Did you know that liches are so powerful that sometimes their script lets them target you with area spells , which means that no matter how far you run the spell will hunt you forever.
It's an engine limitation. Enemies can't target points on the ground, so all of their area-effect spells are actually directed at specific targets and will follow targets who move. The player, however, can never target a specific critters with an area-effect spell (unless the projectile and spell are coded correctly, like with Hold Person), so Fireballs and Horrid Wilting will never follow the target if cast by the player.
Only that quest XP that comes individually for each character (as it often happens in BG2), I guess. Dead characters still won't get quest XP that comes as "The Party Has Gained Experience".
Did you know that if you declare your intention to kill Brage, the man with the sword of berserking, that his cousin Laryssa will turn hostile to defend him?
Did you know that Brage will then attack her, probably killing her for you before chatting to you as normal?
Did you know Entangle used to be on the Cleric spell list until BG2 changed it? This is why you can see Neira, Laryssa, and various other clerics drop entangle throughout despite having no way to actually cast it. Either that or they all dual Ranger 2 -> Cleric'd.
Did you know that squirrels can get struck by lightning in bad weather?
Did you know that there are a lot of really interesting/unique unused items in the game files? Some examples:
Viper's Edge +2 (longsword)
This immensely powerful relic is just as strongly enchanted as it is cursed. Its blade shimmers in a slick, intoxicating tinge of green, likely literally as well as metaphorically. The sword's grip and hilt are lined by curved thorns which make it hard to see how this weapon could be effectively wielded in battle. Judging by the dried crusts around them, many have still tried, and you cannot deny feeling a tempting curiosity on your part. Said to be originally the weapon of a medusa queen of a long forgotten age bestowed to whom by the gods of old themselves, the exact origins of this blade have been lost to time. Whatever its provenance, it has since traveled through many hands (albeit the majority not of the living persuasion). The common thread running through all these encounters was that their eventual end was rarely of a voluntary nature and nothing good ever came from them.
STATISTICS:
Cursed: – Constitution: -1 (permanent) – Maximum Hit Points: -10% – Intolerance to common healing potions – Chance of poisoning the user through contact – User may become prone to blood rage – May cause passing wild magic spikes in magic users
Passive abilities: – Dexterity: +2 – +1 attack per round – Improved Backstab damage – Temporary regeneration on critical health
Active abilities: – Instantly annihilates weak undead – May petrify target on successful hit – May inflict knockback – May badly poison on successful hit – Poison may paralyze humanoid targets – Poison may overwhelm simpleminded creatures and temporarily make them pliable to suggestion
Some say a positive mindset is key to victory. The creator of this shield, a dark elven sorcerer in life and feared lich in undeath, clearly had a different idea. Considering the comparative weakness of those concerned with the arcane arts and lack of suitable armour unacceptable, he set out to create the perfect piece of equipment if worst came to worst—a likely scenario for a wizard stuck in close range combat. Ever since, the powerful enchantments on this shield have frequently saved the lives of countless of owners in a pinch or allowed them to escape by the skin of their teeth, equally frequently at the cost of sacrificing their traveling companions.
STATISTICS:
Equipped abilities: – Armor Class: +2 – Casts Fireshield (Blue) on user in combat – 20% chance to recover spells when seriously injured – 5% chance to gain invisibility when hit – Encases user in Otiluke's Resilient Sphere if critically wounded or rendered helpless
Requires: 10 Strength
Weight: 6
Sartessa's Vengeance +1 (shield
This was the personal shield of Sartessa, a half-elven Ranger of the Wood of Sharp Teeth. Called to a quest by divine intervention at a young age, she traveled the long way to Luskan seeking to restore peace to the Sword Coast in troubled times. Betrayed near the end of her journey by her long time companion and forced to slay him in self-defense, she forged this shield, imbued with her grim determination to complete her quest despite knowing that alone, such attempt would likely end in death. Powerful enchantments were placed on this shield to stop it from falling into the wrong hands, and although they have faded somewhat with time, it would be foolhardy of anyone to try to wield it that does not resemble her both in spirit and body.
STATISTICS:
Equipped abilities: – Armor Class +2, +2 vs. missiles, humanoids, male opponents, and charmed or controlled creatures – Aura cleansing – Immunity to Backstab – Immunity to permanent death – Improved critical hit chance
Requires: 3 Strength 12 Charisma
Weight: 5
Narbucchad's Demise +5 (staff)
This finely crafted staff is the long-lost legacy of Narbucchad II, a legendary wizard and tyrant of Tashalar (although perhaps better known for the latter). In some circles known as Narbucchad's Fickle Finger, this weapon represents the culmination of his reign. Driven by paranoia and mistrust, Narbucchad successively eliminated his guard in fear of attempts at assassination , and channeled all of his magic into a weapon after his own that could strike down any foe or number of would-be assailants at a time. Originally devised for such dire circumstances only, he quickly grew fond of its potential to cut all sorts of quarrels short and before long came to rely upon it wholly.
