BTW I reinstalled BG2 today just to check the speed of the cat familair in the SoA part of this, and they seem to be just as slow as currently in BGEE. It makes them pretty useless, but I guess that's how they've always been. I did consider changing the alignment of the Blade character I'm currently playing, but think I'll keep him CN, as it suits the way I want to play him, but my cat will just stay in my pack now, whereas I was hoping to use it as a useful scout.
Is there a spot that list the new familiars and what their abilities are? Or maybe an easy way to see it with IE/NI, so I don't have to create a mage of each alignment to check...
@Anduin and anyone who wants to know the new familiar stats:
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 12 – Armor Class: 0 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL EVIL: Imp – Armor Class: 4 – Hit Points: 9 – Magic Resistance: 15% – Combat: 1 attack per round at 17 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
NEUTRAL: Rabbit – Hit Points: 12 – Armor Class: 3 – Magic Resistance: 45% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.
NEUTRAL EVIL: Dust Mephit – Hit Points: 12 – Armor Class: 8 – Magic Resistance: 10% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon – Hit Points: 12 – Armor Class: 6 – Magic Resistance: 25% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
CHAOTIC NEUTRAL: Cat – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
CHAOTIC EVIL: Quasit – Hit Points: 12 – Armor Class: 4 – Magic Resistance: 15% – Combat: 2 attacks per round at 15 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Why is there no mention of that fixed quest in Beregost with that amulet? That's really cool, but I would hate it if I would miss things in this or later playthroughs, because there are unmentioned changes.
@Anduin and anyone who wants to know the new familiar stats:
LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon – Hit Points: 12 – Armor Class: 0 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL EVIL: Imp – Armor Class: 4 – Hit Points: 9 – Magic Resistance: 15% – Combat: 1 attack per round at 17 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
NEUTRAL: Rabbit – Hit Points: 12 – Armor Class: 3 – Magic Resistance: 45% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.
NEUTRAL EVIL: Dust Mephit – Hit Points: 12 – Armor Class: 8 – Magic Resistance: 10% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon – Hit Points: 12 – Armor Class: 6 – Magic Resistance: 25% – Combat: 2 attacks per round at 15 THAC0 for 1d2 damage – Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
CHAOTIC NEUTRAL: Cat – Hit Points: 12 – Armor Class: 2 – Magic Resistance: 35% – Combat: 2 attacks per round at 15 THAC0 for 1d3 damage – Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
CHAOTIC EVIL: Quasit – Hit Points: 12 – Armor Class: 4 – Magic Resistance: 15% – Combat: 2 attacks per round at 15 THAC0 for 1d6 damage – Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
Bonus HP is half of the familiar's, rounded down.
@Jalily - Are these the Armour Class values before or after they've had any dexterity bonus applied? Most (all?) Familiars have 18 Dex...
Why is there no mention of that fixed quest in Beregost with that amulet? That's really cool, but I would hate it if I would miss things in this or later playthroughs, because there are unmentioned changes.
As for katanas and ogre magi, let's just say I didn't get everything I wanted. Only two were actually added; one was simply moved. If you've played my Exotic Item Pack from Tweaks you know how rare I think they should be.
I really have to give the devs credit in terms of keeping some rarity on katanas. I think a lot of games would jut put them in every store for 100 gold. Adding them to Ogre Magi was a cool change in my eyes because they are an oriental-type monster anyway, according to the monster manuals, etc. I also like the disclaimer when you add proficiency pips in katanas, that they are very rare.
Why is there no mention of that fixed quest in Beregost with that amulet? That's really cool, but I would hate it if I would miss things in this or later playthroughs, because there are unmentioned changes.
What quest is that?
Mr. Colquetle's quest for his dead son's amulet. (Mr. Colquetle lives in the brown house north of Firebead's.) Originally, it had no reward and could not be completed if you talked to him without a bloodstone amulet in your inventory.
Now there's a unique amulet in the map just north of Nashkel—it's by the bodies of a slain family near some hobgoblins standing around a fire pit. You get either 250 XP and rep +1 if you return it or rep -1 if you try to profit.
Personally, I think it should give 250 XP either way. I mean, you still brought it back and completed the quest. Why, @Balquo, why??
Amazing update! Loving the new kits! Dragon Disciple for the win! I never expected new kits to be added and I am surprised in the most pleasant way. If you keep adding new kits (and, dare I say, perhaps even races) for free in other patches you will have a devoted customer for life.
However, I noticed that my Avenger (a druid kit) main character Draconis (hence my screen name) can no longer wear the Ankheg Plate Mail he spent so much time and money acquiring (it's still equipped when I load my game post-patch, but is now shaded red and if I remove it I can't re-equip). I'm assuming this is a feature rather than a bug (as, now, in its description it lists "AVENGER" just above "BARBARIAN" in the "Not Usable By:" list), but that makes me a sad panda. Technically the Avenger kit lists "Only proficient with leather armour" as one of its disadvantages, but then again, *normal* druids aren't proficient with plate mail either (I think) but can wear Ankheg plate with no penalty. I interpreted the restriction as a more strict devotion to the "Thou shalt not wear metal armour" aspect of the druid creed (as studded leather, though mostly leather, contains metal studs, hence the inability of the super-strict Avengers to wear it), whereas I don't foresee a problem with Ankheg plate because it's made of natural chitin, and not metal. But I don't know how the restriction works in PnP (In 3.5, I know druids are free to wear any sort of non-metal armour, such as chitin, wood, dragonscale, etc.... but again, that's normal druids, not Avengers, which don't really exist in 3.5 edition).
