Wizard Slayers actually impose 25% spell failure per hit, not 10%. This lasts for 30 seconds, so a level 7 Wizard Slayer with darts can force 100% spell failure unhasted.
Wizard Slayers actually impose 25% spell failure per hit, not 10%. This lasts for 30 seconds, so a level 7 Wizard Slayer with darts can force 100% spell failure unhasted.
Totemic Druids cast Summon Spirit Animal via a .2da file with the Select Spell opcode. This means they can summon multiple Spirit Animals within one round, much like a Wild Mage can cast multiple spells per round using Nahal's Reckless Dweomer.
If you really felt like it, you could disarm Kontik by casting Remove Curse on her. Her dagger gives her +100% cold resistance, and I was hoping that by disarming her I could kill her ironically with some cold spells, but unfortunately she has 100% cold resistance even without the dagger equipped.
You could also use Remove Curse in Baldur's Gate to disarm Brage or Osmadi.
Stringref:26888 "I have captured the supposedly murderous Brage. Now I need but return him to Nashkel, to either the garrison or the temple. If he is delivered to the garrison he will surely be killed, but I know not what the temple intends."
This journal entry suggests that you have the option of taking Brage to the garrison instead of the temple, though he would surely hang if you did so. However, you aren't actually given that option in the game. Instead you automatically go to the temple.
Totemic Druids cast Summon Spirit Animal via a .2da file with the Select Spell opcode. This means they can summon multiple Spirit Animals within one round, much like a Wild Mage can cast multiple spells per round using Nahal's Reckless Dweomer.
Although it's right, the way it's implemented in the game, with you needing to wait till the additional "menu" appears with the type of animal you want to summon seconds after you've used your ability, makes it nigh impossible to summon several animals in one round.
@bengoshi: I'm running a Totemic Druid right now and that little menu pops up the moment I click on the spell. Maybe it's because I have auto-pause on spell cast, but I have been regularly summoning three Spirit Animals in less than one round.
@OlvynChuru: On that note, it should also be possible to disarm Smaeluv Orcslicer.
Sarevok can end up saying this during the final fight
"I cannot be stronger; I am strong now! It is you who are the weak one, you who destroyed your slayer within. I have TAMED mine and use him as I see fit! The god is dead, but his power is there, waiting for a will. That will is mine, and all others will fall by the wayside! Come and face your brother! Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now!"
Personally I never encounter this line since I think I almost always tell him the same thing. Would be kind of cool to fight Sarevok in slayer form.
Has anyone else ever noticed that the majority of the mage spells in a given level have a casting time equal to their level? For instance most of the level 4 spells have a casting time of 4 and most of the level 5 spells have a casting time of 5 and so on. There are, of course, quite a few exceptions to this rule but the majority of the spells follow it. Priest spells appear to work differently for the most part. Most of them seem to have a much longer casting time.
Sarevok can end up saying this during the final fight
"I cannot be stronger; I am strong now! It is you who are the weak one, you who destroyed your slayer within. I have TAMED mine and use him as I see fit! The god is dead, but his power is there, waiting for a will. That will is mine, and all others will fall by the wayside! Come and face your brother! Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now!"
You can see this line if you try to persuade Sarevok to join forces with you.
Btw, this line is already present in the original BG1. It looks like the Slayer was an integral part of the main story line even at that time. It also suggests that the Slayer transformation is not a singular incident limited to the protagonist of the game. Probably all of the more powerful Bhaalspawns turned into the Slayer at least once. I wonder why no one of the Five is using it against you in ToB.
What came first, the Bhaal lore about the Slayer Avatar and Bhaal Spawns, or the Baldurs Gate PC games, introducing that aspect of Bhaal? http://forgottenrealms.wikia.com/wiki/Bhaal
There are quite a few things named "Ravager" in Baldur's Gate 2. There's the godly monster, then there's also the halberd, and there's also the nickname that Dennaton can call you at the beginning of the Black Pits 2.
