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Dual daggers

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Dradeel
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Dual daggers

Post by Dradeel »

1. What combination of class would you choose?
2. What daggers would you use?
3. I know tere are many other better bulids, but if anybody watched the movie Chronicles of Riddick, somebody will understand me. I need the build and combo with the most damage.
4. I am interested what the experts are saying about other equipment for this build?
5. If anybody knows a mod that gives extra daggers?
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Crenshinibon
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Post by Crenshinibon »

Actually, for this, I'd go with a Kensai/Thief as the Kensai's bonus would help a lot with the damage. I would use Dagger of the Star +5 and Boneblade +4 in the offhand. If you backstab (or attack and stop in time) you could potentially make two backstabs or get a free one without hiding. The rest of the equipment would be the same as in the other thread. You may find it worth your while keeping mage scrolls for tough battles.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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dzidek1983
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Post by dzidek1983 »

From BG1 i would import Dagger of Venom and Longtooth...
than take up Astral prison for that Pixie thing...

for a fighter type i would go with kensai also
backstabber dual wielding kensai/thief
backstabber single hand assasin
If you backstab (or attack and stop in time) you could potentially make two backstabs or get a free one without hiding.
now this is just cheese... shame on you :P
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Crenshinibon
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Post by Crenshinibon »

It's not cheese. it's an actual effect from the weapon, which triggers fifteen percent of the time. It takes constant attention to stop attacking in order to take advantage of your invisibility though.

Dagger of Venom was a great weapon in BG1, but in mid SoA, it's nearly useless as your THAC0 is too low or the characters are immune to the weapon. Also, unless it's in your main hand, it will only strike (assuming it hits) once a round.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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dzidek1983
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Post by dzidek1983 »

Anti mage is still a great weapon. Coupled with assasins poison ability leads to great damage over time.

The problem with daggers is that they are low in damage, so a pure dagger like boneblade will have little use.
But some of them have good on hit abilities. that's why they are good for backstabbing.
Altought the best backstabbing weapon, damage wise would be that blasted staff. But ability wise the best are Lond sword of mask, Spectral Brand followed by Dagger of the Stars
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Crenshinibon
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Post by Crenshinibon »

Don't forget the Staff of Striking, which is a slightly weaker, more limited version of the Staff of the Ram +6.

Short Sword of the Mask, in my opinion, should only be used in the beginning as it gives you a much needed +4 THAC0 bonus.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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dzidek1983
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Post by dzidek1983 »

Other weapons give it to. But being a backstabber your tactic will mostly consist of hit&fade attacks so you will be using it quite a lot, since you will try to hide several times during one fight.

Ofcourse when fighting backstab immune creatures, there are more usefull wepons, then shorst sword of mask. Like the Replicant f.ex.
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Post by kmonster »

If you use greater whirlwind with a high level kensai you should be abele to wipe the floor with your enemies with any weapon combination. There's no need to take other weapons than daggers as main wepon, if you have 1d4 or 1d8 base damage doesn't matter with the enormous damage bonuses you get.
You only need a spare weapon for monsters which can only be hurt by blunt weapons.
Extremely damaging weapons in the game are the returning throwing daggers, but I don't know if it is allowed to dualwield them if you choose melee combat as their ability.
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Crenshinibon
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Post by Crenshinibon »

You can't dualwield throwing daggers.
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Saros
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Post by Saros »

Dradeel wrote:1. What combination of class would you choose?

5. If anybody knows a mod that gives extra daggers?
I'm playing the Improved Anvil mod recently, and there is an excellent dagger in it, the Grandfather of assassins:

THAC0 bonus: +5
Damage: 1d4+5, +5 additional points of Poison damage each round for 5 rounds, no save
Improves Backstab Multiplier by 1
Immunity to Backstab and Poison
Grants permanent Improved Haste
20%(I think) chance wielder to go invisible after each successful hit
Special ability: Assassination 3 times per day

Unfortunately, in order to obtain this dagger upgrade, you'll have to install the whole IA mod. And while the weapon looks great, even overpowered at first glance(and should it be in the vanilla game, it would be the best weapon available), in IA, most tough enemies are immune to both backstab and poison, and highly resistant to melee damage of all kinds, so the dagger is almost useless.
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Crenshinibon
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Post by Crenshinibon »

Still, a permanent Improved Haste is nothing to scoff at, although you can easily cast it on yourself through the cloak. I assume that this dagger is only usable by thieves, as a stalker would enjoy its' benefits as well.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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Dradeel
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Post by Dradeel »

IA mod

where ca I get Improved Anvil. I found a link on Ifinity engine modlist, but the page wasn`t there. I found myself on the forum for IA on some wurym oage. If there is a download option I did`t see it. Can somebody please give me a link to Ia that is checked.
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Post by galraen »

You can download ir here, you'll have to scroll down, it's in alphabetical order.
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Post by Saros »

Crenshinibon wrote:Still, a permanent Improved Haste is nothing to scoff at, although you can easily cast it on yourself through the cloak. I assume that this dagger is only usable by thieves, as a stalker would enjoy its' benefits as well.
Yes, the dagger is only useable by Thieves, but Dual or Multiclass thieves can use it as well, making it a very good weapon in the hands of a F/T or F/M/T. Since I noticed that you discuss Kensai/Thief, this weapon could be used by that class combination.
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Crenshinibon
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Post by Crenshinibon »

Yes, and although you said that in IA you encounter a lot of poison immunes and creatures that are immune to physical damage, you could still pummel them with your some eight or so attacks per round with the Flail of Ages in the main hand.

