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Dead Apprentices

Discussion in 'BG2: Shadows of Amn (Classic)' started by SpawN, Mar 4, 2001.

  1. SpawN Gems: 1/31
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    I'm doing the Mage Stronhold quest now, and I've set my Apprentices to making a ring of protection +1 as their frist task. As it turns out, when they finally complete the ring one of them dies. Since I really don't want this to happen, I tried using Shadow Keeper to Edit the APPRENTI value to change the item that they're making. I got it to work once, and no apprentices died. But ever time after, even though I edited the value, one of them still bit the big one. Anyone got any suggestions on how to keep all the apprentices alive?
     
  2. Da Punisher Gems: 12/31
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    If you look in the description of a magical katana, it often says that to make it magical, it needs some sort of great sacrifice of a worrior.
    So maybe a little sacrifice must be made in order to make a magical ring.
    It's just a guess though...
     
  3. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    [​IMG] I bet there are less than 5% of people who played Baldur's Gate II and haven't used ShadowKeeper at least once. LOL.

    Well, if you hadn't cheated the first time through, you'd know that one of the apprentices ALWAYS dies during that experiment. No matter how much editing you do, he'll die.
    Same goes for more advanced experiments... The bigger the gains, more of them die.

    The only way to keep them all alive is to let them make only the easiest items (usually the first on the list), and to disallow them to make the final, "hardest" one.

    Doing it any other way, you'll lose at least one of them, and all of them at worst.

    [This message has been edited by Taluntain (edited March 04, 2001).]
     
  4. toast Gems: 7/31
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    To keep all arpprentices (3) alive:

    1st. make either the wand or the dagger (the ring kills one of the apprentices

    2nd. transcribe either the Abi Dalzim's or Mislead spell

    3rd. If you make anything, someone will die.

    Keeping everyone alive earns 40-50,000 xp I think.

    there's some kinda clue about how to tell if they'll succeed or not... they say "It'll be done", or "it'll be done in 4 days". I only did it once and only figured out that hook at the end, but I believe that's the clue about wheather they make the item or blow them selves up.

    If you don't make the items that I pointed out and choose the other, normally more powerful item, someone will die, thus no xp at the end of their 'schooling'.
     
  5. toast Gems: 7/31
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    ps:
    At the end I had 'em make the Staff of power, a pretty great tool.
    +2 armor
    +2 saving throws
    +2 Thaco
    A KILLER lightning bolt (10d6!!)
    spell immunity? (or something like that.... the small one... protects from level 1-4 spells)
    1d6+2
    speed factor1!!

    screw the 50g xp, I just gated in a few beasties and sparred against 'em to make up for the lost points.

    [This message has been edited by toast (edited March 05, 2001).]
     
  6. Lo Guest

    Robe of the Apprenti is pretty cool too, I think it had AC3 or lower, making it the best robe AC wise... I personally ended up creating the ring of wizardry, if your party has more than one mage 2 of those rings come in handy...Dagger is pretty funny as well, too bad it's not particularly useful. Katana +5 of Lola would be far more appropriate for my k/m ;)
     
  7. SpawN Gems: 1/31
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    Thanks folks. I suppose I'll just let em fry themselves then. I can use the items far more than I can use the XP at the moment. Which is the better item to make in the last choice? I know the Staff of Power sounds good, but is it better than the Staff of the Magi?
     
  8. Taluntain

    Taluntain Resident Alpha and Omega Staff Member ★ SPS Account Holder Resourceful Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) BoM XenForo Migration Contributor [2015] (for helping support the migration to new forum software!)

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    [​IMG] The Staff of Power is the only choice there. You can FIND Staff of the Magi in the Twisted Rune.
     
  9. toast Gems: 7/31
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    In order to make the Staff, all three appentici have to be alive.
     
  10. Da Punisher Gems: 12/31
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    He Tal, I am only at chapter 3,
    and will soon be at chapter 4, but I am one of those 5% who didn't use shadowkeeper!
    I don't even know where to get it and I don't wanna!
    If I do, i'll let you know...!
     
  11. Pretend Gems: 5/31
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    I used it. Had to. :)
    Used quicksave while clearing the mindflayer town then suddenly noticed that damn.. I can't open this door because I used all the control thingies in the first fight. :D

    Tip to people who aren't there yet: DON'T USE THEM FOR FUN :D

    So.. had to "find" on more of those.
     
  12. Zorac Gems: 11/31
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    No Pretend you didn't really have to. There is another way to open those doors.
     
  13. Da Punisher Gems: 12/31
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    Well Pretend, I'm not there yet, so thank you very much for the tip...!
     
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