However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.
Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess, but the fact that it appears to be fully charged suggests a tale worthy of its own.
STATISTICS:
Combat abilities: – Can be used as a melee or ranged weapon – As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)
Charge abilities: – Narbucchad's Demise Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.
@markzaku: Which game are these things from? What are their item codes? Blood Rage is only present in IWD, and the sheer number of bonuses, and the unorthodox nature of those bonuses, seem more like mod items than vanilla or EE items.
@markzaku: Which game are these things from? What are their item codes? Blood Rage is only present in IWD, and the sheer number of bonuses, and the unorthodox nature of those bonuses, seem more like mod items than vanilla or EE items.
The items I listed are in BG:EE/SoD by default; they're not added by mods.
@markzaku: Which game are these things from? What are their item codes? Blood Rage is only present in IWD, and the sheer number of bonuses, and the unorthodox nature of those bonuses, seem more like mod items than vanilla or EE items.
Siege of Dragonspear. Tarloc's Contingency is SHLD08P, for example.
And to top it off, Arthur (mis-)quotes Shakespear with the line "Alas, poor Jeeves! I knew him well, dear." (Alas, poor Yorick. I knew him, Horatio!)
If you haven't read these books, do. Wodehouse (who did inspire the name of Archer's valet ) might not have written with much depth or breadth, but in the place where he wrote he was brilliant. I am currently reading Code of the Woosters for the first time in a decade and it still amazes me how his plots, though they can be silly (in a good way), are airtight and how his dialogue and description are fantastic. One quote from the book:
Did you know Bayard, one of the many glorified, exposition fairy, NPCs in TotSC (this particular one being the cranky scared adventurer in Durlag's Tower basement) could probably solo the entire tower alone?
Half Elf Conjurer/Thief Level 9/8 (yes, his Conjurer level is higher than his Thief level, Bayard is that great) 9 STR/18 DEX/16 CON/18 INT/9 WIS/10 CHA 100% MR.
Yes, no rhyme or reason, they just gave some random mage/thief 100% MR and power gaming stats.
The next exposition fairy, Clair De'Lain, bemoaning her lot just outside the Demon Knight's room, is another rulebreaker, though not nearly as badass.
Human Fighter/Mage Level 5/5 17 STR/18 DEX/14 CON/10 INT/11 WIS/13 CHA
She would probably have had a better chance against the Demon Knight if she wasn't wearing Plate Mail, since she still has eleven spells memorised.
Oddly, so does Riggilo, the thief you fob off Succubus hair onto. Despite being a pure level 8 thief, he still has a eight spells memorised (and his 86 stat line: 17 STR/18 DEX/18 CON/12 INT/8 WIS/13 CHA, makes him good to dual into Fighter, not so much mage)
The last NPC in Durlag's Tower, Dalton, is yet another illegal character, and almost as tough as Bayard:
Level 6 Human Fighter 18(27) STR/15 DEX/12 CON/14 INT/6 WIS/6 CHA 2/2/2/2/2 saves. 290 HP
No surprise that he was the one that survived, eh?
Despite how overpowered they are, this does rather explain how a party with +1 weapons, at best, and unenchanted leather armour somehow managed to get all the way down to level 4 of Durlag's Tower.
There are way too many NPCs in Baldur's Gate 1 that arbitrarily have 100% MR. What, do they not trust the reputation system to keep the player from killing random NPCs?
There are way too many NPCs in Baldur's Gate 1 that arbitrarily have 100% MR. What, do they not trust the reputation system to keep the player from killing random NPCs?
Did you know that Polar bears have absolutely no cold damage resistance whatsoever? Apparently surviving the arctic is way easier than coping with "Chill Touch".
Did you know that Dread wolves are undead? And puny, level 1 undead at that, despite their 33 HP and 15 THAC0.
They were supposed to be 5 HD undead abominations that regenerate like trolls at 3 HP per round unless harmed by fire or acid, or until it hit negative hitpoints equal to its HP (-33), to cause disease with their bites that dealt 1 HP damage per hour until death, and to straight up keep fighting until it hit -10 HP, before pausing to regenerate up to 0 HP again.
For the sanity of BG1 players, 'twas probably for the best.
