Is there a good reason to import my character from BG1 to BG2? Because I think showing up at the beginning with everyone having +2 weapons is kind of against the whole point of RPG levelling up.
And does completing BG1Tutu with Dynaheir and Branwen on Core Rules give me enough experience to be able to play a Mage in BG2? I'm getting kind of tired of the Undead Hunter Paladin thing. Keep in mind, I do resort to walkthroughs much of the time because I hate wandering around trying to find stuff. I'll try to avoid that in BG2 to keep the experience pure, but if the subquest setup is anything like BG1's...
Oh, and is there any reason that some spells are named (Melf's Acid Arrow) and most of them are not?
Is there a good reason to import my character from BG1 to BG2? Because I think showing up at the beginning with everyone having +2 weapons is kind of against the whole point of RPG levelling up.
And does completing BG1Tutu with Dynaheir and Branwen on Core Rules give me enough experience to be able to play a Mage in BG2? I'm getting kind of tired of the Undead Hunter Paladin thing. Keep in mind, I do resort to walkthroughs much of the time because I hate wandering around trying to find stuff. I'll try to avoid that in BG2 to keep the experience pure, but if the subquest setup is anything like BG1's...
Oh, and is there any reason that some spells are named (Melf's Acid Arrow) and most of them are not?
You lose all (well, 99%) of your stuff, unless you cheat. Only reason to import is to start at a higher level and bring over the golden pantaloons.
Is there a good reason to import my character from BG1 to BG2? Because I think showing up at the beginning with everyone having +2 weapons is kind of against the whole point of RPG levelling up.
And does completing BG1Tutu with Dynaheir and Branwen on Core Rules give me enough experience to be able to play a Mage in BG2? I'm getting kind of tired of the Undead Hunter Paladin thing. Keep in mind, I do resort to walkthroughs much of the time because I hate wandering around trying to find stuff. I'll try to avoid that in BG2 to keep the experience pure, but if the subquest setup is anything like BG1's...
You lose all (well, 99%) of your stuff, unless you cheat. Only reason to import is to start at a higher level and bring over the golden pantaloons.
Plus, some of your items will show up in various shops or in the dungeon. Others will carry over regardless of what you already had (Helm of Balduran comes to mind).
Shadowen on
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admanbunionize your workplaceSeattle, WARegistered Userregular
Oh, and is there any reason that some spells are named (Melf's Acid Arrow) and most of them are not?
A lot of the named spells go back to characters that were run in the first D&D games. Bigby and Mordenkainen were both adventurer's in Gygax's "Castle Greyhawk" dungeon crawl. Melf was played by Gygax's son.
It's like Kleenex. Everyone knows it's actually tissue (or in this case "Acid Arrow"), but we prefer to call it by its brand name ("Melf's Acid Arrow").
What spells in Baldur's Gate II would you consider completely useless (arcane or divine)?
I keep memorizing Color Spray and then go to pull it out and am met with disappointment as everyone I fight is too high level to be affected.
However, Chromatic Orb just keeps on getting better.
langfor6 on
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ShadowenSnores in the morningLoserdomRegistered Userregular
edited June 2009
There are almost no useless arcane spells, at least once you have ToB installed. Because then you can spam learning spells over and over for easy XP (or if you want to make room in your scroll cases and won't have access to a merchant for a long, long time). That being said, I found flesh to stone was a neat spell, but things like disintegrate (or, more commonly, spells that breached a mage's defensive spells) were simply more practical.
Divine spells...I don't recall using entangle much, but that's probably because I'm not very imaginative. And detect traps was pretty useless once you have a thief with 100% traps skill (even 85% was good enough in most circumstances), though if you wanted to make room for another character instead of keeping a thief character it's all right. And, of course, I can recall detect evil being useful in precisely one non-self-enforced-RP instance in the entire series.
It's been awhile, though, so that's all I can remember.
Is there a good reason to import my character from BG1 to BG2? Because I think showing up at the beginning with everyone having +2 weapons is kind of against the whole point of RPG levelling up.
And does completing BG1Tutu with Dynaheir and Branwen on Core Rules give me enough experience to be able to play a Mage in BG2? I'm getting kind of tired of the Undead Hunter Paladin thing. Keep in mind, I do resort to walkthroughs much of the time because I hate wandering around trying to find stuff. I'll try to avoid that in BG2 to keep the experience pure, but if the subquest setup is anything like BG1's...