Does this mean that Draconis won't be able to wear the red dragon scale armour from Shadows of Amn?
@Anduin You shouldn't have any dilemma I think. This new kits were not part of the vanilla so they are not woven into the game: the game don't recognize them as kits, they don't have any special quests, conversation lines, special items or clothing, or anything I guess.
I'm not sure what you mean by this. None of the kits were part of vanilla BG1, so none of them are "woven into the game". Even in BG2 I can't think of any kit specific quests, conversations, or items; AFAIK these kinds of things only existed based on class, not kit.
Amazing update! Loving the new kits! Dragon Disciple for the win! I never expected new kits to be added and I am surprised in the most pleasant way. If you keep adding new kits (and, dare I say, perhaps even races) for free in other patches you will have a devoted customer for life.
However, I noticed that my Avenger (a druid kit) main character Draconis (hence my screen name) can no longer wear the Ankheg Plate Mail he spent so much time and money acquiring (it's still equipped when I load my game post-patch, but is now shaded red and if I remove it I can't re-equip). I'm assuming this is a feature rather than a bug (as, now, in its description it lists "AVENGER" just above "BARBARIAN" in the "Not Usable By:" list), but that makes me a sad panda. Technically the Avenger kit lists "Only proficient with leather armour" as one of its disadvantages, but then again, *normal* druids aren't proficient with plate mail either (I think) but can wear Ankheg plate with no penalty. I interpreted the restriction as a more strict devotion to the "Thou shalt not wear metal armour" aspect of the druid creed (as studded leather, though mostly leather, contains metal studs, hence the inability of the super-strict Avengers to wear it), whereas I don't foresee a problem with Ankheg plate because it's made of natural chitin, and not metal. But I don't know how the restriction works in PnP (In 3.5, I know druids are free to wear any sort of non-metal armour, such as chitin, wood, dragonscale, etc.... but again, that's normal druids, not Avengers, which don't really exist in 3.5 edition).
Does this mean that Draconis won't be able to wear the red dragon scale armour from Shadows of Amn?
I think this was done for simple balancing reasons. What good is armor restriction if you can use superior full plate anyway?...
Why is there no mention of that fixed quest in Beregost with that amulet? That's really cool, but I would hate it if I would miss things in this or later playthroughs, because there are unmentioned changes.
What quest is that?
Mr. Colquetle's quest for his dead son's amulet. (Mr. Colquetle lives in the brown house north of Firebead's.) Originally, it had no reward and could not be completed if you talked to him without a bloodstone amulet in your inventory.
Now there's a unique amulet in the map just north of Nashkel—it's by the bodies of a slain family near some hobgoblins standing around a fire pit. You get either 250 XP and rep +1 if you return it or rep -1 if you try to profit.
Personally, I think it should give 250 XP either way. I mean, you still brought it back and completed the quest. Why, @Balquo, why??
Suppose that could be changed. If you redmine it I'll send in a fix
I think this was done for simple balancing reasons. What good is armor restriction if you can use superior full plate anyway?...
Well, keep in mind that Ankheg (and dragonhide, I'd assume) armour costs several thousand gold more than normal plate armour and is much harder to obtain (I can get normal plate armour off of half the guards I kill in the Cloakwood mine), so that kind of helps to balance it. Also, in 3.5 edition, the main benefit of dragonhide armour is that metal-hating druids can still wear it, so I'm hoping that at the very least my dragon-themed avenger can wear the red dragonhide plate in SoA (as he did when I played the original game, keeping it until the very end of Throne of Bhaal).
oh wow, has the fairy dragon always been that much weaker than the pseudo dragon? I mean, besides the HP the FD seems to be inferior to the PD in all respects...
However, I noticed that my Avenger (a druid kit) main character Draconis (hence my screen name) can no longer wear the Ankheg Plate Mail he spent so much time and money acquiring (it's still equipped when I load my game post-patch, but is now shaded red and if I remove it I can't re-equip). I'm assuming this is a feature rather than a bug (as, now, in its description it lists "AVENGER" just above "BARBARIAN" in the "Not Usable By:" list), but that makes me a sad panda.
Druids don't use metal armors due to some flimsy 2e post-hoc rationalization that forges destroy nature or somesuch (pay no attention to those steel scimitars), so ankheg (and the dragon armors) are allowed. Avengers are not allowed plate, natural or no.
Druids don't use metal armors due to some flimsy 2e post-hoc rationalization that forges destroy nature or somesuch (pay no attention to those steel scimitars), so ankheg (and the dragon armors) are allowed. Avengers are not allowed plate, natural or no.