Did you know that by the highly scientific method of "roughly comparing the height of a PC with it and assuming the PC is 5' tall" the dead wyvern in Cloakwood's Wyvern's lair is over sixty feet long and too large to actually leave the cave? Not to mention it's been impaled by spears twice as tall as the player.
Since Wyverns are supposed to be 35' long, the map would have been sensible if it was about half as big as it was.
Still not as silly as the mega dragon in Durlag's Tower though.
Did you know that by the highly scientific method of "roughly comparing the height of a PC with it and assuming the PC is 5' tall" the dead wyvern in Cloakwood's Wyvern's lair is over sixty feet long and too large to actually leave the cave? Not to mention it's been impaled by spears twice as tall as the player.
Since Wyverns are supposed to be 35' long, the map would have been sensible if it was about half as big as it was.
Still not as silly as the mega dragon in Durlag's Tower though.
I always wondered if there was an explanation lore-wise for those giant dead Wyverns and Dragons, since they're a hell of a lot smaller than the ones we actually fight. I reckon that's not the case then? The one in Dragonspear Castle, and the one at the end of IWD:HoW also spring to mind.
I always wondered if there was an explanation lore-wise for those giant dead Wyverns and Dragons, since they're a hell of a lot smaller than the ones we actually fight. I reckon that's not the case then? The one in Dragonspear Castle, and the one at the end of IWD:HoW also spring to mind.
Hm.... Not so much the wyvern (it may be a Wyvern Drake crossbreed, but even then they only reach 45' or so).
Land Linnorms (Linnorms are Norse style, but not true dragons) have no wings and their eldest form (great wyrms) are up to 350 feet long including their tails. (65% MR and 23d12+12 breath weapon too).
This one is probably Durlag's, given the absence of wings.
Other dragons are likely just great wyrm age variants of more traditional dragons, and probably red (which is traditionally shaped, and the largest). The absolute largest red dragon can also hit 354', so it can be pretty gargantuan.
Incidentally, in terms of size Firkraag might seem young, but in terms of stats, with -11 AC, level 4 spells (though he should also get three priest spells), 23 Hitdice and 65% MR, he's very much in the "Great Wyrm" category at 1,200+ years.
In fact, so many of the dragons you face are apparently Great Wyrm age, by the end of the trilogy the age of all your party's murders added together probably adds up to more years than all known human history.
Comments
It's an engine limitation. Enemies can't target points on the ground, so all of their area-effect spells are actually directed at specific targets and will follow targets who move. The player, however, can never target a specific critters with an area-effect spell (unless the projectile and spell are coded correctly, like with Hold Person), so Fireballs and Horrid Wilting will never follow the target if cast by the player.
The undead knight in firewine can be put to sleep
Venduris: "Do you have any idea who stands before you now, Bhaalspawn?"
Charname: (Due to your severe lack of wisdom you do not have enough reasoning to do anything other than scratch your head and drool uncontrollably.)
Did you know that Brage will then attack her, probably killing her for you before chatting to you as normal?
Poor Laryssa.
Did you know that squirrels can get struck by lightning in bad weather?
Did you know it does nothing to them?
Viper's Edge +2 (longsword)
STATISTICS:
Cursed:
– Constitution: -1 (permanent)
– Maximum Hit Points: -10%
– Intolerance to common healing potions
– Chance of poisoning the user through contact
– User may become prone to blood rage
– May cause passing wild magic spikes in magic users
Passive abilities:
– Dexterity: +2
– +1 attack per round
– Improved Backstab damage
– Temporary regeneration on critical health
Active abilities:
– Instantly annihilates weak undead
– May petrify target on successful hit
– May inflict knockback
– May badly poison on successful hit
– Poison may paralyze humanoid targets
– Poison may overwhelm simpleminded creatures and temporarily make them pliable to suggestion
STATISTICS:
THAC0: +2 bonus
Damage: 1d8 +2 (slashing)
Speed Factor: 3
Proficiency Type: Long Sword
Type: One-handed
Requires:
6 Strength
Weight: 4
Tarloc's Contingency +1 (shield)
STATISTICS:
Equipped abilities:
– Armor Class: +2
– Casts Fireshield (Blue) on user in combat
– 20% chance to recover spells when seriously injured
– 5% chance to gain invisibility when hit
– Encases user in Otiluke's Resilient Sphere if critically wounded or rendered helpless
Requires:
10 Strength
Weight: 6
Sartessa's Vengeance +1 (shield
STATISTICS:
Equipped abilities:
– Armor Class +2, +2 vs. missiles, humanoids, male opponents, and charmed or controlled creatures
– Aura cleansing
– Immunity to Backstab
– Immunity to permanent death
– Improved critical hit chance
Requires:
3 Strength
12 Charisma
Weight: 5
Narbucchad's Demise +5 (staff)
However, the staff required frequent recharging as its enchantments, albeit powerful, would quickly drain in frequent use and spring the orb of power from its socket, requiring careful reinsertion. Many stories circulated of those who had survived and escaped by whim of his Fickle Finger and thus known, it happened to fail him at rather a crucial moment before long.
