Icewind Dale no magic items challenge run

O_Bruce

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Hello there!

I want to work on idea I had for quite some time now, and that would be playing through basic campaign of Icewind Dale without use of magical items. It sounds like something very hard to pull off and with some problem-solving potential

Restrictions of the playthrough are as follows:
- I cannot equip any magical items. Nothing my characters wear can be enchanted
- Above restricion applies to ranged weapons ammuniton
- Use of the wands is prohibited
- Scrolls of protection are prohibited

Potions are okay to use, as I feel this leeway would be welcome in my first playthrough of this sort. Additionally, spellcasters are allowed to use spell scrolls they would be normally able to. So, mage can still use scroll of magic missile, priest still can use scroll of chant etc. And finally, temporary magical weapons created from spells (like blessed hammer etc.) are allowed.

With above said, I'd like to introduce you to my trio of adventurers, right after equipping themselves at Pomab's shop, starting with Dabb:
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This fine specimen of a warrior and cleric will serve as the main frontline fighter of the group. Being partially a cleric, he'll also have acces to healing and support spells, and most importantly of all, he'll be able to conjure an enhanced hammer, which I predict will be main mean of dealing with adversaries immune to non-magical weapons. He is proficient with hammers and sword-and-shield fighiting style. Dabb isn't very intelligent or charismatic, both of traits due to accident with a swing during his youth, but Lim loves him all the same.

Speaking about Lim...
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Obviously, she serves as a spellcaster of the group, but also as a negotiator who speaks on behalf of the party. She is trained with using a sling, and among her starting spells are Spook, Sleep and Color Spray.

And finally, last member of Allmighty Trio, Hina:
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A fighter/thief specialized in the ranged combat, will most likely end up as the main damage dealer of the party. That and her skills as a thief will prove her to be an extremely valuable asset. I don't suppose she'll end up backstabbing many things, so handling traps and locks aside, she'll focus on using snares when needed.

As you can see, all of above characters are gnomes, so that I wouldn't be sad if the challenge fails. That being said, this is a test run, so I don't quite know what to expect.



Anyways, the beginning of the game in Easthaven is not that different to a normal playthrough. I've dealt with some basic quests, like helping Grisella with her pest problem, helping Johenn with his dreams, getting rid of the wolf inside of Aspel's workshop, convincing an alcoholic to forsake his drunk ways and returning the fish to Damien from small group of goblins (Dabb suffered some damage in the process).

The Allmighty Trio decided borrow some things from Pomab - like scroll of Chromatic Orb - with intend of making up to him after the adventure is over. Let's hope nothing strange happens to Pomab until then. Anyways, Lim took a risk and managed to add Chromatic Orb to her list of known spells.

The orc cave was a bit more involving. Dabb suffered some more minor wounds, cured by a healing potion. Against orcish shamans, interrupting their spellcasting with Command did wonders. There was a random magic treasure inside the chest in the north-western part of the cave: it was ring of lesser resistacne. Of course I cannot make use of it, but it will sell.

The main combat encounter of the cave is in the southern chamber, featuring Ogre as the strongest combatant. Before that, Hina attempted to set a snare and failed in a spectacular fashion, feeling pressure of enemies watching despite there not being any. The girl needs to work on her nerves, that's for sure!
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Dabb was used to lure some the enemies to the tight spot, and to draw attacks from orcish archers. With Dabb's sword-and-shield style, large shield, 18 dexterity score and splint mail, his ac against missiles was effectively -5, so no arrow managed to graze him. Lim casted Sleep, renering majoriy of hostile combatant useless, those still standing were dealt with Hina and Dabb. Then, Dabb proceed to wake up sleeping enemies, since his attacks deal the biggest average damage per hit (8.5). That also included ogre, which was woken up by attack and then Spooked by Lim. After that, he was nothing but a target practice.
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Afterwards, The Allmighty Trio gave Hrothgar a full report, did some more business with Pomab and then left for an adventrue. Aside an avalanche started by frost giants, the journey to Kuldahar was not that eventul, and certainly it was not much different from the standard playthrough: Dabb's was great at tanking goblins, including archers, the Orc leader in the windmill was put to rest with Command, while his comrades died. The small boy was saved, Lim learned Blur spell, then found out about the ogre's headache problem. Some more goblins died, then even more goblins died, and then some beattles also died. Kuldahar has been reached.

