The Adventurer's Lounge: Guidance and Support for Candlekeep Annex Participants- Newbie or Veteran

Alesia_BH

Habitué
Messages
644
Are you new to the forums? Interested in a Candlekeep Annex run, but a little overwhelmed? Maybe a little shy about posting in the thread? This is the place for you. The purpose of this thread is to give prospective Candlekeep Annex participants a place to introduce themselves, ask questions, seek advice, and prepare for their adventure. Think of this thread as an orientation and cocktail lounge all wrapped up into one. It's a place to learn and a place to schmooze. A place to prepare: A place to begin.

This thread will also serve as a technical support supplement to the Candlekeep Annex. Do you need install guidance before you start? Has your active character encountered a bug? This is the place to ask for help. This is the place to get help.

This is the place.

Cheers,

A.
 
Last edited:

m7600

Habitué
Messages
809
Here's something I've been wondering about: if you're soloing with a non-Thief charname, how do you avoid stepping on traps? Especially in BG1 at the early levels. It would seem like you have no chance of not dying due to traps in, for example, the Nashkel mines. Unless you remember where each trap is and you avoid them just from memory, but that's kinda meta-gaming IMO. Not that there's anything inherently wrong with meta-gaming, but it might not be everyone's cup of tea.
 

Alesia_BH

Habitué
Messages
644
Here's something I've been wondering about: if you're soloing with a non-Thief charname, how do you avoid stepping on traps? Especially in BG1 at the early levels. It would seem like you have no chance of not dying due to traps in, for example, the Nashkel mines. Unless you remember where each trap is and you avoid them just from memory, but that's kinda meta-gaming IMO. Not that there's anything inherently wrong with meta-gaming, but it might not be everyone's cup of tea.
Great question! Atm, I know all the traps and their effects. That said, I recently came off a 6 years break from the game, and upon my return I had forgotten most of them. I still didn't lose any characters to traps.

Focusing on the main quest line, the damage traps in BG1 only come in a few flavors.There are arrow traps, magic missile traps, lightning bolt traps and fireball traps. The arrow traps don't do much damage. What damage they do can be countered with a healing potion. The magic missile traps do limited damage, too. If you'd like to protect yourself from that damage, you can use the Shield Amulet, the Shield spell, or spell protections, such as MSD or MGOI. The lightning bolt traps and the fireball traps are the scary ones. You can protect yourself from them with 100% electricity or 100% fire resistance, achievable in a variety of ways. Spell protections can work here, too, although this approach comes with caveats. I can delve into those details on request.

In addition to the damage traps there are disabler traps. On the main quest line, Web is all you'll encounter. There are, however, other disabler traps in frequently visited areas, like the Black Alaric Cave and Durlag's Tower. For the purpose of this discussion, I'll just stick to the quest line.

Let's move through the main quest line. At each stage I'll provide advice that is sufficient, and could be said to fall into the category of reasonable precaution, rather than metagame knowledge. I could provide more detailed advice, if you wish, but I'll refrain from doing so, atm, in light of your desire to stay meta-light. I'm going to assume a solo non-thief, since otherwise the problem disappears.

Nashkel Mines: Be sure to have a few levels under your belt before you enter the mines. 3 or so should suffice, at least with respect to the traps. Have potions at the ready to counter damage if and when it occurs. Move slowly so you don't get hit with multiple traps sequentially, and try to avoid covering too much ground in a forward direction while engaging enemies, in the interest of separating trap damage from enemy attacks. Consider moving through the mines invisible so you can fully separate trap damage and enemy attacks.

Bandit Camp: The game often gives you clues about the threats you will face going forward. This is meta, in a sense, but it's meta built into the game world and as such we can call it foreshadowing or providence. Take note of the boots you acquire in Mulahey's abode, and remember that people protect their valuables.

Cloakwood: The Cloakwood is famously full of spiders. Spiders use webs. A Free Action item or Potion of Freedom would be a reasonable precaution, especially when there are spiders or ettercaps around.

Cloakwood Mines: The master of the mines, Davaeorn, is a powerful spell caster. You can learn this within the game world before you meet him. It would be reasonable to have magic defenses in place before proceeding into his lair.

Candlekeep Catacombs: This place is sketch. You know it, everyone knows it. It would behoove you to protect yourself from the full complement of questline magical trap types: web, fire, electricity, and magic missile.

Undercity Maze: You're warned about traps as soon as you enter. It would make sense to run a full complement of trap protections again: web, fire, electricity, and magic missile. One of these may not be necessary, but overkill is better than underkill.

And there you have a low meta trap strategy from the BG1 main questline. I could cover other areas too, if you like, but perhaps it's best if you use your ingenuity there, taking what precautions make sense to you. Maybe you'll lose a character, maybe you won't. It's all part of the learning process in any case.

