That's odd; I see a +2 two-handed sword for him in Near Infinity, though that might be SCS or some other mod. What's the item code for the sword he uses?
It will hit people who are immune to normal weapons (since it is still considered to be a magical weapon) but won't work on anyone immune to +1 (or greater) weapons.
I'm not sure this is possible.
If a weapon is flagged as magical and has 5 for its enchantment value, it will be able to hit anything without PFMW.
If a weapon is flagged as magical and has 0 for its enchantment value, it will strike as if it was a +1 weapon.
If a weapon is flagged as nonmagical, then it should strike as a normal weapon no matter what its enchantment value is set to.
I've seen all three of these things confirmed in-game. Does this sword have a value of 5 for its enchantment value, or does it just get +5 to hit and damage? Does it have the check mark next to the "Magical" flag in Near Infinity?
Its marked in Near Infinity as magical but has 0 for its enchantment. It gets a +5 damage and -5 Thac0 bonus (as well as a -5 speed factor).
So like I said. Normal weapon immunity won't work against it but having +1 immunity (or potentially better) will.
Edit: and so it's clear I'm not really referring to scenarios where someone has a +2 immunity item on that doesn't also grant immunity to +1 weapons. I'm more referring to the fact that you could have say a creature like a lesser elemental fighting him (that has immunity to normal and +1 weapons) and he wouldn't be able to damage it).
Its marked in Near Infinity as magical but has 0 for its enchantment. It gets a +5 damage and -5 Thac0 bonus (as well as a -5 speed factor).
So like I said. Normal weapon immunity won't work against it but having +1 immunity (or potentially better) will.
Edit: and so it's clear I'm not really referring to scenarios where someone has a +2 immunity item on that doesn't also grant immunity to +1 weapons. I'm more referring to the fact that you could have say a creature like a lesser elemental fighting him (that has immunity to normal and +1 weapons) and he wouldn't be able to damage it).
Confirmed, after a lot of fiddling with the game. When I give Sarevok the correct weapon, SW2H05, which has an enchantment of 0 and is flagged as nonmagical, and attack an elemental with the IMMUNE2 item, which grants immunity to nonmagical weapons and +1 weapons, Sarevok cannot hit it.
But when I have him attack a Vampiric Wolf, which is only immune to nonmagical weapons but not +1 weapons, he can hit it.
Same results when I try attacking an unmodified Vampiric Wolf and the elemental using Arrows of Biting, which also are flagged as magical but have 0 enchantment value.
Items with a 0 enchantment but which are flagged as nonmagical will strike as if they were +1 weapons, not +0, and will bypass immunity to normal weapons, but not immunity to any grade of magical weapons. Thus, a critter with the IMMUNE2 item will be immune to Sarevok's attacks in the unmodded game.
The only such creatures you can summon are elementals, whether from the level 5 and 6 mage elemental summoning spells or the level 6 and 7 druid elemental summoning spells (but not the cleric's level 6 Aerial Servant spell). This would require removing the XP cap, unless the Enhanced Edition includes a level 5 mage lesser elemental summoning scroll.
@Iroumen: In a word, all this means is that the following critters are immune to Sarevok's sword in the unmodded game:
(Lesser) Fire Elementals (Lesser) Earth Elementals (Lesser) Air Elementals
which can come from either a wizard or a druid. But if you don't remove the XP cap, you'll never be able to cast any of these, except for the lesser versions, which are level 5 mage spells. But I don't think those scrolls are in the unmodded game.
Or, to put it another way, Sarevok's sword is magical and has an enchantment of +0, but magical +0 weapons are exactly the same as +1 weapons.
To shorten it even further: Sarevok uses a +1 sword.
Did you know that that sword that Sarevok uses is the same sword that the Demonknight uses?
There actually is a sword called the Sword of Chaos in the game's files. It has been there since before the enchanced editions. Sarevok doesn't use it.
The reason ogres and hobgoblins walk so slowly is because their sprites date back to BG1. BG2 updated movement rates by creating new sprites and updating the humanoid ones, but they didn't update all of the sprites, leaving most of them with the original, slower BG1 movement rates.
If you kill the Copper Coronet guard in the back room before he can inititate dialogue, his companions will not spawn, and neither will the child slaves in the side cells. Hendak will still be there though.
Minsc may be correct that Boo is indeed a miniature giant space hamster (as if there was ever any doubt).
