will jack the prices up because even they think you are a cold blooded killer.
Now, the Troika way is much more difficult to implement. All RPG fans will notice that Troika games are often times buggy. The Troika way is much harder to test because of all of the possibilities within the game and the level. When the game is near completion and you need another few months to make sure it's tight and bug free, the publisher will rarely give you the time or money to make it happen. Many times, Publishers underestimate how difficult it is to test a game this open ended and they don't give you proper testing resources. This was the case for Arcanum and Temple for sure.
In the Publishers defense though, you did say it'd be done at a certain date, and if it's not, it's normally no one's fault but the developers. Publishers plan on releasing certain games at certain times. You can't have your game come out right after a similar title because it might get buried. There are even deeper layers that the publishers have to deal with like reserving certain times for the game to be pressed. If you deliver the final version to the reproduction facility in October instead of September, they may be busy and will charge you much more for the rush delivery and overtime.
Never forget. And stop complaining. By the way, I've seen the future, isn't that cool?
<img src="/img/BlogPages/fallout3.jpg">
<center>Wow, Fallout 3 is going to be awesome! Isn't that right, Bethesda?.</center>

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+++
showonlyimage = false
draft = false
date = "2007-03-30"
image = "/img/articles/captainclaw.jpg"
title = "Captain Claw Review"
tags = ['Captain Claw']
game_name = 'Captain Claw'
game_genre = '2D Platformer'
game_release_year = '1997'
game_developer = 'Monolith'
weight = 0
+++
<img src="/img/Guides/CaptainClaw.jpg">
Ah, 2D platformers. This genre disappeared after the DOS era on the PC. Also the consoles liked more the 3D platform games like hundreds of Mario 64 clones. There was almost never an attempt to revive the classic 2D sidescrolling action and add a few modern elements to it. Except for Monolith Productions of course! We know Monolith mostly from First Person games like the recent F.E.A.R. and of course the No One Lives Forever series. Claw was one of their first titles wich proved Monolith was quite capable of putting together a complete game package, even including a level editor and multiplayer options, in the PC world. Blood is probably the oldest known game from these devs. Hungry 2D platformes wich refuse to buy a decent handheld system to ease the pain will likely enjoy Captain Claw. Let's see what the game has to offer. (Or had...)
<img src="/img/games/CaptainClaw/screens/04_lvl4_duckbeforehit.jpg">
<center>Arrr, a pirate's life.</center>
### Act I, Level I. Escape!... Again?
It immediately show that Claw will be an unique experience once you star the game. The Main Menu looks like a Pirate chest-hunting hand-drawn map. Indeed: Claw himself, the main character, is a super elite cat-pirate wich has to take on the Spanish Dog Armada during the inquisition period. Claw has to fight his way trough nine full acts to reclaim ancient lost treasure (jewels wich together create the Amulet of Nine Lives. How many lives did cats have in legends again?
Every act is divided into two levels and at the end you'll have to face a boss. If you manage to stay alive, you'll be rewared with one of those nine jewels. If you don't... Ah, but a pirate won't be defeated that easy, won't he? Every stage breathes a fresh and unique air: a big fort, a wide forest area, the ship yard, ... The music tunes on the background are very piratish and are quite suited for the game.
<img src="/img/games/CaptainClaw/screens/08_lvl2_magicclaw.jpg">
<center>Hocus Pocus, Magic Claw!</center>
During your search for the jewels, you will of course face several different enemies. Claw comes equipped with a pistol with a finite amounth of ammo, little dynamite bombs you can throw at platforms and a very powerful (but very limited) spell Magic Claw wich literally rips trough all enemies directly facing you. Hmm, did I forget something? Oh yeah, and of course one to rule them all: your blunt, crude but shiny pirate sword! When Claw attacks and the enemies are too close to use the rather big sword, he'll kick and punch instead. Very funny animations by the way.
Enemies drop loot after being defeated. Coins, golden crowns, King Staves, you name it. Next to treasure you'll also encounter some powerups troughout the level. A weapon powerup for your sword like Lightning Sword or Fire Sword usually has the same effect as your powerfull spell.
### My cat against yours, Let's do it.
<img src="/img/games/CaptainClaw/screens/10_lvl2_cannons.jpg">
<center>Learn to point, fool</center>
A feature of this game wich stands out is the multiplayer possibility. Claw even has a built-in netplay module so you'll be able to battle or co-operate with your friends via the internet. Sadly Captain Claw still uses rather old methods to setup the connection: the out dated IPX method. But it's not impossible to play with your friends thanks to various wrapper scripts found on your beloved friend Google.
Bored with the standard levels? No problem, just make your own! Yes indeed, like in Jazz jackrabbit 2 you can make your own fully-featured levels and distribute them via the internet. By fully-featured, I mean fully: powerups, treasure, all kinds of platforms, background whistles, etc. Sadly, it is not possible to smash different levels into one complete package called an Act like the main game. Since there are only nine main themes available, the level tool might get boring after a while.
### Oooh, a cutscene.
<img src="/img/games/CaptainClaw/screens/13_lvl3_underground.jpg">
<center>A hidden path wich leads below ground</center>
Between the different acts, you'll be rewarded with an impressive cutscrene. These little videos are animated wich expand the story of Claw's past and future. The screnes are very well animated and of high quality, after a while you really have the feeling you've entered a pirate world and you're being chased by the inquisitors. After finishing an act, you can rewatch each cutscene via the Main Menu. Maybe Monolith should have made this game into a series of multiple ones... Ah well.
Now, what's less good about this game? Quite a difficult question. Except for the noticable short singleplayer adventure of course. The game does play easy at the beginning, you'll breeze trough the first few acts. But once you reach the Harbor, you'll encounter much smarter enemies and especially much trickier platforms. It's a platform game after all, don't forget. The bosses are generally tough nuts to crack (except the first few) too.
### Conclusion
What has Captain Claw to offer? To a platform lover, everything. To a general gamer, an unique pirate experience with nice animated cutscenes and catchy tunes. Let's not forget the multiplayer possibilities and the custom map editor. And above all: 'treasure, arr!Too bad this game is very hard to track down these days, thanks to Wizard Works, the lousy publisher. The demo is still available at the offical Website!

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