Just a side question about IA: Are there new spells, HLAs as well as "improvements" to previously existing classes? Does it add quests too, or does it just add items, classes and make the fights more challenging?
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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Dradeel
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Post by Dradeel »

If you download IA from the ling Galrean gave, you can read the readme file. I didn`t complete the reading becouse it`s a little late for my taste. After what I have read, I decided that it/s too early for me to try it. I think the original has still a lot to offer. I think IA would change the game for me too much. I started playing a game with unfinished buisness mod. It`s a big change for me. Finally the conection between all those loose ends. Kallah, Slavers... But I`m out of topick. I will use the daggers recomended in the first thread. Boneblade and the other one.
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Crenshinibon
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Post by Crenshinibon »

That's good. I was a bit worried when you said that you'd check it out.

I'm actually getting ready to install that same mod.

Remember, when you fight with the daggers I mentioned, after attaining your thief class, watch out for the invisibility spell. If you are quick enough to stop your attack, you can use it to backstab.
“The world breaks every one and afterward many are strong at the broken places. But those that will not break it kills. It kills the very good and the very gentle and the very brave impartially.”
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Post by Saros »

Crenshinibon wrote:Yes, and although you said that in IA you encounter a lot of poison immunes and creatures that are immune to physical damage, you could still pummel them with your some eight or so attacks per round with the Flail of Ages in the main hand.

Just a side question about IA: Are there new spells, HLAs as well as "improvements" to previously existing classes? Does it add quests too, or does it just add items, classes and make the fights more challenging?
In IA, there are far more useful weapon combinations than the one listed above.

IA mod: almost all of its contents is described in the readme file. And be sure to follow the recommended installation step by step. Visiting the Improved Anvil forum might help you in this case. IA is tested and works normally with some components of the Ease of Use mod, like multiple strongholds, wearing magical armor and magical rings, unnerfed THAC0 and spell progression table, as well as removed xp cap.

IA does indeed add a few new spells, but they are not overpowered. There are exactly 3 new spells, 2 of them made specifically against golems, and the third one is called Tenser's partial transformation, a somewhat better version of the Tenser's transformation. And IA removes some of the overpowered spells, like Projected Image or Simulacrum. Also, IA nerfs some of the known priest and wizard spells: like Armor of Faith being limited to offer 10 percent physical and magical resistance for fifteen rounds, or Death Ward's lasting only 2 rounds, or Chaotic commands granting protection for 1 turn per every five caster levels(max 4 turns at 20th level). Spell Shield is immensely nerfed as well, as is Sunfire, and Skull Trap caps at 10d6 damage.

This mod also offers a quest link between the Slavers, the Guarded Compound and the Twisted Rune.

There are no "improvements" to previous classes, but 3 new kits are installed indeed, and at least the ranger(vagrant) and the druid(auramaster) kit are way overpowered, not only because of their innate abilities, but because of the item upgrades, since some of the most powerful items can only be used by rangers, or good aligned single class warriors. Cernd's kit is changed to Auramaster in this mod.

This mod adds new quests, which in no way interfere with the main storyline: they're optional. However, turning at certain places with certain items, may trigger a quest, or a hard fight. Maybe this is true about certain NPCs as well: I play this mod mostly solo, so I don't really know. And a lot of fights are improved: almost all of them are described in the mod's readme. I'm not sure if all are described, so I'll list some extra improved fights here:

Vanilla Paladin Stronghold Quests: the fight with Baron Metrich is improved.
Vanilla Fighter Stronghold Quests: the fight with Lord Roenall is improved.
Vanilla Bard Stronghold Quests: the fight with the Turmish Mercenaries is improved.
Vanilla Ranger Stronghold Quests: the fight with Umar is improved

There are no new HLAs in the Improved Anvil mod, just the possibility of choosing from all HLA pools for the triple class characters.
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Dradeel
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Post by Dradeel »

Does anybody know, if unfinished buisness mod changes some battles? I am making progress, but it`s not as fast as I would hope. I would also like to know if anybody is using the item upgrade mod. It changes cromwell and caspy options. Mostly it makes one item out of two or more. If anybody know an anwser to this question I would be very happy. If you forge carsomyr and soul reaver together into smoe improved soul reaver, is it still only usable by an evil character? Or for instance you can upgrade Keldorn`s sword or his armor. Is it still usable by him alone? Or derlyn family shield? Or short swords from Haer`dallis? And what are these new weapons in the game? So far I have only found a scimitar not usable by good characters in Prebek`s house.
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Post by galraen »

Dradeel wrote:If you forge carsomyr and soul reaver together into smoe improved soul reaver, is it still only usable by an evil character?
Yes

NPC equipment is still only usable by them once upgraded.
[QUOTE=Darth Gavinius;1096098]Distrbution of games, is becoming a little like Democracy (all about money and control) - in the end choice is an illusion and you have to choose your lesser evil.

And everything is hidden in the fine print.[/QUOTE]
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