You lose all (well, 99%) of your stuff, unless you cheat. Only reason to import is to start at a higher level and bring over the golden pantaloons.
Plus, some of your items will show up in various shops or in the dungeon. Others will carry over regardless of what you already had (Helm of Balduran comes to mind).
Here is a list of non-Pantaloon items that will carry over from BG1 to BG2 should you import.
Also, has anyone ever tried a Cleric as a main character in BGII? I'm in the process of reinstalling, and I'm looking at giving the game another solid go at attempting to beat it (one of my secret shames). Pretty much all of my previous attempts have consisted of fighter-y types, with few exceptions: Fighter kits (kensai/mage mainly), Thieves of various stripes, a Blade, a Stalker, a Paladin (Inquisitor), and a Mage. I'm wondering if a Cleric is a decent choice for a main character, seeing as there are so many healer NPCs available, and Clerics aren't exactly the [strike]face-breakers[/strike] [strike]overpowered whores[/strike] [strike]immortal god-kings of assbeating[/strike] unbalanced class that they are in, say, NWN.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Oh, well losing your items makes more sense, but I still had all mine when I did a test import. I guess it was a glitch. Being at a higher level would be nice, since low level D&D combat is urgh. I assume the monsters level up with you?
What do the pantaloons do? Unfortunately I already missed them by doing the honorable thing and returning them.
That is interesting trivia about the spell names.
I found Blindness to be pretty useless later on since anyone you want to bother to blind will probably save against it. Magic Missile and Chromatic Orb is where it's at.
The Big Metal Unit turns the character's avatar into an iron golem, sets AC to -10, and gives 5% magic resistance, and is not magic itself.
The Big Metal Rod is a crossbow, though I can't remember its stats.
Frag Grenades are unlimited exploding bolts, Scorcher Ammo is unlimited Burning Hands effect, and Pulse Ammo is a single Magic Missile effect ammo. I'm not sure about the other ammo, but I remember that I liked to use Pulse Ammo in regular crossbows, because the Big Metal Rod didn't have very good stats, and the Pulse Ammo set your # attacks to either 5 or 10.
hippofant on
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
Also, has anyone ever tried a Cleric as a main character in BGII? I'm in the process of reinstalling, and I'm looking at giving the game another solid go at attempting to beat it (one of my secret shames). Pretty much all of my previous attempts have consisted of fighter-y types, with few exceptions: Fighter kits (kensai/mage mainly), Thieves of various stripes, a Blade, a Stalker, a Paladin (Inquisitor), and a Mage. I'm wondering if a Cleric is a decent choice for a main character, seeing as there are so many healer NPCs available, and Clerics aren't exactly the [strike]face-breakers[/strike] [strike]overpowered whores[/strike] [strike]immortal god-kings of assbeating[/strike] unbalanced class that they are in, say, NWN.
You'll do fine with a cleric, or any other class, really. Some class kits are weaker than others - beastmaster for rangers being perhaps the worst - but all of the classes make for fine CHARNAMEs. Personally, I had a lot of fun with a cleric of talos, and finished ToB-Ascension with that character despite poor party composition (2 clerics, fighter, mage). So don't sweat it.
If you do go with a cleric, I strongly suggest taking a kit. They're all advantages and no drawbacks, and I felt more invested in the stronghold quest by being an actual member of that temple's clergy.
I decided to try a Human Ranger who will dual to a Cleric at 12 or so. It's pure cheese, I know, but I kind of want to actually get through the game this time. I mainly used him because I managed to get an incredibly awesome stat roll without cheating.
I do have a pure Cleric rolled up just in case though.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
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MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
I decided to try a Human Ranger who will dual to a Cleric at 12 or so. It's pure cheese, I know, but I kind of want to actually get through the game this time. I mainly used him because I managed to get an incredibly awesome stat roll without cheating.
I do have a pure Cleric rolled up just in case though.
Nice thing about Rangers and Paladins
Due to their stat reqs, they get much higher average rolls than anyone else, since no matter how low you roll for a stat, it is raised to the minimum requirement.
This is true. My biggest worry, though, is how I'm going to get the xp to bring my Cleric levels back up to Ranger levels once I Dual Class. I don't have the luxury of being able to hoard spell scrolls like a Fighter/Mage would.
Maybe hold off on teaching my mages many spells (or have a mage I don't use, like Jan or Aerie learn a bunch while my main sits out) until my Ranger duals over, so the xp is only split two ways instead of six, maybe?
