The Dark Moon Monk's Blur ability stacks with itself, as it's only rigged to grant immunity to the mage spell Blur, instead of erasing previous Dark Moon Monk Blur effects. Under normal circumstances, this would never be relevant, since the Dark Moon Monk only gets one casting per day anyway. Wish-resting and the Reform Party trick, however, can let you stack the spell.
The Dark Moon Monk's Frozen Fists ability also stacks, so if you're willing to use the Reform Party trick to grant extra castings of the spell (maybe with the Quick Save trick to speed things up) and cast it 10 times, you'll deal 20 extra cold damage per hit. The Reform Party trick would let a Dark Moon Monk hit the AC cap and deal massive damage even at low levels, though the effects are dispellable.
Wait my eyes are failing to detect things that were never written and do not exist anywhere in reality... I just see a multidimensional blank space in your post.
I believe to preserve the text, but save humanity, a priest of Oghma may have scribed it down in invisible ink.
I may have cast "True Seeing" at some point before posting this. So it does exist in reality it just goes (thankfully) unnoticed by most people.
Wait, in the Forgotten Realms is "Invisible Ink" literally Ink that has been enchanted to be unseeable? Not like transparent ink that becomes visible when you heat it?
I believe to preserve the text, but save humanity, a priest of Oghma may have scribed it down in invisible ink.
I may have cast "True Seeing" at some point before posting this. So it does exist in reality it just goes (thankfully) unnoticed by most people.
Wait, in the Forgotten Realms is "Invisible Ink" literally Ink that has been enchanted to be unseeable? Not like transparent ink that becomes visible when you heat it?
It's probably chemical. But having a magical variant doesn't seem too far fetched.
Is there a Priest of Oghma that can wipe the memory of those God-awful books from my brain and grant me back the time I wasted reading them?
I may still have a flux capacitor stored... Only need a DeLorean.
Or any other car (or other vehicle; for example a steam locomotive) that can do 88 miles per hour. But I concede that if you're going to travel in time, you might as well do it in style.
Do remember to bring your own plutonium; you never know where to find that back in the dark ages late 1990s.
The paladin class was first introduced in the publication “Greyhawk” from 1975.
The paladin class in the publication had drawn its inspiration from the book “Three Hearts and Three Lions” from 1962.
The main character in the book is a member from the Danish resistance in WW2. The main character is during a battle transported to a parallel world, where Charlemagne fights the Saracens - where law and chaos battles for supremacy.
The main character finds out that he - in the parallel universe - is Ogier the Dane. As a champion of good and the lawfull he is the sworn enemy of both evil and chaos.
Ogier the Dane (Holger Danske) was a mystical figure who often was potrayed in medieval legends - most notably as a heroic knight in Charlemagnes court, but also portayed at the court of the legendary Arthur.
Ogier was not always potrayed as an epitome of virtue or lawfullness, but Ogier was a well known heroic figure in days of old. Despite the lack of historic accuracy or consistency in his legend, Ogier ended up being chosen as the perfect knight in the novell - and thusly becomming the model for the paladin class.
As noted before it was the gifted Tunisian scholar Ibn Khaldun who in the 14. century began classifying magic into separate branches.
He distinguishes between divination, evocation, transmutation, conjuring and necromancy amongst others.
With a little tampering one can even note the distinction between magicians and sorcerors - the one gaining knowledge by study and the other gaining it by flair.
Even no credit is given to Ibn Khaldun, one can easily see the many similarities between his way of classifying magic and the AD&D schools of magic.
But his conclusion on the nature of magic is perhaps differing the most from AD&D. In accordance to Islamic law most magic is foul and unlawful.
In some cases - when the user of magic is pure of heart and has the right intension - magic can be used. Even the use of evocation, conjuring and necromancy can br justified even though they tamper with Gods work.
Only one school is purely evil: Divination.
The diviner gets to know what he/she shouldnt know. The power/magic of divination was given to two angels, who later fell from grace. The two angels now corrupt earth with what they shouldnt know, since its only God who should know of things to come.
And perhaps it has merit even in AD&D. Metagaming is the most powerfull tool I have seen yet.
In Christianity also, magic is deemed evil, the only supernatural power being acceptable being divine power. So being a cleric would be OK, but a mage wouldn't. Of course in Judaism, Christianity and Islam a multiplicity of gods is not on as all three religions believe that there is only one God and worshipping other gods and idol worship is sin.
"We should probably start by acknowledging that Baldur's Gate isn't actually a grim-and-serious RPG at all. (Sorry about that.) There are moments—boy, are there moments—but there's also an awful lot of humor: Stuff like the Golden Pantaloons, the phenomenally annoying NPC Noober and his equally irritating sequel brother Neeber, the whole Minsc and Boo thing, and actually official bonus content like Alora Annoys James Brown."