Lim, speaking for the entire party, agreed to help Arundel in finding the source of evil responsible of the strange events around Kuldahar. While at it, she found out how to cure the ogre's headache problem, and after their business with Arundel was done, the Allmighty Trio decided to help the poor creature with its problem.

First real change of the challenge: items normally considered useful in the standard playthrough now are good only for selling. Like this cloak for example:
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It enabled Dabb to buy himself a new plate armor and allowed Lim to buy plenty of scrolls from Orrick, bisit Olaf to purchase 10 healing potions and potion of mind focus. Thanks to that, Lim was able to memorize several new spells to her arsenal, including Magic Missile, Cat's Grace, Web, Mirror Images and Identify. She also cast Find Familiar from a scroll, gaining a cat, who's about to get really comfy in the backpack.
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Hina helped the local inn owner, Aldwin to confess to his sins about his actual ownership of the place. After getting some rest, the Allmighty Trio spend some time in tavern, having a lively chat with Lysan - such a lovely barsmaid! Afterwards, they headed out into the Vale of Shadow, being able to rescue Mirek from a tundra yeti. They have found out about Mirek's brother, and decided to helpe the poor man while at their main mission.

And so, they arrived in the Vale of Shadows
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JustKneller

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At first I thought this would be an easy-ish challenge. I have done runs with sub-optimal parties with no issue. But, one thing strikes me and that's enemies that need a magic weapon to hit (which I think includes wights and mummies from the Vale of Shadows). You can get around it with the fourth level spell enchanted weapon, but then it's like, you might as well use magic weapons. I suppose your cleric will have magical stone or spiritual hammer, and your Illusionist will have a lot of options, but your Fighter/Thief will be out of luck (unless you use enchanted weapon). I'm kinda surprised you went with an illusionist for this one, though. I almost always take a bard instead due to a magic-users outleveling the spells available (especially in a small party).

I'll be watching this one. IWD is my favorite IE game. 🙂
 

O_Bruce

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@JustKneller
That's interesting, because I thought most people would immediately think of Yxunomei and her immunity to +1 weapons and below. Some of the things you mentioned I'll be adressing in this update though :)



Our Allmighty trio started out with exploring nearby crypts. Surprisingly (in role-play sense; in gameplay, it makes perfect sense at this point), non-magical weapons were able to harm an slay lesser shadows. Dabb's turn undead skill proved to be invaluable during the trio's endeavor: skeletons and most ghouls were reduced to moving target practice.
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The carrion crawler was spooked by Lim's ilussions, allowing the party to easily slay the creature
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Dabb leveled up and put the first proficiency point into Flails/Morning stars. In this playthough, it doesn't really do much: but quality morning star would probably be better than ordinary hammer for most of the battles in the near future. Hina also acquired new rogue skills, mostly in setting up snares.

Something to note that I utterly overlooked:
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Due to his brain damage, with 7 intelligence, Dabb cannot read priest scrolls. I utterly forgot about this fact, and this might bite me in the butt later on. Altenratively, I'd make the character drink intelligence-affecting potions before using scrolls, and that's unorthodox to say the least. Anyways, I screwed up.

Hina has "borrowed" a gate key
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The Allmighty Trio haven't forgotten about Mirek's plea to find his family's heirloom. Hilda's snare helped in bringing down one of Yetis, while Lim's Color Spray briefly stunned their chieftain, making fight much easier.
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The family heirloom has been found:
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Out of sheer curiousity, the party decided to explore nearby cave: it looked like it was recently occupied by someone of civilized races; it was also guarded by several yetis. chromatic orb failed against one of those beasts, and Dabb had to relly on Command to increase the chance of victory. Luckily, the party surived with some minor wounds.

Exploring more tombs, crowd-controlling undead left and right...
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And Dabb reached level 4 of priest!

Now, let's adress the shadowy elephant in the room: enemies immune to normal weapons. My main plain was to use weapons made from spells - like Spiritual Hammer, Moonblade etc, and in case of Hina, most likely Enchanted Weapon (even though I have no memory of where you get that spell in Icewind Dale). It isn't a bad plan in theory, but in practice it started not well either.