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Why can't Dynaheir learn this Protection from Lightning spell scroll? I thought it was because she can't cast level 4 spells, but she could copy other level four spells into the book. It's not a casting scroll, I'm not that much of a noob.
Why can't Dynaheir learn this Protection from Lightning spell scroll? I thought it was because she can't cast level 4 spells, but she could copy other level four spells into the book. It's not a casting scroll, I'm not that much of a noob.
Specialist mages can't learn spells from their school's opposite. I don't remember what kind of mage Dynaheir is, but her opposing school must be abjuration (unless I'm forgetting what school elemental protection spells fall under)
Hmm. Looks like I hit a bug. My Ranger is protector in Umar Hills now, and I went back there in order to grab Valygar for the Planar Sphere. The townsfolk there, however, keep talking to me as if I started the first Ranger stronghold quest, when in fact the forest spirit never visited me. I went ahead and completed it, but now I have no forest spirit to turn the thing in to.
I'd spawn her, but I have no idea what her creature ID is.
Nevermind! Found her ID via a lucky guess and got it all straightened.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
It does. It's how I found the creature ID. Problem is, the IDs are all condensed to fit into a 6-character limit, and most of the ID names are fairly vague. I ctrl-f'd all the different possible things I could think of regarding her actual name, and it finally clicked with "spirit".
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Why can't Dynaheir learn this Protection from Lightning spell scroll? I thought it was because she can't cast level 4 spells, but she could copy other level four spells into the book. It's not a casting scroll, I'm not that much of a noob.
Specialist mages can't learn spells from their school's opposite. I don't remember what kind of mage Dynaheir is, but her opposing school must be abjuration (unless I'm forgetting what school elemental protection spells fall under)
Nope, she's an Invoker who can learn Charm spells, Protection is Abjuration. There isn't even the Write Magic button, even Charm spells have those, it just denies me when I try to learn them.
Why can't Dynaheir learn this Protection from Lightning spell scroll? I thought it was because she can't cast level 4 spells, but she could copy other level four spells into the book. It's not a casting scroll, I'm not that much of a noob.
Specialist mages can't learn spells from their school's opposite. I don't remember what kind of mage Dynaheir is, but her opposing school must be abjuration (unless I'm forgetting what school elemental protection spells fall under)
Nope, she's an Invoker who can learn Charm spells, Protection is Abjuration. There isn't even the Write Magic button, even Charm spells have those, it just denies me when I try to learn them.
Why can't Dynaheir learn this Protection from Lightning spell scroll? I thought it was because she can't cast level 4 spells, but she could copy other level four spells into the book. It's not a casting scroll, I'm not that much of a noob.
Specialist mages can't learn spells from their school's opposite. I don't remember what kind of mage Dynaheir is, but her opposing school must be abjuration (unless I'm forgetting what school elemental protection spells fall under)
Nope, she's an Invoker who can learn Charm spells, Protection is Abjuration. There isn't even the Write Magic button, even Charm spells have those, it just denies me when I try to learn them.
Possibly its the Cleric version of the scroll.
Yeah, that's what I'm thinking. If it's a Protection from Electricity scroll with green artwork, it's the Cleric version of the spell, and you can only cast it from the quick item bar, not scribe it.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
It's not cast only, this is what it looks like
I thought it was a pattern because Protection from Evil 10' also did that, but I think it's just a glitch. This install of Tutu has been really glitchy, I have BG walking speeds without the tweak patch and a pair of Gauntlets of Weapon Skill apparently just disappeared off my character. I'd reinstall it but it's not a big deal and probably wouldn't fix anything anyway. And I don't know where the CDs are.
Do Bracers of AC 7 do nothing if I already have armor with a lower AC?
How do I initiate romances? I'm at Baldur's Gate and my party has only had 2 conversations, so I'm guessing that's another glitch.
It's not cast only, this is what it looks like
I thought it was a pattern because Protection from Evil 10' also did that, but I think it's just a glitch. This install of Tutu has been really glitchy, I have BG walking speeds without the tweak patch and a pair of Gauntlets of Weapon Skill apparently just disappeared off my character. I'd reinstall it but it's not a big deal and probably wouldn't fix anything anyway. And I don't know where the CDs are.
Do Bracers of AC 7 do nothing if I already have armor with a lower AC?
