So...what kind of broken combos can you get now with UAI? The best I can think of is wearing Jansen Wear for the 25% physical resistance.
I could imagine having a barbarian and dualing him at lvl11. This gives 10% physical resistance. Have Defender of Easthaven in offhand for 25% physical resistance. Wear Jansen Wear for 50% physical resistance.
No dual-classing for Barbarians without mods. But Jan's flashers would be a fabulous option for a Wizard Slayer/Thief who could apply spell failure and stun as an area effect, or Assassins with Poison Weapon. Fighter/Thieves could also combine flashers with Smite or Power Attack for an even higher chance of stunning groups of enemies. And Fighter/Thieves would still benefit from Jan's armor, which could still stack with Hardiness and the Defender of Easthaven for 85% damage resistance.
So...what kind of broken combos can you get now with UAI? The best I can think of is wearing Jansen Wear for the 25% physical resistance.
I could imagine having a barbarian and dualing him at lvl11. This gives 10% physical resistance. Have Defender of Easthaven in offhand for 25% physical resistance. Wear Jansen Wear for 50% physical resistance.
Still, doesn't seem worth building around.
Sorry. Jans armor cant be used in version 2.4 - even if you have UAI.
But the bruiser flasher is usable.
Lo and behold
Btw. Dang it. Jans armor would have been a great pick for a thief/cleric multi with the armor, armor of faith, hardiness and the defender of easthaven combined. No cheese for iPhones
In Icewind Dale, the description of the spell Snilloc's Snowball Swarm indicates that it deals double damage against "fire-using or fire-dwelling creatures." What that translates to in-game is any creature that is immune to fire. So, if you cast Protection from Fire (the wizard version, which gives 100% resistance rather than 80%) on an enemy, you can deal double damage (max of 16d3 by a level 8 caster) to the enemy each time you hit them with a Snowball Swarm. The advantages of this over Fireball are that it uses level 2 slots, which are less precious, and it will deal more damage from a caster below level 10:
At level 5: Snowball Swarm: 10d3 (average of 20 damage) Fireball: 5d6 (average of 17.5 damage)
At level 6: Snowball Swarm: 12d3 (average of 24 damage) Fireball: 6d6 (average of 21 damage)
At level 7: Snowball Swarm: 14d3 (average of 28 damage) Fireball: 7d6 (average of 24.5 damage)
At level 8: Snowball Swarm: 16d3 (average of 32 damage) Fireball: 8d6 (average of 28 damage)
At level 9: Snowball Swarm: 16d3 (average of 32 damage) Fireball: 9d6 (average of 31.5 damage)
However, this is very much a fringe usage, and in most cases Fireball is better than Snowball Swarm (especially since there are so many enemies in IWD1 that are immune to cold).
Snilloc's Snowball Swarm bypasses magic resistance in both IWD and IWD2. In IWDification mod for BG and possibly in IWD itself, the spell also bypasses MGOI.
The cleric version of Protection from Fire in IWD can be used to lower the fire resistance of fire-immune critters from 100% to 80%, rendering them vulnerable to spells like Fireball and the scorcher loop.
Btw. Dang it. Jans armor would have been a great pick for a thief/cleric multi with the armor, armor of faith, hardiness and the defender of easthaven combined. No cheese for iPhones
How would a cleric/thief be able to learn Hardiness?
Even if a cleric thief were able to wear the Jansen AdventureWear, they would only be able to get up to 70% physical resistance with your build (minus Hardiness).
In IWD if you go solo, you will sometimes he referred to as an individual (Kresselack will call you “adventurer”) while most of the time NPCs will use plural forms. Your PC will also usually say “we.”
So it’s best to keep a loyal familiar in your inventory, so both forms work.
The slow effect of the Flail of Ages can slow a target even if you hit a mirror image. If you hit a mirror image, the hit will do no damage (neither chrushing nor elemental) but the slow effect will apply - if the conditions for a slow effect are present
If you speak to Aphril in the asylum just before Irenicus turns up and she briefly summons some demons, they will not disappear before Irenicus whisks you away to his laboratory. In fact they will still be there when you return after completing the Spellhold dungeon.