Giant space hamsters can be found on many Spelljammer worlds, often domesticated by the gnome colonists, and come in many variations, such as the armor plated giant space hamster, The Tyrannohamsterus Rex (lol), and of course, the miniature giant space hamster.
Did you know that the thieves that guard the entrance to the Thieves' Guild in Baldur's Gate are some of the smartest mooks ever? Take a look at this conversation:
Thief: You there! What are ye doing in dis place? You better git outta here, 'less of course you know the password.
Protagonist: Password? Why would I need a password? What in the Nine Hells are you talking about?
Thief: Ye're in the wrong place, pal. I'd git out while ye're still able. I might not be able to stop a buncha well-armed adventurers, but if you cause any trouble in the guild, don't be expecting to walk out in one piece.
Contrast this with all the other level 1 baddies who think they can beat your heavily armed party singlehandedly.
This young lady, whom I encountered on the first level of Spellhold, identified as a "Harlot". I guess the new co-ordinator, mr. J. Irenicus, didn't want to waste enchantment spells on Imoen.
If you say "I don't know" to the genie in the circus tent when he asks you a riddle, he'll tell you that you'll never get anywhere if you don't try.
If you say "I don't know" to the apparition in Spellhold when he asks you a riddle, he'll tell you that if you didn't know, you were right not to answer.
Did you know that the original Icewind Dale is the one of the least cliche medieval fantasy games ever? Think about it, have you ever seen another game where you're in a cold "northern" setting and you don't encounter any wooly mammoths or sabertooth cats? Or consider the fact that you don't fight any horned hat-wearing barbarians? (there are barbarians in the Heart of Winter expansion but none in the base game, and even those barbarians do not wear horned hats) Not to mention, when's the last time there was a dormant volcano in a video game? I mean, in what other game is there a volcano that doesn't erupt?
The sling of Everard +5 doesnt need bullets. But if you load bullets into the sling both damage and attack rolls improve (at least in version 1.3).
Normal bullets only has a increase in damage output (+1). But the bullets +4 adds +5 to damage and decreases Thaco by 4. Dont know if its a bug (or it has been fixed in a update), but +5 damage works really well in a GWW imo.
If you put a timetrap next to the "woodcutter" outside Sendai's Enclave before he turns hostile, the "animals" next to him don't transform back into Drow when they attack. So you'll be able to experience a spellcasting deer and a moose and rabbit beating the everloving shit out of you.
A nice little touch by the original developers: The first time you speak to the Githyanki leader Simyaz i the Mind Flayer dungeon, there are five Githyanki in all. When they return after their battle there are only four. You can find the body of the fifth one - and loot his equipment - in the battle pit when you are taken there to fight the Githyanki.
In the original, hard-copy strategy guide for BG2, the authors said they had no idea how to beat Kangaxx's demilich form. They actually said that if somebody figured it out, they'd give that person a job.
Now there are multiple well-known ways of killing Kangaxx...
1. Minute Meteors (non-SCS only) 2. Traps (a single Spike Trap, or stacking normal traps, using clones to bypass the normal cap) 3. Ring of the Ram (use via clones to get multiple charges, or use it to knock Kangaxx into traps) 4. Flasher Master Bruiser Mates (aimed at a nearby character, preferably using the pre-2.0 spider gnome trick) 5. Potions of Firebreath (2 to 4 potions should be enough depending on luck)
...and multiple well-known ways of blocking his infinite Imprisonment spells.
1. Protection from Undead scroll (use only after his transformation) 2. Protection from Magic scroll 3. Spell Immunity: Abjuration
Soo, they put in a critter with no idea, plans, or thought that characters good defeat it. Swell, Id' call that a bad DM if it were PnP.
Nahh... not a bad DM... just a DM who knows their players will accomplish the impossible if loot is involved
What I object to is those DMs who think that they have made something impossible, then when gamers beat their impossible enemies, they change the rules to stop you doing it any more. The demonknight at the top of Durlag's Tower and Tazok at the Bandit Camp being illustrations of this tendency. . If you kill Tazok now at the Bandit Camp, the game crashes!!!
I think that @Wise_Grimwald is right on this one. Game is surprisingly fair with Kangaxx: okay, Skull Boi should be unbeatable, but if you do manage to get him, you'll get nice ring. But with Demonknight - not so much.
Comments
If a weapon is flagged as magical and has 5 for its enchantment value, it will be able to hit anything without PFMW.