Does this mean that Draconis won't be able to wear the red dragon scale armour from Shadows of Amn?
Yes, bad news for you there. The shadow dragon armor is classed as "leather", though.
Awww, that's disappointing. But I'm impressed that you got back to me in such a timely manner. Guess this just means I'll have to prepare myself for a slightly more hardcore experience in the Enhanced Edition sequels. :P
oh wow, has the fairy dragon always been that much weaker than the pseudo dragon? I mean, besides the HP the FD seems to be inferior to the PD in all respects...
Well it used to get the awesome Invisibility 10' Radius, but after the rebalancing in the latest patch won't get this until BG2EE now, it *was* OP for BGEE, though. It's still less useless than the cat in BGEE - a scout that moves at half the speed of most enemies, er... But it's like that in SoA too! The Quasit in BGEE is probably the most powerful now, due to Horror, elemental resistances and 1d6 damage on attacks, though doesn't have self-buff spells and AC isn't great - compared to the other rebalanced BGEE familiars it perhaps does look a little out of place, though...
Comments
Is there a spot that list the new familiars and what their abilities are? Or maybe an easy way to see it with IE/NI, so I don't have to create a mage of each alignment to check...
– Hit Points: 12
– Armor Class: 0
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Can cast Blur once per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
LAWFUL NEUTRAL: Ferret
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 50% in Pick Pockets, 25% in Hide in Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
LAWFUL EVIL: Imp
– Armor Class: 4
– Hit Points: 9
– Magic Resistance: 15%
– Combat: 1 attack per round at 17 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Polymorph Self once per day. Regenerates 1 HP/round.
NEUTRAL: Rabbit
– Hit Points: 12
– Armor Class: 3
– Magic Resistance: 45%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 20% in Move Silently/Hide In Shadows and 40% in Find Traps. Has 75% resistance to fire, cold, and electricity.
NEUTRAL EVIL: Dust Mephit
– Hit Points: 12
– Armor Class: 8
– Magic Resistance: 10%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Has 100% resistance to fire and 35% resistance to slashing, piercing, and missile damage. Can cast Glass Dust twice per day. Regenerates 1 HP/round. Immune to level drain, sleep, and petrification.
CHAOTIC GOOD: Fairy Dragon
– Hit Points: 12
– Armor Class: 6
– Magic Resistance: 25%
– Combat: 2 attacks per round at 15 THAC0 for 1d2 damage
– Special Abilities: Can cast Mirror Image once per day. Immune to level drain, sleep, and petrification.
CHAOTIC NEUTRAL: Cat
– Hit Points: 12
– Armor Class: 2
– Magic Resistance: 35%
– Combat: 2 attacks per round at 15 THAC0 for 1d3 damage
– Special Abilities: Has 15% in Pick Pockets and 65% in Move Silently/Hide In Shadows. Can cast Blur once per day. Immune to level drain, sleep, and petrification.
CHAOTIC EVIL: Quasit
– Hit Points: 12
– Armor Class: 4
– Magic Resistance: 15%
– Combat: 2 attacks per round at 15 THAC0 for 1d6 damage
– Special Abilities: Has 100% resistance to fire, cold, and electricity. Can cast Horror once per day. Regenerates 1 HP/round.
But... No... Some kind of a mistake... Pufty the Fairy Dragon what HAVE they done to you!
They have clipped your wings my electrical breathing butterfly! Clipped them!
The only spell you have just lets people see how pathetic you are twice over!
THIS IS AN OUTRAGE!
Need to start a resistance to re-empower the feline and fairy dragon familiars of this world!
Some one else out there must also be upset about this? Am I alone? Does no one else love familiars?
Personally, I think it should give 250 XP either way. I mean, you still brought it back and completed the quest. Why, @Balquo, why??
However, I noticed that my Avenger (a druid kit) main character Draconis (hence my screen name) can no longer wear the Ankheg Plate Mail he spent so much time and money acquiring (it's still equipped when I load my game post-patch, but is now shaded red and if I remove it I can't re-equip). I'm assuming this is a feature rather than a bug (as, now, in its description it lists "AVENGER" just above "BARBARIAN" in the "Not Usable By:" list), but that makes me a sad panda. Technically the Avenger kit lists "Only proficient with leather armour" as one of its disadvantages, but then again, *normal* druids aren't proficient with plate mail either (I think) but can wear Ankheg plate with no penalty. I interpreted the restriction as a more strict devotion to the "Thou shalt not wear metal armour" aspect of the druid creed (as studded leather, though mostly leather, contains metal studs, hence the inability of the super-strict Avengers to wear it), whereas I don't foresee a problem with Ankheg plate because it's made of natural chitin, and not metal. But I don't know how the restriction works in PnP (In 3.5, I know druids are free to wear any sort of non-metal armour, such as chitin, wood, dragonscale, etc.... but again, that's normal druids, not Avengers, which don't really exist in 3.5 edition).
Does this mean that Draconis won't be able to wear the red dragon scale armour from Shadows of Amn?