Turns out, Spiritual Hammer doesn't account for weapon proficiency or lack thereof, and also doesn't get bonuses from stength. As result, the spell eneables me to create +1 weapon for a brief time, with which Dabb is less effective than normal - he does 7-10 damage per swing with 1.5 attack per round; with Spiritual Hammer, he does 3-6 damage, with 1 attack per round. It is rather bad when you need to summon two such hammers to deal with one Shadow.

With no permament magic weapons, not only my characters are not able to get additional bonuses to thier combat abillities, using them also can make them less effective. And even if I manage to obtain Enchanted Weapon spell, a 7-10 dmage counting as +3 weapon is still inferiot to 10-13 damage counitng as +3 weapon. It is notable part of the challenge and I predict it will stay that way.

Not to mention my other stats, like AC, saving throws, resistances and so on cannot be passively raised just like that they could be in typical playthrough.
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I'll need to pivot to using more offensive spells on such ocassions. Before entering two last tombs, the party returned the family heirloom to Mirek
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After spending some time on preparation, mostly related to buying more ammo from Colan, healing potions from Oswald (sorry for calling you Olaf in the preivous post, you wonderful little bastard) and re-memorizing spells, the party returned to Valley of Shadows in search of Evil. The exploration of the tombs proceeded slowly but carefully, mostly thanks to Dabb's turn undead abillity.

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Hina has "borrowed" yet another key - this time to Kresselack's tomb. And this one will also be explored slowly, but not as safely as the previous ones. Many of basic undead enemies can be turned at this point of time, but that doesn't count for Wrights, undead priests or Myrkul's Sending. I had a plan of silencing the priest, but I failed at it execution, and Dabb was held, so Hina and Lim went to their comrade's rescue. Myrkul's Sending was another matter however:
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As you can see, the battle against this creature looked more like playing tag rather than duel to the (un)death. Ultimately, I needed to use more offensive spells than what I would like to defeat it, and that's a shame, since I was hoping to saving some to face the mummy in one hidden area in on this level. I guess I need to think how to and learn to manage my resouces better.

Until the next update!
 

JustKneller

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That's interesting, because I thought most people would immediately think of Yxunomei and her immunity to +1 weapons and below.
When I read it, my first thought was what was going to be the first obstacle because that is when your party has the fewest tools to work around it. 😁

Yxunomei is definitely a problem, but by then you have so many offensive tools you can take her out with magic.

You can start off with you fighter/thief backstabbing her with Enchanted Weapon and then high tail it back to the party. Her saves aren't spectacular (8 vs. spells, or 4 with GM) so you can stack web to hold her (MR doesn't help with AoE) and then you have skull trap to soften her up. You should be at least level 10, so three skull traps will average out to around 100 damage (she has 90ish HP). Priests have holy smite, too.

If she survives that you can then free action melee fighters with conjured weapons or Enchanted Weapon to smack her down. I think your cleric will get Circle of Bones, which might help (2d6 damage per round for three rounds, but you have to get close, and it might not be magical enough to hurt her). You can also meat shield with skeletons or animals. If you stack GM, Curse, Prayer, Recitation, and maybe RWF and get really lucky, you might be able to pull off a Slay Living. Her MR is 70% but you can turn the odds in your favor with a Lower Resistance.

I mean, she's not easy, but you have a lot of tools at that point.

Lower Resistance is in the expansion and I think Orrick sells Enchanted weapon.

Not to mention my other stats, like AC, saving throws, resistances and so on cannot be passively raised just like that they could be in typical playthrough.
I have done runs (and you are actually inspiring me to start another) where my party's defenses were sub-optimal due to some concept or another. In those cases, I really appreciated my cleric buffs. 😀
 

O_Bruce

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The Allmighty Trio adventure through Kressalack's Tomb continues. The party cleared the first level of the dungeon, minus the mummy, and then tackled the trap at the beginning of level 2
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Next, Dabb cast a Silence, 15' radius to disaple skeletal mage's spellcasting, before luring out to its demise
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Next, Lim's Shield spell enabled her to tank Imbuled Wight's magic missiles without suffering any damage. Lim's spells were also used up to deal with this Wight
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Being out of spells (and that meant inabillity to deal with enemies immune to conventional weapons), the party made a tactical retreat in order to rest in one of the smaller tombs, where ambush was not likely. After returning, they have dealt with a mummy they previously skipped, before slowly, but systematically clearing out level 2 of the tomb.