If a weapon is flagged as magical and has 0 for its enchantment value, it will strike as if it was a +1 weapon.
If a weapon is flagged as nonmagical, then it should strike as a normal weapon no matter what its enchantment value is set to.
I've seen all three of these things confirmed in-game. Does this sword have a value of 5 for its enchantment value, or does it just get +5 to hit and damage? Does it have the check mark next to the "Magical" flag in Near Infinity?
Its marked in Near Infinity as magical but has 0 for its enchantment. It gets a +5 damage and -5 Thac0 bonus (as well as a -5 speed factor).
So like I said. Normal weapon immunity won't work against it but having +1 immunity (or potentially better) will.
Edit: and so it's clear I'm not really referring to scenarios where someone has a +2 immunity item on that doesn't also grant immunity to +1 weapons. I'm more referring to the fact that you could have say a creature like a lesser elemental fighting him (that has immunity to normal and +1 weapons) and he wouldn't be able to damage it).
Darn it, I was at first thinking of CD Tweaks 'Shapeshifter Rebalancing', but that's only for normal weapon immunity.
But when I have him attack a Vampiric Wolf, which is only immune to nonmagical weapons but not +1 weapons, he can hit it.
Same results when I try attacking an unmodified Vampiric Wolf and the elemental using Arrows of Biting, which also are flagged as magical but have 0 enchantment value.
Items with a 0 enchantment but which are flagged as nonmagical will strike as if they were +1 weapons, not +0, and will bypass immunity to normal weapons, but not immunity to any grade of magical weapons. Thus, a critter with the IMMUNE2 item will be immune to Sarevok's attacks in the unmodded game.
The only such creatures you can summon are elementals, whether from the level 5 and 6 mage elemental summoning spells or the level 6 and 7 druid elemental summoning spells (but not the cleric's level 6 Aerial Servant spell). This would require removing the XP cap, unless the Enhanced Edition includes a level 5 mage lesser elemental summoning scroll.
(Lesser) Fire Elementals
(Lesser) Earth Elementals
(Lesser) Air Elementals
which can come from either a wizard or a druid. But if you don't remove the XP cap, you'll never be able to cast any of these, except for the lesser versions, which are level 5 mage spells. But I don't think those scrolls are in the unmodded game.
Or, to put it another way, Sarevok's sword is magical and has an enchantment of +0, but magical +0 weapons are exactly the same as +1 weapons.
To shorten it even further: Sarevok uses a +1 sword.
There actually is a sword called the Sword of Chaos in the game's files. It has been there since before the enchanced editions. Sarevok doesn't use it.
Giant space hamsters can be found on many Spelljammer worlds, often domesticated by the gnome colonists, and come in many variations, such as the armor plated giant space hamster, The Tyrannohamsterus Rex (lol), and of course, the miniature giant space hamster.
That would be MY animal companion.
Thief: You there! What are ye doing in dis place? You better git outta here, 'less of course you know the password.
Protagonist: Password? Why would I need a password? What in the Nine Hells are you talking about?
Thief: Ye're in the wrong place, pal. I'd git out while ye're still able. I might not be able to stop a buncha well-armed adventurers, but if you cause any trouble in the guild, don't be expecting to walk out in one piece.
Contrast this with all the other level 1 baddies who think they can beat your heavily armed party singlehandedly.
If you say "I don't know" to the apparition in Spellhold when he asks you a riddle, he'll tell you that if you didn't know, you were right not to answer.
Normal bullets only has a increase in damage output (+1). But the bullets +4 adds +5 to damage and decreases Thaco by 4. Dont know if its a bug (or it has been fixed in a update), but +5 damage works really well in a GWW imo.
Now there are multiple well-known ways of killing Kangaxx...
1. Minute Meteors (non-SCS only)
2. Traps (a single Spike Trap, or stacking normal traps, using clones to bypass the normal cap)
3. Ring of the Ram (use via clones to get multiple charges, or use it to knock Kangaxx into traps)
4. Flasher Master Bruiser Mates (aimed at a nearby character, preferably using the pre-2.0 spider gnome trick)
5. Potions of Firebreath (2 to 4 potions should be enough depending on luck)
...and multiple well-known ways of blocking his infinite Imprisonment spells.
1. Protection from Undead scroll (use only after his transformation)
2. Protection from Magic scroll
3. Spell Immunity: Abjuration
I wonder if anyone ever got that job?
But with Demonknight - not so much.