Cheers,

A.
 
Last edited:

Cahir

Innkeeper
Staff member
Messages
354
Continuing from other thread:

I used Tactics and the Questpack in the pre-SCS days. Both are deprecated now in favor of SCS.

How so? Do you mean that SCS doesn't take those encounters in consideration, so their scripts are inferior to SCS? Also, isn't Questpack mostly content adding (quests mostly) mod? There is a new iteration of Tactics, called Tactics Remix, that may play better with SCS.

I guess, what I really wanted to ask is why you didn't try to find an interesting quest mod? Is it because you are not interested in story anymore, just the challenge, or is it because you don't think a modder could write content of the same quality as the main game?
 

Alesia_BH

Habitué
Messages
644
How so? Do you mean that SCS doesn't take those encounters in consideration, so their scripts are inferior to SCS? Also, isn't Questpack mostly content adding (quests mostly) mod? There is a new iteration of Tactics, called Tactics Remix, that may play better with SCS.
Tactics was ground breaking in its day. It opened the door to tactical play in the BG world, and for that I'll always remember it fondly. It didn't age particularly well, however. Tactics was clumsy at times, and it paid too little attention to unintended consequences. The added experience, items and loot made the game easier in certain key stages.

SCS's approach to enhancing tactical game play in the world of BG is preferable, in my opinion: little added experience, little added loot, a customizable array of nerfs, greatly enhanced AI, subtle but substantially enhanced creature abilities where they are most needed. SCS also integrated the elements of tactics that did age well, like the De'Arnise Keep, Druid Grove and Bodhi enhancements, while leaving the rest behind. It's in that sense that SCS supplants Tactics, to my mind: it takes a modern path to difficulty, it pays attention to balancing, it integrates the best of Tactics and jettisons the rest. Tactics was the forerunner, and its legacy runs deep in SCS. The Tactics mod itself, however, is mostly of historical interest now, in my opinion.

As for the Questpack, it was mostly quest oriented, as the name implies, but it did have some modest AI improvement. For a while a Tactics (parts) + Questpack install was the best that one seeking balance, thematic cohesion and enhanced difficulty could do. SCS now does what that combo did but better.

I guess, what I really wanted to ask is why you didn't try to find an interesting quest mod? Is it because you are not interested in story anymore, just the challenge, or is it because you don't think a modder could write content of the same quality as the main game?

In my years in the no reload challenge, I've seen a lot of runs played with quest mods. While I love that our community is a rich source of art, and in concept support that creativity, I'm hesitant to integrate quest mods into my game world, partly due to what I've seen. Quality is an issue in some cases. Tonal shifts are a problem in others. I've seen quite a lot of bugs emerge, too, and as a NR player that's a significant concern. Don't get me wrong. Some of the stuff seems incredibly well done: there are many upon many gems out there. I am glad that others enjoy player created content. It's a beautiful part of our community.

The fundamental issue is -and I can't stress this enough- that I aim for relatability when I share my runs. When I read runs that have multiple quest mods installed, my eyes often glaze over at the unfamiliar content. I kind of know what's going on, but not really because I've never been in those situations. I don't want to subject my readers to that same experience of disorientation. When they read my runs, I want them to know - exactly- where I am, what I'm doing and what I'm facing. For most readers relatability enhances enjoyment.

Once again, if there are any mods that you'd recommend, I'd encourage you to share! I may try them in offline play sometime.

Cheers,

A.
 

Cahir

Innkeeper
Staff member
Messages
354
Once again, if there are any mods that you'd recommend, I'd encourage you to share! I may try them in offline play sometime.
Thank you for indepth explanation. Since I haven't really played BG for years now and I know many mods only by description and by following their topics on modding sites, I'd not dare to recommend any of them, without actually trying them myself. But when I get to that point, I'll certainly will!
 

OrlonKronsteen

Habitué
Messages
195
@Alesia_BH
Just following up here so as not to keep derailing the other thread: re: the Tiger meme - I assure you I was only thinking about the 15 majors, and not the other stuff. 😂

@Serg_BlackStrider
Thank you for your encouragement and kind words. I do try to play fair most of the time, and I often take risks just for the hey of it, or for role playing reasons. But occasionally I'm overtaken with an urge to protect my run, usually after umpteen hours spent and in moments where I have, to quote Han Solo, "a bad feeling about this." In these moments, I confess to occasional exploits, e.g. fog of war. I completed one no-reload of BG1 with absolutely no cheese, allowing all the dialogues to trigger. That was a weird game because I faced no adversity whatsoever: RNG was on my side for the whole game. I've never seen anything like it. But, usually my runs end. For me to succeed with my knowledge, ability, and play-style, two things have to happen. One, I have to play very well for most of the game, and, two, I have to get some breaks.
 