In IWD if you go solo, you will sometimes he referred to as an individual (Kresselack will call you “adventurer”) while most of the time NPCs will use plural forms. Your PC will also usually say “we.”
So it’s best to keep a loyal familiar in your inventory, so both forms work.
Hrothgar from Icewind Dale shares his name with the legendary king of the Danes who appeared in poems such as Beowulf. They also seem to share some character traits, the biggest being the their stalwart protecting of their homeland, and the contracting of an outside adventurer to assist them when in need.
An insight from the Department of Attempted Plot Derailment: if you don't kill the Paladins in Windspear Hills, but try to enter Firkraag's dungeon first, you'll find it arbitrarily blocked off. Choo choo.
That said, there's nothing stopping you from going in instead of visiting Garren's house. He'll appear at the entrance and tell you about his missing kid.
In IWD at the ice temple, there are salamander corpses in the heat room. If you lead enemies in there is does nothing to them mechanically. And if you flee into the slave room, which is too hot for the salamanders story wise...they’ll do just fine.
The Evasion ability of thieves in IWD doesn't work exactly like it does in 3rd Edition. In IWD, Evasion lets a thief evade even a spell that does not offer a saving throw for half damage, like Ice Storm.
This may seem really obvious, but if your party's pickpocketing is below par, you can still get Algernon's cloak really easily. Just charm him and send him to attack Tranzig. One Melf's will kill him instantly, and you lose no reputation.
This may seem really obvious, but if your party's pickpocketing is below par, you can still get Algernon's cloak really easily. Just charm him and send him to attack Tranzig. One Melf's will kill him instantly, and you lose no reputation.
No loss of reputation with the living. But in afterlife, you'll get your due reward. Fed to the rabid hezrou or yugoloth or fetches, depending on your alignment.
No loss of reputation with the living. But in afterlife, you'll get your due reward. Fed to the rabid hezrou or yugoloth or fetches, depending on your alignment.
I think Bhaalspawn are exempt from that sort of thing.
Champion's Strength disables spellcasting on the caster, but you can get around it by using Dispel Magic on your cleric. Dispel Magic will enable spellcasting, and if you keep the cleric's target out of the way, you can keep the beneficial effect while removing the detrimental effect. The THAC0 bonus from Champion's Strength stacks, so multiple castings can give one character extremely high THAC0--very useful for Mutated Crawlers, landing Harm attacks, and mage/thieves dual-wielding speed weapons to backstab during Mislead, all of which would otherwise suffer from poor THAC0. Mutated Crawlers have 15 THAC0, but they attack four times per round and paralyze on a save vs. death, which can bypass PFMW.
The save vs. spell bonus from Spirit Armor also stacks, so you can cast it multiple times to get guaranteed saving throws against disablers.
It should be possible to stack Wraith Form's magic resistance. The spell disables spellcasting on the caster, but it should still be possible to re-cast the spell using sequencers and contingencies, or cast multiple times simultaneously using the Wand of Lightning trick. The effect is dispellable, but four Wraith Form spells should grant 100% magic resistance while still allowing the mage to attack and maintain low AC, unlike Polymorph Self's magic-immune jelly form.
If you charm an enemy and cast Haste on them on multiple times while they're still friendly, they'll suffer from crippling fatigue when it runs out (and if you can Invisibility 10' Radius after casting Haste, you can wait out the duration of Haste in safety). Two Haste spells will impose 8 fatigue for a total of -2 luck on the enemy, three Haste spells will impose -6 luck, and every Haste spell after that will impose another cumulative -4 luck penalty. This will penalize their attack rolls, decrease the weapon damage they deal, and increase the spell damage they take (no effect on saving throws, bear in mind). Note that undead and plot-immune characters with the MINHP1 item are immune to charm and fatigue.
Regular Hobgoblins seem to come equipped with helmets, but Hobgoblin Elites seem not to. Guess they wanted to balance out those Undroppable Biting Arrows of Justice.