What's that Alora Annoys James Brown as official bonus content?
In Christianity also, magic is deemed evil, the only supernatural power being acceptable being divine power. So being a cleric would be OK, but a mage wouldn't. Of course in Judaism, Christianity and Islam a multiplicity of gods is not on as all three religions believe that there is only one God and worshipping other gods and idol worship is sin.
There's actually a theory that the ancient Jews did believe in the existence of multiple gods; Yahweh was merely their god, a superior god, and the only one they were allowed to worship. Judaism may have began as a henotheistic tradition rather than monotheistic. Apparently the Hebrew Bible mentions other gods in a way that suggests they were real.
Not that that meant the Hebrew Bible suggested those other gods had any legitimacy, or that worshipping them was a good idea. There's a line that pretty explicitly says, "Don't burn your newborn children to death to appease Moloch."
"Don't burn your newborn children to death to appease Moloch."
"... but do climb on top of his head to take the gems out of his eyes."
According to Romans Ch2 Christians aren't allowed to rob even heathen temples: "You who abhor idols, do you rob temples?" Now THAT is something that I have problems getting my head round.
Entangle was such a great spell in the original BG1 because it didn't work against party members and if you failed the initial save you were stuck for a full minute. Enemies got to save against it, but (despite what the description for the spell says) and there was no saving throw bonus for enemies. So it actually rivaled sleep in terms of its usefulness in the game.
Then BG2 came out and it got change to its current form.
Interesting. I have just tried to click one of those symbols (googleplus, twitter, facebook) you see next to reactions. The comment was shared on Twitter, very easy, no extra actions required. So it might be a good idea to share, eg. playthrough updates on social media (of course, if you have accounts there).
To the best of my knowledge (having looked through the game files and tested this) Belladonna flowers don't actually do anything. I mean other than poison you if you eat them. Whether or not you have them has no impact on the curse. The reason players die after the transformation is because (especially in 6 person parties) all 5 of your party members transform into hostile Greater Wolfweres and attack you. This happens suddenly and before you have much of any time to react.
Ohh and you read that right. Even though its the werewolves that are cursing your party you will actually see your party transformed into Greater Wolfweres instead (wolfweres are evil wolves that can transform into humans so this doesn't make a whole lot of sense). Also the spell uses the same creature file as Karoug so if you kill them they will each drop Peladan (the child that Karoug has).
Having said that. Since the curse isn't ended until you kill Mendas as a solo player you could actually use this to farm XP from potential party members. While cursed, if the timer has expired, you simply add one of the NPC's to your party. They will immediately transform and you get to fight a Greater Wolfwere. It's like 8,000 XP for each one.
Did you know that any attack a thief makes while invisible will ignore the target's AC dexterity bonus?
To be exact, the attack must follow these rules:
1) Attacker must have a backstab multiplier of 2 or higher
2) Attacker must be STATE_INVISIBLE
3) Attacker's weapon must not be RANGED
In the following example:
- Attacking character THAC0 = 17
- Attacked character AC = 0, (dexterity contributing -4 bonus)
The thief's attack only requires a total roll of 13 to hit, even though a roll of 17 is required normally:
However, this mechanic isn't implemented properly...
If the attacked character has a *penalty* to AC due to dexterity, they will be harder to hit while being attacked under the above conditions.
In the following example:
- Attacking character THAC0 = 17
- Attacked character AC = 9, (dexterity contributing +5 penalty)
The thief's attack should only require a total roll of 8 to hit, though a roll of 13 is now required:
Comments
The Dark Moon Monk's Frozen Fists ability also stacks, so if you're willing to use the Reform Party trick to grant extra castings of the spell (maybe with the Quick Save trick to speed things up) and cast it 10 times, you'll deal 20 extra cold damage per hit. The Reform Party trick would let a Dark Moon Monk hit the AC cap and deal massive damage even at low levels, though the effects are dispellable.
Now THAT is strange. So different as to be unbelieveable.
Also I guess he's a half-elf in the novels (he's a human in the game).
I may have cast "True Seeing" at some point before posting this. So it does exist in reality it just goes (thankfully) unnoticed by most people.
Wait, in the Forgotten Realms is "Invisible Ink" literally Ink that has been enchanted to be unseeable? Not like transparent ink that becomes visible when you heat it?
Alzheimer may get half of this job done. But at what cost?
I'll take death by mindflayer over that.
It's probably chemical. But having a magical variant doesn't seem too far fetched.
I may still have a flux capacitor stored... Only need a DeLorean.