Alesia_BH

Habitué
Messages
644
@Alesia_BH
Just following up here so as not to keep derailing the other thread: re: the Tiger meme - I assure you I was only thinking about the 15 majors, and not the other stuff. 😂
Good to know! Tiger is next level in comparison to Daly in more ways than one. Daly has won two majors, Tiger fifteen. Daly was found drunk outside of a Hooters once, Tiger is a sex addict who was arrested with five drugs in his system while behind the wheel.

I wasn't entirely sure which comparison you were referring to, lol.
 

Cahir

Innkeeper
Staff member
Messages
354
Has anyone here tried DEF JAM with the EE?

The Read Me says EE compatibility is currently untested.

To my knowledge, Ding0's Experience Fixer (DEF JAM) was not updated to work natively with EE's, but fortunately you do have other options that work for EE.
  • Scales of Balance - you can play with components 212, 221-224 and 226-229
  • EET Tweaks - check components under XP Adjustment section in Read Me file. Don't mind the name of the mod (EET), many of those tweaks works also for BGEE/BG2EE.
I think those will you get suited for the journey. I think there was one more option, but can't recall which mod this was right now. I will update you in case I do.
 

JustKneller

Habitué
Messages
426
@Alesia_BH I just realized I should be posting in this thread, rather than muck up the LP thread with analysis.

But, you really have me thinking about fun solos (after I do a party run next). Fun is a relative term, though, so I should qualify it by saying that my fun isn't playing an OP steamroller, but a character that can address all the challenges in the game with cunning and wit, and without cheese.

I have been thinking that the choice that fits my playstyle is something to the effect of a Paladin or Ranger. I'm not a big fan of magic as the game progresses, so these classes have strengths more in my wheelhouse, but also have more options over a traditional fighter. If I had to be honest with myself, and I try to be, I like the Paladin class better for RP reasons but I think the Ranger offers more tactical options. A solo Paladin has turn undead, but that's just a push-button-to-explode-things option. They have the cleric buffs and special items, but that's just a get-better-at-hitting-things-and-not-dying option. Rangers have stealth pretty much at will, which lets you avoid encounters (and you're maxing out xp anyway, so you can afford to let combat slide). They have a smattering of druid spells but they're more utility and require finesse to make use of (as opposed to the more obvious AoF Paladins get).

I was figuring I'd do something like a Stalker since it's basically just a vanilla ranger that trades heavy armor for backstabs (and if you're soloing and leveraging stealth, you're using light armor anyway). However, watching your run, I don't think it really adds much to the experience.

I know the Beastmaster gets a bad rap, but as I'm sure you would agree, it's pretty unfounded. It requires a little more smarts to pull off, sure, but it can be done cheese free. I'm also thinking that the beastmaster actually gets more tactical options than a stalker since summons gives you something new with which to work, while backstabbing is just a harder hit from the shadows (you can technically use the same technique without backstab, it just takes more iterations). The Beastmasters weapon limitations are going to matter and require more thoughtful choices, a Stalker can just use anything. And so on...

I think the only thing that would make the Beastmaster not work for me is that I would want to do literally all content in the game, and some areas are impossible in classic BG with certain weapon limitations. For example, Karoug is literally impossible with any kind of solo Cleric. This is largely the same reason why I wouldn't do a Cleric/Ranger dual (plus there's the cheese factor there).

But, at the same time, it's more interesting than a vanilla Ranger, and likely more interesting than a Paladin.
 

Alesia_BH

Habitué
Messages
644
Paladins are great, as everyone knows. Stalkers are a lot of fun. Either would be a great choice. I'm not sure I'm positioned to advise on what would be better suited to your enjoyment. All I can say is that when I find myself choosing between classes or kits, I like to browse portraits, and then go with whichever build fits the portrait that speaks to me. My suspicion is that that method would work for you too, since character concept is likely more important than class/kit as such.

Aside from that, all I can do is put some more options on the table. I'm pretty conservative when it comes to mod added kits, but the Feralan and Justifier kits, which were axed at the last minute from the original adventure, have always felt legit to me.

The Justifier is worth mentioning here since it splits the difference between a ranger and a paladin.

JUSTIFIER: Some expeditions are so demanding and some foes so dangerous that they require the attention of a highly trained specialist whose combat skills far exceed those of the typical ranger. Enter the Justifier, a master tactician whose military instincts, fighting versatility, and steely nerves places him in the first rank of elite warriors.

For a determined Justifier no job is too difficult, no enemy too formidable. Their proficiency with weapons gives them an edge in combat, though the smaller time devoted to magical training leaves them slightly lacking in that department.

Justifiers must be Lawful Good.