That really good place to take a cigarette break is northwest of Nashkel by the lake? It has probably the best scenery in Faerün. Don't let the weird barking noices disturb you though.
That really good place to take a cigarette break is northwest of Nashkel by the lake? It has probably the best scenery in Faerün. Don't let the weird barking noices disturb you though.
I suppose that the lake is a good place to dowse the stubs. I wouldn't know though.m I've only had one in my life and immediately decided that they are a waste of hard-earned money.
Did you know that a dragon can reach by flight the desert of Anauroch from Icewind Dale?
Is the only reason why the Restored Sword of Aihonen would still be a +5 weapon, as it requires the weapon to be within one dragon flight from Lake Dinneshire.
Technically, the Blade of Aihonen is simply a +5 sword, period. The "within a dragon's flight" thing has no in-game meaning and exists simply for flavor.
If you are lazy, you can win the battle in the Temple of Rillifane by simply rushing over and placing the talisman, goblet and moonblade on the altar. Rillifane's avatar shows up and kills all the enemies before you can do a thing.
Comments
I could imagine having a barbarian and dualing him at lvl11. This gives 10% physical resistance. Have Defender of Easthaven in offhand for 25% physical resistance. Wear Jansen Wear for 50% physical resistance.
Still, doesn't seem worth building around.
But the bruiser flasher is usable.
Lo and behold
Btw. Dang it. Jans armor would have been a great pick for a thief/cleric multi with the armor, armor of faith, hardiness and the defender of easthaven combined. No cheese for iPhones
At level 5:
Snowball Swarm: 10d3 (average of 20 damage)
Fireball: 5d6 (average of 17.5 damage)
At level 6:
Snowball Swarm: 12d3 (average of 24 damage)
Fireball: 6d6 (average of 21 damage)
At level 7:
Snowball Swarm: 14d3 (average of 28 damage)
Fireball: 7d6 (average of 24.5 damage)
At level 8:
Snowball Swarm: 16d3 (average of 32 damage)
Fireball: 8d6 (average of 28 damage)
At level 9:
Snowball Swarm: 16d3 (average of 32 damage)
Fireball: 9d6 (average of 31.5 damage)
However, this is very much a fringe usage, and in most cases Fireball is better than Snowball Swarm (especially since there are so many enemies in IWD1 that are immune to cold).
The cleric version of Protection from Fire in IWD can be used to lower the fire resistance of fire-immune critters from 100% to 80%, rendering them vulnerable to spells like Fireball and the scorcher loop.
Even if a cleric thief were able to wear the Jansen AdventureWear, they would only be able to get up to 70% physical resistance with your build (minus Hardiness).
So it’s best to keep a loyal familiar in your inventory, so both forms work.
That said, there's nothing stopping you from going in instead of visiting Garren's house. He'll appear at the entrance and tell you about his missing kid.
Kind of disappointing
The save vs. spell bonus from Spirit Armor also stacks, so you can cast it multiple times to get guaranteed saving throws against disablers.
It should be possible to stack Wraith Form's magic resistance. The spell disables spellcasting on the caster, but it should still be possible to re-cast the spell using sequencers and contingencies, or cast multiple times simultaneously using the Wand of Lightning trick. The effect is dispellable, but four Wraith Form spells should grant 100% magic resistance while still allowing the mage to attack and maintain low AC, unlike Polymorph Self's magic-immune jelly form.
If you charm an enemy and cast Haste on them on multiple times while they're still friendly, they'll suffer from crippling fatigue when it runs out (and if you can Invisibility 10' Radius after casting Haste, you can wait out the duration of Haste in safety). Two Haste spells will impose 8 fatigue for a total of -2 luck on the enemy, three Haste spells will impose -6 luck, and every Haste spell after that will impose another cumulative -4 luck penalty. This will penalize their attack rolls, decrease the weapon damage they deal, and increase the spell damage they take (no effect on saving throws, bear in mind). Note that undead and plot-immune characters with the MINHP1 item are immune to charm and fatigue.
Is the only reason why the Restored Sword of Aihonen would still be a +5 weapon, as it requires the weapon to be within one dragon flight from Lake Dinneshire.