How do I initiate romances? I'm at Baldur's Gate and my party has only had 2 conversations, so I'm guessing that's another glitch.
are you using bg1npc? if not you wont get romances, and only with bg1npc your character as to fit the right alignment and such for each womens, branwen and dynaheir are the only two in your current party (judging from that screenshot) that you can romance (dynaheir as a nice ending which leads into bg2) its actually possible to do 2 romances one after the other if you do things right.
that said if you've only had 2 convos and you're at baldurs gate you either don't have bg1npc or the game is bugged.
It's a cleric scroll, see how it says "Sphere: Protection, Weather"? Same thing with Protection from Evil 10'. Only clerics can cast those scrolls. Or classes with innate access to clerical magic, druids, rangers, etc.
SinWithSebastian on
0
ShadowenSnores in the morningLoserdomRegistered Userregular
edited June 2009
Yeah. Back in 2nd Ed, clerics had spheres, not domains or schools. If a scroll references a sphere, then it's a cleric spell.
I opened up with Doom from my Ranger/Cleric and a Greater Malison from Jan while Anomen cast Finger of Doom. I knew it could work, I just didn't expect it to. I'm just so used to having incredibly bad luck with resists for stuff.
On an unrelated note, I'm really not liking Weimer's Item Upgrade mod for BG2 and am regretting that I installed it. It didn't look quite so bad on paper, but in practice the thing is astoundingly overpowered. Hit 20 reputation and have Keldorn? Congratulations, for a paltry 15,000 gold you can turn his Hallowed Redeemer into a Carsomyr!
My next playthrough is either going to have it uninstalled, or keep it installed but install those ridiculous Tactics mods to compensate.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Weimer's mods confound me. They seem to either make the game too easy or make the game ridiculously difficult (Hi there, level 22 Cleric in Chateau Irenicus. You too, Glabrezu that can only be hurt by a single weapon in the entire dungeon, god help you if you can't get to it.), with little in between.
korodullin on
- The Four Horsemen of the Apocalypse (2017, colorized)
Posts
And does completing BG1Tutu with Dynaheir and Branwen on Core Rules give me enough experience to be able to play a Mage in BG2? I'm getting kind of tired of the Undead Hunter Paladin thing. Keep in mind, I do resort to walkthroughs much of the time because I hate wandering around trying to find stuff. I'll try to avoid that in BG2 to keep the experience pure, but if the subquest setup is anything like BG1's...
Oh, and is there any reason that some spells are named (Melf's Acid Arrow) and most of them are not?
3DS: 1607-3034-6970
Every time you cast Melf's Acid Arrow, you have to pay Melf 10 gold.
Plus, some of your items will show up in various shops or in the dungeon. Others will carry over regardless of what you already had (Helm of Balduran comes to mind).
A lot of the named spells go back to characters that were run in the first D&D games. Bigby and Mordenkainen were both adventurer's in Gygax's "Castle Greyhawk" dungeon crawl. Melf was played by Gygax's son.
I keep memorizing Color Spray and then go to pull it out and am met with disappointment as everyone I fight is too high level to be affected.
However, Chromatic Orb just keeps on getting better.
Divine spells...I don't recall using entangle much, but that's probably because I'm not very imaginative. And detect traps was pretty useless once you have a thief with 100% traps skill (even 85% was good enough in most circumstances), though if you wanted to make room for another character instead of keeping a thief character it's all right. And, of course, I can recall detect evil being useful in precisely one non-self-enforced-RP instance in the entire series.
It's been awhile, though, so that's all I can remember.
I think I typically just loaded up on Magic Missiles.
Here is a list of non-Pantaloon items that will carry over from BG1 to BG2 should you import.
Also, has anyone ever tried a Cleric as a main character in BGII? I'm in the process of reinstalling, and I'm looking at giving the game another solid go at attempting to beat it (one of my secret shames). Pretty much all of my previous attempts have consisted of fighter-y types, with few exceptions: Fighter kits (kensai/mage mainly), Thieves of various stripes, a Blade, a Stalker, a Paladin (Inquisitor), and a Mage. I'm wondering if a Cleric is a decent choice for a main character, seeing as there are so many healer NPCs available, and Clerics aren't exactly the [strike]face-breakers[/strike] [strike]overpowered whores[/strike] [strike]immortal god-kings of assbeating[/strike] unbalanced class that they are in, say, NWN.
- The Four Horsemen of the Apocalypse (2017, colorized)
What do the pantaloons do? Unfortunately I already missed them by doing the honorable thing and returning them.
That is interesting trivia about the spell names.