Both the staff and his reign were eventually lost to the annals of history, the former in absence of his spells reduced to an elaborate bauble. How it ended up here is anyone's guess, but the fact that it appears to be fully charged suggests a tale worthy of its own.
STATISTICS:
Combat abilities:
– Can be used as a melee or ranged weapon
– As a ranged weapon, it is alternatively possible for latent magic of the user to be channeled (no charge consumed)
Charge abilities:
– Narbucchad's Demise
Release the orb's full potential in an intensely powerful blast that will strike any targets within range of the wielder.
THAC0: +2
Damage: 1d6+3 (crushing)
Speed Factor: 1
Proficiency Type: Quarterstaff
Type: Two-handed
Requires:
5 Strength
Weight: 3
Viper's Edge: SW1P01.itm
Tarloc's Contingency: SHLD08P.itm
Sartessa's Vengeance: SHLD07P.itm
Narbucchad's Demise: PSTAFM1.itm
The butler Jeeves is from a book series by P.G. Wodehouse; his full name is Reginald Arthur Jeeves. (https://en.wikipedia.org/wiki/Jeeves)
And to top it off, Arthur (mis-)quotes Shakespear with the line "Alas, poor Jeeves! I knew him well, dear." (Alas, poor Yorick. I knew him, Horatio!)
So much better than the attempts at comedy that we get nowadays.
Half Elf
Conjurer/Thief
Level 9/8 (yes, his Conjurer level is higher than his Thief level, Bayard is that great)
9 STR/18 DEX/16 CON/18 INT/9 WIS/10 CHA
100% MR.
Yes, no rhyme or reason, they just gave some random mage/thief 100% MR and power gaming stats.
The next exposition fairy, Clair De'Lain, bemoaning her lot just outside the Demon Knight's room, is another rulebreaker, though not nearly as badass.
Human
Fighter/Mage
Level 5/5
17 STR/18 DEX/14 CON/10 INT/11 WIS/13 CHA
She would probably have had a better chance against the Demon Knight if she wasn't wearing Plate Mail, since she still has eleven spells memorised.
Oddly, so does Riggilo, the thief you fob off Succubus hair onto. Despite being a pure level 8 thief, he still has a eight spells memorised (and his 86 stat line: 17 STR/18 DEX/18 CON/12 INT/8 WIS/13 CHA, makes him good to dual into Fighter, not so much mage)
The last NPC in Durlag's Tower, Dalton, is yet another illegal character, and almost as tough as Bayard:
Level 6 Human Fighter
18(27) STR/15 DEX/12 CON/14 INT/6 WIS/6 CHA
2/2/2/2/2 saves.
290 HP
No surprise that he was the one that survived, eh?
Despite how overpowered they are, this does rather explain how a party with +1 weapons, at best, and unenchanted leather armour somehow managed to get all the way down to level 4 of Durlag's Tower.
Shame that if you ever attack him you instantly die, eh?
Did you know that Dread wolves are undead? And puny, level 1 undead at that, despite their 33 HP and 15 THAC0.
They were supposed to be 5 HD undead abominations that regenerate like trolls at 3 HP per round unless harmed by fire or acid, or until it hit negative hitpoints equal to its HP (-33), to cause disease with their bites that dealt 1 HP damage per hour until death, and to straight up keep fighting until it hit -10 HP, before pausing to regenerate up to 0 HP again.
For the sanity of BG1 players, 'twas probably for the best.
Since Wyverns are supposed to be 35' long, the map would have been sensible if it was about half as big as it was.
Still not as silly as the mega dragon in Durlag's Tower though.
The one in Dragonspear Castle, and the one at the end of IWD:HoW also spring to mind.
Land Linnorms (Linnorms are Norse style, but not true dragons) have no wings and their eldest form (great wyrms) are up to 350 feet long including their tails. (65% MR and 23d12+12 breath weapon too).
This one is probably Durlag's, given the absence of wings.
Other dragons are likely just great wyrm age variants of more traditional dragons, and probably red (which is traditionally shaped, and the largest). The absolute largest red dragon can also hit 354', so it can be pretty gargantuan.
In fact, so many of the dragons you face are apparently Great Wyrm age, by the end of the trilogy the age of all your party's murders added together probably adds up to more years than all known human history.