Or any other car (or other vehicle; for example a steam locomotive) that can do 88 miles per hour. But I concede that if you're going to travel in time, you might as well do it in style.
Do remember to bring your own plutonium; you never know where to find that back in the dark ages late 1990s.
The paladin class in the publication had drawn its inspiration from the book “Three Hearts and Three Lions” from 1962.
The main character in the book is a member from the Danish resistance in WW2. The main character is during a battle transported to a parallel world, where Charlemagne fights the Saracens - where law and chaos battles for supremacy.
The main character finds out that he - in the parallel universe - is Ogier the Dane. As a champion of good and the lawfull he is the sworn enemy of both evil and chaos.
Ogier the Dane (Holger Danske) was a mystical figure who often was potrayed in medieval legends - most notably as a heroic knight in Charlemagnes court, but also portayed at the court of the legendary Arthur.
Ogier was not always potrayed as an epitome of virtue or lawfullness, but Ogier was a well known heroic figure in days of old. Despite the lack of historic accuracy or consistency in his legend, Ogier ended up being chosen as the perfect knight in the novell - and thusly becomming the model for the paladin class.
He distinguishes between divination, evocation, transmutation, conjuring and necromancy amongst others.
With a little tampering one can even note the distinction between magicians and sorcerors - the one gaining knowledge by study and the other gaining it by flair.
Even no credit is given to Ibn Khaldun, one can easily see the many similarities between his way of classifying magic and the AD&D schools of magic.
But his conclusion on the nature of magic is perhaps differing the most from AD&D. In accordance to Islamic law most magic is foul and unlawful.
In some cases - when the user of magic is pure of heart and has the right intension - magic can be used. Even the use of evocation, conjuring and necromancy can br justified even though they tamper with Gods work.
Only one school is purely evil: Divination.
The diviner gets to know what he/she shouldnt know. The power/magic of divination was given to two angels, who later fell from grace. The two angels now corrupt earth with what they shouldnt know, since its only God who should know of things to come.
And perhaps it has merit even in AD&D. Metagaming is the most powerfull tool I have seen yet.
https://www.pcgamer.com/larian-teases-a-return-of-minsc-and-boo-in-baldurs-gate-3/#comment-jump
"We should probably start by acknowledging that Baldur's Gate isn't actually a grim-and-serious RPG at all. (Sorry about that.) There are moments—boy, are there moments—but there's also an awful lot of humor: Stuff like the Golden Pantaloons, the phenomenally annoying NPC Noober and his equally irritating sequel brother Neeber, the whole Minsc and Boo thing, and actually official bonus content like Alora Annoys James Brown."
What's that Alora Annoys James Brown as official bonus content?
You can find it here:
https://web.archive.org/web/20021203184052/http://www.bioware.com/games/baldurs_gate/other_multimedia/sound/
Not that that meant the Hebrew Bible suggested those other gods had any legitimacy, or that worshipping them was a good idea. There's a line that pretty explicitly says, "Don't burn your newborn children to death to appease Moloch."
Are you suggesting that there is another semitic god?
Sorry couldnt help it....
"... but do climb on top of his head to take the gems out of his eyes."
According to Romans Ch2 Christians aren't allowed to rob even heathen temples: "You who abhor idols, do you rob temples?" Now THAT is something that I have problems getting my head round.
Then BG2 came out and it got change to its current form.
Dagger: +1.5
Bastard Sword: +3
Katana: +4.5
Black Blade of Disaster: +11
Shapechange Iron Golem Fist: +18
Quayle worships Baravar Cloakshadow.
Glint worships Baervan Wildwanderer.
Aerie worships Baervan Wildwanderer and makes no mention of Baravar.
Ohh and you read that right. Even though its the werewolves that are cursing your party you will actually see your party transformed into Greater Wolfweres instead (wolfweres are evil wolves that can transform into humans so this doesn't make a whole lot of sense). Also the spell uses the same creature file as Karoug so if you kill them they will each drop Peladan (the child that Karoug has).
To be exact, the attack must follow these rules:
1) Attacker must have a backstab multiplier of 2 or higher
2) Attacker must be STATE_INVISIBLE
3) Attacker's weapon must not be RANGED
In the following example:
- Attacking character THAC0 = 17
- Attacked character AC = 0, (dexterity contributing -4 bonus)
The thief's attack only requires a total roll of 13 to hit, even though a roll of 17 is required normally:
However, this mechanic isn't implemented properly...
If the attacked character has a *penalty* to AC due to dexterity, they will be harder to hit while being attacked under the above conditions.
In the following example:
- Attacking character THAC0 = 17
- Attacked character AC = 9, (dexterity contributing +5 penalty)
The thief's attack should only require a total roll of 8 to hit, though a roll of 13 is now required: