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Tomes/Lum the Mad Boosts? (Stat boosts in general)

Who do you use the stat boosts you get from the Tomes and Lum the Mad on?

For the tomes I use them on CHARNAME as only CHARNAME can transfer from BG to BGII.
He left with STR 19/DEX 19/CON 19/INT 10/WIS 16/CHA 19, using all 3 WIS tomes on him and 1 of all the others.

I then got a futher -1 WIS (dream choice), +1 WIS and +1 CHA from the Hell Trials, bypassing the horrible -1 DEX trial (The largest punishment in game for being good, I really dislike this, why punish good characters so harshley?).

When it comes to Lum's boosts I find it a little different as it can be more usefull to boost your party.

On my current CHARNAME (a Cavalier) boosting his INT (10) and WIS (16) will have no affect on him at all, boosting them is pointless.

I can however boost Imoens INT (17>18) meaning she can learn a futher 4 spells of each level, I could boost Aerie (16>17) but Imoen is my main mage on this run through, so getting her to 18 seems like the better idea.

As for the WIS boost I am not to sure who to give it to Jaheira (14>15) or Aeire (16>17), it will grant an extra second level slot to Jaheria or thrid level for Aeire. I feel the extra thrid level is better gameplay wise but RP wise Jaheira is CHARNAMES love interest so I feel I should give it to her.

So who do you boost and why?

Oh and my CHARNAME is now STR 21/DEX 20/CON 20/INT 10/WIS 16/CHA 21 after just one play through, which is nice.
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Comments

  • ZanathKariashiZanathKariashi Member Posts: 2,869
    I just burn them all on the protagonist, and consider them his growing Bhaalspawn powers rather then coming from other sources.


    I try to roleplay responses as much as possible based on character stats (like you're supposed to), so having a broad spread of stat scores is nice to have.
  • shawneshawne Member Posts: 3,239
    Well, the first time I played, I was using the BGT mod and that allows you to carry stats across for NPCs who appear in both games. Since my PC was a Sorceress, I gave the STR points to Jaheira, INT to Edwin, WIS to Viconia and DEX to Imoen.

    But the EEs don't allow for that, so I focused all the Tome stats on my PC. Lum's Machine is different, because by the time you get there you probably have your final party configured, in which case you might as well give the points according to their function in your party.
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    If you go for powergaming, who you give what to depends on your classes and the stats of your characters.

    Stat bonuses are usually anything but linear. Going from 18STR to 19STR, for example (on a non-fighter) has considerably higher gains than going from 19STR to 20STR, or from 20 to 21. As such, you may not actually want to stack up all bonuses on a single character, but will benefit more from spreading them around. The other stats works similarly, but the exact value you get out of it depends on your setup.
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  • DrayenDrayen Member Posts: 127
    last few games ive played, i just edit the stats on my party in BG2 with shadowkeeper, I mean, theorically if you clear bg1 you already used them all, either on your main character or party, might as well costumize the tomes in Bg2..
  • ambrennanambrennan Member Posts: 173
    Strange - if you give all the tomes to charname for the BG2 import then shouldn't you do the same with lum's bonuses for a ToB import?
  • MalicronMalicron Member Posts: 629
    @ambrennan

    Not really. The idea is that you give all of the BG1 Tomes to CHARNAME as their stats are the only ones that carry over into BG2; giving them to an NPC would only affect BG1, and not be represented in BG2, effectivly "wasting" the tome. As ToB lets you import your whole party as it was in SoA, whoever you give the Lum boost keeps the boost all the way to the end of ToB.
  • kamuizinkamuizin Member Posts: 3,704
    you can do watcher's keep in ToB, so why antecipate Lum's bonus?
  • Lord_TansheronLord_Tansheron Member Posts: 4,212
    I personally don't see a problem with editing recurring BG1 characters' stats to reflect tomes you gave them. There is no real reason not to, their stats not carrying over is obviously a technical limitation, not one situated in lore or gameplay.
  • ambrennanambrennan Member Posts: 173
    edited July 2013
    As ToB lets you import your whole party as it was in SoA,
    Oops, I did not know that. However, you still lose out on buffing Sarevok.
    you can do watcher's keep in ToB, so why antecipate Lum's bonus?
    But not clearing it in SoA would require super-human restraint.
  • taltamirtaltamir Member Posts: 288

    bypassing the horrible -1 DEX trial (The largest punishment in game for being good, I really dislike this, why punish good characters so harshley?).

    If you look at it as a package deal, a good character comes out way ahead on the trials.
    Good:
    1. +20% resistance to Fire, Cold, and Electricity.
    2. immunity to +1 weapons and less.
    3. +10% Magic Resistance. -1 Dex. -75,000XP
    4. +2 bonus (aka -2) to all Saving Throws.
    5. +1 to your Wisdom and Charisma.