I found Blindness to be pretty useless later on since anyone you want to bother to blind will probably save against it. Magic Missile and Chromatic Orb is where it's at.
http://www.gamebanshee.com/baldursgateii/pantaloonsenigma.php
The Big Metal Unit turns the character's avatar into an iron golem, sets AC to -10, and gives 5% magic resistance, and is not magic itself.
The Big Metal Rod is a crossbow, though I can't remember its stats.
Frag Grenades are unlimited exploding bolts, Scorcher Ammo is unlimited Burning Hands effect, and Pulse Ammo is a single Magic Missile effect ammo. I'm not sure about the other ammo, but I remember that I liked to use Pulse Ammo in regular crossbows, because the Big Metal Rod didn't have very good stats, and the Pulse Ammo set your # attacks to either 5 or 10.
Damn you, sir
3DS: 1607-3034-6970
You'll do fine with a cleric, or any other class, really. Some class kits are weaker than others - beastmaster for rangers being perhaps the worst - but all of the classes make for fine CHARNAMEs. Personally, I had a lot of fun with a cleric of talos, and finished ToB-Ascension with that character despite poor party composition (2 clerics, fighter, mage). So don't sweat it.
If you do go with a cleric, I strongly suggest taking a kit. They're all advantages and no drawbacks, and I felt more invested in the stronghold quest by being an actual member of that temple's clergy.
I do have a pure Cleric rolled up just in case though.
- The Four Horsemen of the Apocalypse (2017, colorized)
Nice thing about Rangers and Paladins
Due to their stat reqs, they get much higher average rolls than anyone else, since no matter how low you roll for a stat, it is raised to the minimum requirement.
Maybe hold off on teaching my mages many spells (or have a mage I don't use, like Jan or Aerie learn a bunch while my main sits out) until my Ranger duals over, so the xp is only split two ways instead of six, maybe?
- The Four Horsemen of the Apocalypse (2017, colorized)
Specialist mages can't learn spells from their school's opposite. I don't remember what kind of mage Dynaheir is, but her opposing school must be abjuration (unless I'm forgetting what school elemental protection spells fall under)
I'd spawn her, but I have no idea what her creature ID is.
Nevermind! Found her ID via a lucky guess and got it all straightened.
- The Four Horsemen of the Apocalypse (2017, colorized)
- The Four Horsemen of the Apocalypse (2017, colorized)
Possibly its the Cleric version of the scroll.
Yeah, that's what I'm thinking. If it's a Protection from Electricity scroll with green artwork, it's the Cleric version of the spell, and you can only cast it from the quick item bar, not scribe it.
- The Four Horsemen of the Apocalypse (2017, colorized)
I thought it was a pattern because Protection from Evil 10' also did that, but I think it's just a glitch. This install of Tutu has been really glitchy, I have BG walking speeds without the tweak patch and a pair of Gauntlets of Weapon Skill apparently just disappeared off my character. I'd reinstall it but it's not a big deal and probably wouldn't fix anything anyway. And I don't know where the CDs are.
Do Bracers of AC 7 do nothing if I already have armor with a lower AC?
How do I initiate romances? I'm at Baldur's Gate and my party has only had 2 conversations, so I'm guessing that's another glitch.
Yes. They're for unarmored characters like mages.
You don't. The original Baldur's Gate doesn't have romances and party conversations are few and far between compared to BG2.
are you using bg1npc? if not you wont get romances, and only with bg1npc your character as to fit the right alignment and such for each womens, branwen and dynaheir are the only two in your current party (judging from that screenshot) that you can romance (dynaheir as a nice ending which leads into bg2) its actually possible to do 2 romances one after the other if you do things right.
that said if you've only had 2 convos and you're at baldurs gate you either don't have bg1npc or the game is bugged.
The thing with the bracers is that it says they only work in combat, so I don't know what that means in-game.
- The Four Horsemen of the Apocalypse (2017, colorized)
If you're high enough level, chromatic orb can accomplish the same thing, though less reliably.
On an unrelated note, I'm really not liking Weimer's Item Upgrade mod for BG2 and am regretting that I installed it. It didn't look quite so bad on paper, but in practice the thing is astoundingly overpowered. Hit 20 reputation and have Keldorn? Congratulations, for a paltry 15,000 gold you can turn his Hallowed Redeemer into a Carsomyr!
My next playthrough is either going to have it uninstalled, or keep it installed but install those ridiculous Tactics mods to compensate.
- The Four Horsemen of the Apocalypse (2017, colorized)
- The Four Horsemen of the Apocalypse (2017, colorized)