Level 3 started with a fierce battle, Dabb has used his Turn Undead abillity to make some lesser undead run away. That made the battle much more manageable, although it still required carefully managing the party's positioning at times. To my surprise, Spectral Guards were suspectible to normal weapons. I'll take it! Also, Dabb leveled up to level 5 of cleric, and that came with level 3 spells being unlocked.
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The optional batte with a mummy and 2 shadows was resource intense one. Luckily, Web enabled Dabb to attack with his Spiritual Hammer without worrying about things like misses - thougt the overall damage output is still laughable.
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Next, the party have dealt with the skeletal mage and some of spectral guardians. Neither was immune to normal weapons, but the latter guards hit quite often an hard, making Dabb drink multiple potions. The mage was silenced, then slain, and the archers haven't done much. And so, the group arrived in front of Kresselack.
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The sprit of the barbarian war lord claimed it was not responsible for the evil that plaugues Kuldahar. It claimed, however, that it can help reveal what's responsible, if a certain priestess of Auril was killed. The party was not happy about that deal, but it seems there were no other choices but to agree to this task. AFter leaving the tomb, the Allmighty Trio rested once more, then searched for the priestess in the vale. Thanks to cerain encounter before, they had nice idea where to look...
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Lysan? The fair barmaid from Kuldahar? It cannot be! No way! She was such a nice and warm (lol) person! Yeah, it turned out it was just an act, and Lysan is the priestess the party was looking for. Her real attitude towards Kuldahar and the warmth of the Oak made it easier for the party to proceed with their task. The party was ambushed by Yeti, Lim cast Web to immobilize Lysan, then the party could focus on Yetis. That didn't pan out, however, as I have discovered something unexpected.

Lysan was immune to the normal weapons, invalidating the tactics I have choosen for this battle.

Dabb: "Why won't you die?!"
Lysan: "Nanomachines Auril's Favor, son. It activates in response to physical trauma. You can't hurt me, Dabb!"
Dabb: *tries anyways*
Lysan: "What did I just said?" *swings her morningstar*


The situation required reloading, and with my tactics and spell use adjusted, the battle was won.
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The Allmighty Trio reported back to Kresselack, only to be screwed over. The spirit havent' said anything of value, besides that the evil we seek isn't in the Vale or anywhere near it. Well, at least the plate armor and the helm inside its tomb were looking nicely on Dabb.
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The trio went back to Kuldahar and report what they find out to Arundel. The druid suggested a search for the Heartsone gem, the artifact that may reveal the source of evil. Before venturing forth, the party needs to take some rest and re-organize. There's no telling what kind of further dangers they'll find themselves in...
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JustKneller

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Web enabled Dabb to attack with his Spiritual Hammer without worrying about things like misses
I'm not sure I've ever actually used spiritual hammer in this game. Is it ranged? Otherwise, how did you keep Dabb from getting held in the web?

And how did you take out Lysan? I think she has 40-50 hit points so you definitely didn't have enough magic missiles to take her down. Was this another spiritual hammer situation.
 

O_Bruce

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I'm not sure I've ever actually used spiritual hammer in this game. Is it ranged? Otherwise, how did you keep Dabb from getting held in the web?
Yes, it is ranged weapon in Icewind Dale
And how did you take out Lysan? I think she has 40-50 hit points so you definitely didn't have enough magic missiles to take her down. Was this another spiritual hammer situation.
Mostly with Magic Missiles, Lim also has the Agannzar's Scorcher
 

O_Bruce

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The Allmighty Trio continues their adventure!

First, the Temple of the Forgotten God; it does not contain anything with nanomachines or Auril's favour immune to non-magical weapons. Despite this, verbeegs managed to humble me, and made me adjust my tactic: Dabb was receiving way too much damage, so I decided to make liberal use of summoned Undead. Skeletons were resistant to pierce and slashing attacks, so they made for a great distractions for verbeegs.

The last encounter of the Temple was quite fun, with use of Stinking Cloud, Silence and some buffs
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The screenshot looks like promotional screenshot from the back of the big box or something

The party arrived at the lowest level of the temple, only to find out that Heartstone Gem has been taken. The dead priest of Talona held a small vial of poison, a potential clue as to what to do next.
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(Also, before reaching that level, the lone skeleton lying on the altar, surrounded with other bones below was quire intriging. My working theory is that skeleton belonget to the rogue druid apprentice who stole Heartstone long ago. Any thoughts on the matter?"