    Evil:
    1. 200,000 XP.
    2. +2 to your Constitution. Robe of Bravery.
    3. +2 to your Armor Class (aka -2).
    4. +15 to your Hit Points. Blackrazor.
    5. +2 to your Strength.

    Even if you do not look at the trials as a whole as one big package, that particular trial has you trading in 1 Dex and 75,000XP for a permanent +10% to magical resistance. A worthy choice that is better than +2 bonus to armor class (aka -2)

    From a min maxing perspective, the only choices where evil is better is 2 and 5.
    2 might seem like good choice is useful, but every random bandit in ToB is wielding a +2 weapon. As if mundane and +1 weapons disappeared off the face of faerun.

    Also worth noting is that it happens t minutes before the game is over.
    karnor00 said:

    BG1 - all stat increases to main character.

    BG2 - all stat increases to main character.

    Yup, I'm greedy!

    I did the same thing
  • CorvinoCorvino Member Posts: 2,269
    edited September 2013
    @Orchestration I would disagree that boosting the INT of a frontline fighter from 10 to 11 is pointless. When fighting mindflayers they drain 5 INT per successful hit, and once your INT hits 0 you die. Having 10 INT means you die with 2 successful hits, 11 INT means it takes 3 hits to kill you.

    While it's not quite as effective a boost as for Mages, it's still useful if no-one else will get as much benefit. In BG1 I almost always use an INT tome on my main to get to 11 INT.
  • taltamirtaltamir Member Posts: 288
    Corvino said:

    @Orchestration I would disagree that boosting the INT of a frontline fighter from 10 to 11 is pointless. When fighting mindflayers they drain 5 INT per successful hit, and once your INT hits 0 you die. Having 10 INT means you die with 2 successful hits, 11 INT means it takes 3 hits to kill you.

    While it's not quite as effective a boost as for Mages, it's still useful if no-one else will get as much benefit. In BG1 I almost always use an INT tome on my main to get to 11 INT.

    fair point... although increasing from 11 to 15 is pointless. then from 15 to 16 is useful again, and so on :)
    There are ways to deal with them though... improved invisiblity, potion of genious, etc.
  • GreenpaktoGreenpakto Member Posts: 80
    taltamir said:

    bypassing the horrible -1 DEX trial (The largest punishment in game for being good, I really dislike this, why punish good characters so harshley?).

    If you look at it as a package deal, a good character comes out way ahead on the trials.
    Good:
    1. +20% resistance to Fire, Cold, and Electricity.
    2. immunity to +1 weapons and less.
    3. +10% Magic Resistance. -1 Dex. -75,000XP
    4. +2 bonus (aka -2) to all Saving Throws.
    5. +1 to your Wisdom and Charisma.

    Evil:
    1. 200,000 XP.
    2. +2 to your Constitution. Robe of Bravery.
    3. +2 to your Armor Class (aka -2).
    4. +15 to your Hit Points. Blackrazor.
    5. +2 to your Strength.

    Even if you do not look at the trials as a whole as one big package, that particular trial has you trading in 1 Dex and 75,000XP for a permanent +10% to magical resistance. A worthy choice that is better than +2 bonus to armor class (aka -2)

    From a min maxing perspective, the only choices where evil is better is 2 and 5.
    2 might seem like good choice is useful, but every random bandit in ToB is wielding a +2 weapon. As if mundane and +1 weapons disappeared off the face of faerun.

    Also worth noting is that it happens t minutes before the game is over.
    karnor00 said:

    BG1 - all stat increases to main character.

    BG2 - all stat increases to main character.

    Yup, I'm greedy!

    I did the same thing

    Correct me if I am wrong, but the "resistances" and "immune to +1 weapons and less" does NOT carry over when exporting and importing your character? I do remember that the Magic Resistance potions in Icewind dale gave +5% magic, BUT at import the resistance always reseted back to zero.
    And I do beleive I tried it in BG2... Anyone care to elaborate what carries over (all stat changes, such as str or dex does carry over of course), and obviously levels and xp.
    If resistances and immune buff does NOT carry over, then the good aligned character benefits less in the long run, such as replays...

    PS: Also does Armor buffs, saving throw buffs and hp buffs from the trial carry over any?
  • SionIVSionIV Member Posts: 2,689
    edited September 2013
    I'm quite sure the Immune to +1 weapons do carry over with export.

    I can't think of any bonuses you get from the hell trials that don't carry over, someone please correct me if i'm wrong.
  • GreenpaktoGreenpakto Member Posts: 80
    SionIV said:

    I'm quite sure the Immune to +1 weapons do carry over with export.

    I can't think of any bonuses you get from the hell trials that don't carry over, someone please correct me if i'm wrong.

    I am talking about importing to SOA, and not TOB btw :) Are you sure Magic resistance carries over? I assumed I checked that earlier, I guess I remember it wrong then (guess Icewind Dale runs taints my BG memory at times)!
  • SionIVSionIV Member Posts: 2,689

    SionIV said:

    I'm quite sure the Immune to +1 weapons do carry over with export.