Advantages:
- +10% to stealth
- +1 to hit and +1 to speed factor for every 10 levels of experience

Disadvantages:
- Does not gain 'Charm Animal' as an innate ability
- Spell casting ability limited to:
'Cure Light Wounds' and 'Armour of Faith' once each per day from level 8
'Luck' and 'Remove Fear' once each per day from level 10
'Draw Upon Holy Might' once per day from level 12


The Feralan is sort of a barbarian/beastmaster cross. It, too, could work for you. You'd have a rage ability, and a summon, both excellent tactical tools. The armor restriction would give you something to work around. It could be fun. If I ever play a mod added kit it will be this one.

FERALAN: What happens to children who wander in the wilderness and are never recovered? Or worse, those who are abandoned there? Many succumb to the dangers of the wild, but a fortunate few are taken in by animals, raised as a part of a lion`s brood, or a wolf`s litter. Cut off from civilization, they gradually take on the characteristics of the creatures who adopted them, forming some kind of unity with the spirit of the wild. In the process they become feralans, beings who combine the savagery of beasts with the intellect of man.

Feralans cannot be Lawful Good.

Advantages:
- +10% to stealth
- +1 to Armor Class for every 5 levels of experience (starting at 1st level)
- May use the 'Feral Rage' ability once a day per 10 levels. The enraged state lasts for 60 seconds, and grants a bonus of +2 to hit, damage, and AC, and immunity to charm, hold and fear, maze, imprisonment, stun and sleep. He also gains 15 temporary hit points
- May use the 'Call of the Wild' ability once a day. This unique ability summons an animal companion who will fight for the caster for 3 rounds + 1 round/level. More powerful creatures are summoned at higher levels.

Disadvantages:
- Becomes winded after Feral Rage. While he's winded he receives -2 to hit, -2 to damage and a +2 penalty to armor class
- Can only become proficient (one point) in bastard swords, long swords, short swords, two-handed swords, katanas, scimitars, halberds, flails and crossbows
- Cannot wear any armor or use large shields
- Maximum Charisma is 2 points lower than a standard member of the race


In any case, I'm sure you'll find a character that suits you. I look forward to seeing him or her in action.

Cheers,

A.
 
Last edited:

JustKneller

Habitué
Messages
426
On my end, I have plenty of time to sort it out. But, I'm wondering, how does/did your beastmaster tackle Karoug or all the hazards of Durlag's? I scrolled back in the thread, but didn't find anything.
 

Alesia_BH

Habitué
Messages
644
I didn't do the ToSC content. I usually don't.

The ToSC encounters are well designed, but they are poorly motivated within the game world. More importantly, I prefer BG2 gameplay, and tend to rush through BG1.

I'd like to slow down and really appreciate BG1 someday. I've been saying that for years, though, so I'm not sure it will ever happen🙃
 
Last edited:

JustKneller

Habitué
Messages
426
The ToSC encounters are well designed, but they are poorly motivated within the game world.
For the most part, I agree. On a certain paladin RP run, I had a good reason for doing it, but outside of that, it's hard to find a good breakpoint. Icewind Dale is the same way. The expansion content really doesn't fit in the larger story. Sometimes, I build it into:

The escape from Candlekeep, being wanted for murder, and wanting to lay low. But, Sarevok's impending coronation undermines it a little.

Another way to do it is to kinda do it first. I should technically tag this as a spoiler, but it's the first 10 minutes of the game so no bigs. Anyway, Gorion dies and you find the letter on his body. Now, what if the "armored figure" also saw that letter and intentionally left it for you to find? Meanwhile, maybe they went ahead and set a trap at the FAI. Seems like that's the last place you should be going. This goes double now that Imoen gave up her cozy life in Candlekeep to follow you. You certainly can't take a chance at getting her killed, too.

With that in mind, I would then head straight to Beregost, RP a reason to shack up with Borland, and clear all the outdoor areas that have no real place in the MQ either. With my Paladin, I usually do it with just Imoen and myself. The last time I did this, I kept a little play journal. Apparently, I picked up Ajantis (extra muscle) and Safana (thief during Imoen's dual) along the way, and the four of us did DT. I think just Imoen and I did WW Isle. The very last thing we did was the Amnish map with Samuel, which takes us to FAI, which gets us Tarnesh, Jah, and Khalid. And then it's just MQ from there.

I think, if I'm running the canon party, I kinda just have to avoid a few of the maps (mostly just Nashkel, and the gnoll stronghold) but it runs pretty smooth and logically.
 

Alesia_BH

Habitué
Messages
644
If you have a moment, JustKneller, I'll speak at ya.

My grandad was from Venezuela. He lived deep in the jungle. He owned a pocket knife and I'd really like to have it.

If you'd swing by and pick it up I'd appreciate it. I know you have your own life to live, but surely you can put that on hold. That knife is my birthright, after all.
 
Last edited:
Top Bottom