Getting back to Arundel, he directed the Allmighty Trio to the Dragon Eye, O_Bruce's "favouirite" and "least teadious" dungeon in the entire game. This is gonna be fun, I hope I bought enough potions from Oswald. The little bastard will be rich.
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Now, Dragon's Eye... First of all, I am glad that ice trolls are neither immune to non-magical weapons, nor are required fire or acid to finish them off. Second, I am glad that at the first level of the dungeon, only optional content has something immune to normal attacks - Wraith Spiders, if I recall. And since there are Canoneer Bettles thrown in the mix, I won't be going in there, especially since the reward would be a magical weapon my party cannot use.

Tough lizard men could deal some damage, and shamans had potential of being athreat - luckily, shorty saves of my all-gnome party prevented nasty status effect, such as one from Hold Person. The battle against Lizard King involved Stinking Cloud, Animate Dead and some buffs, like Prayer, Protection from Evil and Bless. All in all, I liked the encounter. Lim even scored the last hit against the king!
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Slaying the Lizard King resulted in freeing captive Kuldahar villagers on this level
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With level 1 mostly clear, the party decided to head back to Kuldahar to restock - they have heard about Yxunomei, a creature apparently much more powerful than the lizard king, so they wanted to prepare.

It sucks that Orrick's shop re-stocks only after beginning this chapter - as in, you have to go to Dragon Eye and then go back to purchase new spells useful at this point of the game. I didn't want to do it right away though, so I went along with some role-playing reason to do so.

Back in Kuldahar, the party earned money from magical items they looted from the first level of the Dragon Eye, and Lim purchased some new spells, including Enchanted Weapons. She drank the potion of genius, making her intelligence score a 22 and... succeeded at learning most of the spells, Enchanted Weapon included!
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This spell is a game changer for me, as now I am sure that I wouldn't need to rely solely on Spiritual Hammer, which was utterly disappointing as a weapon for Fighter/Cleric. Not only that, Lim will be able to cast the spell on either Hina or Dabb, or even both of them. The trade-off to this is, of course, that it takes spell slot from level 4, but in this challenge, it is a good trade-off. Lim memorized mostly damage-dealing spells, inlcuding Magic Missiles, Melf's Acid Arrow, Agnazzar's Scorcher and 3 Fire Balls. Should be fun.

I have found this potion in Dragon Eye.
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I am not sure what to make of this in context of my challenge. The potions are allowed, but this is because they are temporary buffs, or a healing source. This is something utterly different and I am wondering what should I do. Should I use it on one of my character? Treat it as any other magical item and sell it? I have no idea as for now. Thoughts?

Anyways, the party is well rested and hopefully ready to tackle the second level of Dragon Eye.
 

JustKneller

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Those verbeeg hit like a truck. I'm surprised the skeletons can hold up to them. Even with their piercing resistances, the verbeeg so something like +6 damage per hit for their strength. That last fight is rough for that point in the game. I don't look forward to it.

In Dragon's Eye, you can trap those spiders in the cave and attack them at range. I believe there is also a loop where you can lure them and play the backstab game. Those beetles are vicious, though, for sure. And, Erevain's sword is kind of a joke. The +2 to saves vs wands seems pretty pointless. And, I don't recall to many acid attacks. Do elves even get their racial bonus with broad swords? You don't have an Elf, but I'll double check when my run gets there. Still, or is a +2 weapon and one of the few at that point that can hurt Yxunomei. I'm any event, But, I usually clean out that section for the xp.

I just realized that your challenge would be much tougher in classic. The enchanted weapon spell is actually only in the EE.

As for that potion, it depends on how you feel about things. If you feel like it's a bit of a cheat to use it, then sell it. 5% MR isn't a game changer, so you won't be missing much. But, I figured it was a consumable so it would be fair game. Think of it this way, it is a temporary buff. It only lasts the rest of your life. 😁
 

O_Bruce

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I just realized that your challenge would be much tougher in classic. The enchanted weapon spell is actually only in the EE.
This is true.

When I'll be visiting my hometown next time around, I'll try to search for classic IWD and BG collections I should still have somewhere in my parent's home. I think they'll be somewhere in the attic. Recently, I though the more physical copies of games I have with me, the better.
 
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