    I can't think of any bonuses you get from the hell trials that don't carry over, someone please correct me if i'm wrong.

    I am talking about importing to SOA, and not TOB btw :) Are you sure Magic resistance carries over? I assumed I checked that earlier, I guess I remember it wrong then (guess Icewind Dale runs taints my BG memory at times)!
    I was talking about importing to SoA. And i'm quite sure that most if not all of the hell trial abilities get carried over. But i only did that once on my blade and that was way back, so i might be wrong.
  • AranthysAranthys Member Posts: 722
    Who melees mindflayers when you can simply swarm them with hasted greater skeletons that are immune to their stuns & int drains ? :D
  • XerxesVXerxesV Member Posts: 187
    I'm sure I'm not the first one to ask this, but how can a book raise your stats? I understand the Reading Rainbow stuff about the power of books, but I don't think my 3INT barbarian should be able to learn the fine art of dexterity from a pop-up book.

    If they're magic, then how can non-spell casters use them? It seems strange to me that the genius who created them would make them so accessible and powerful... Then lose them for adventurers to find. You'd be crazy not to make them for your own use. You'd be a 25 stat God.

    As far as PC gaming goes they're awesome, but do things like this exist in D&D?
  • GreenpaktoGreenpakto Member Posts: 80
    SionIV said:

    SionIV said:

    I'm quite sure the Immune to +1 weapons do carry over with export.

    I can't think of any bonuses you get from the hell trials that don't carry over, someone please correct me if i'm wrong.

    I am talking about importing to SOA, and not TOB btw :) Are you sure Magic resistance carries over? I assumed I checked that earlier, I guess I remember it wrong then (guess Icewind Dale runs taints my BG memory at times)!
    I was talking about importing to SoA. And i'm quite sure that most if not all of the hell trial abilities get carried over. But i only did that once on my blade and that was way back, so i might be wrong.
    Thank you for the info! If this truly is the case, then "being" good is without a doubt the best choice. :)
  • JediMindTrixJediMindTrix Member Posts: 305
    I take everything but Int and Wis, which I give to Xan/Viconia respectively, then just showkeeper in an extra point to both in BG2 (Kulyok's Xan).
  • GreenpaktoGreenpakto Member Posts: 80
    XerxesV said:

    I'm sure I'm not the first one to ask this, but how can a book raise your stats? I understand the Reading Rainbow stuff about the power of books, but I don't think my 3INT barbarian should be able to learn the fine art of dexterity from a pop-up book.

    If they're magic, then how can non-spell casters use them?

    A fighter can use items infused with magic, such as swords and armours. It would make sense that they can use a book infused with magic as well :).

  • SionIVSionIV Member Posts: 2,689
    XerxesV said:

    I'm sure I'm not the first one to ask this, but how can a book raise your stats? I understand the Reading Rainbow stuff about the power of books, but I don't think my 3INT barbarian should be able to learn the fine art of dexterity from a pop-up book.

    If they're magic, then how can non-spell casters use them? It seems strange to me that the genius who created them would make them so accessible and powerful... Then lose them for adventurers to find. You'd be crazy not to make them for your own use. You'd be a 25 stat God.

    As far as PC gaming goes they're awesome, but do things like this exist in D&D?

    It's just like Fallout 3. You get a picture book so even your dumb as a mule barbarian will understand.

    S is for strength, and that means i am strong! I can carry more toys and swing stuff all day long!

    See it's that simple, PLING you have raised your strength by 1 permanently.
  • AranthysAranthys Member Posts: 722
    XerxesV said:

    I'm sure I'm not the first one to ask this, but how can a book raise your stats? I understand the Reading Rainbow stuff about the power of books, but I don't think my 3INT barbarian should be able to learn the fine art of dexterity from a pop-up book.

    If they're magic, then how can non-spell casters use them? It seems strange to me that the genius who created them would make them so accessible and powerful... Then lose them for adventurers to find. You'd be crazy not to make them for your own use. You'd be a 25 stat God.

    As far as PC gaming goes they're awesome, but do things like this exist in D&D?

    If I remember well, In PnP, those books are indeed magical, but a book can only be read once (IE : You can only get a +1 to each of your stats once, PERIOD).

    Once the book is read, it disappears (same as Baldur's Gate) and you're granted your attribute point.

    Is it logical ? No. But why should magic be logical anyway ? :D
  • XerxesVXerxesV Member Posts: 187
    edited September 2013
    If you read it out loud can the whole group benefit?

    Pure magic makes the most sense, and I guess a really good book would be understandable by anyone who reads it, but it seems like there should be a chance for failure or something.

    I'm just being deliberately nitpicky. Don't mind me.

    Now Lom's insanity-submarine makes perfect sense.
    Post edited by XerxesV on
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