There are quite a few things named "Ravager" in Baldur's Gate 2. There's the godly monster, then there's also the halberd, and there's also the nickname that Dennaton can call you at the beginning of the Black Pits 2.
Something about ravaging must have really resonated with them.
Well would you go hostile on someone casting imprisonment on random people? Seems like a quick way to get killed in a horrible manner.
Especially if that someone has 600 (six hundred) hitpoints!
Yeah, that character is a swashbuckler I made in an attempt to create as powerful a character as possible without using the EEKeeper or the console (it involved a lot of importing and exporting to get bonuses from hell, Find Familiar and the Machine of Lum the Mad multiple times). Of course, you could give your character an arbitrarily large amount health with the Find Familiar exploit, but I just decided to stop at six hundred.
Back on topic. Did you know that gold actually has an item description? Here it is:
"Gold is the standard of currency, commonly called Golden Lions throughout the Realms, though only the Cormyrian coins carry the figure of the lion on the coin (Sembian gold coin designs vary from year to year but always retain a five-sided shape). The most common in the southern regions are the Amnian danter, though there are a number of other golder coins from Tethyr and Thay, as well as a number of private mints (including some adventuring parties)."
As far as I know, you can't read this description in Icewind Dale nor Baldur's Gate 1 or 2. However, you might be able to read it in Icewind Dale 2 (where the gold that someone gives you as a reward goes into your inventory) but I haven't checked.
Kuroisan the Acid Kensai from the Tactics mod, available for EE if you install SCS, comes with +20 to all of his saves and +50 magic resistance. All of these things make him nearly impossible to disable, but they are dispellable, and beneath them, he has no immunities; only strong saving throws and a base 20 magic resistance.
He also will not attack if all your party members are invisible, even if you attack him with a clone from Vhailor's Helm. If you have Invisibility 10' Radius or Pixie Dust (or just Invisibility if you're a solo character), Vhailor's Helm, Arrows of Dispelling, the Wand of Paralyzation (on the second level of the Guarded Compound, in a chest), and enough patience, you can bring him down even without high levels.
Basically, you keep the party hidden by invisibility, then summon a clone via Vhailor's Helm with Arrows of Dispelling equipped. If you land a critical hit on Kuroisan, all his buffs will go away. If you don't, you can rest and try again, so long as you stay invisible whenever you're close to him.
Once he's debuffed, he'll stay around, still debuffed, until you turn him hostile. This means you can rest after debuffing him, if you like.
You then remove his Spell Turning effect by casting some simple spells at him. You need to hit him with 12 spell levels of single-target spells, so three Death Ward spells would be a safe option, or Improved Invisibility for an even safer option (Flame Arrow would backfire). Once you remove the Spell Turning effect, you can pelt him with the Wand of Paralyzation until he fails a save. He will still hit you with his Acidic Backlash when you attack him, but a failed save will give you 10 rounds of free attacks, enough for most parties to bring him down.
Potions of Genius are stackable even beyond INT 25. 25 is the max the character record will show and there is no greater benefit having INT above 25...except for fighting Mindflayers.
So rather than react to INT drain by running away or drinking Potions if Genius after being hit, an alternative strategy is to drink lots of the potions before engaging the mindflayers. You can then swing away and not worry too much if you are hit (your INT will still stay at 25 until you've taken sufficient hits for it to be lower).
This strategy probably works best for solo characters, or if you send just one member of the party to engage. Potions of Genius are fairly cheap, you can buy them for 300-400gp each from many temples. So, for example, have the character chug 10 of them (cost 3000-4000gp, which is nothing in BG2 terms) and you can wade in to a den of flayers with INT of effectively 40 + normal INT; so if normal INT is 11, you have 51 INT and it would take 11 hits to kill you. When you factor in that INT drain lasts only a few rounds, you would have to take a lot of hits very quickly to be in any danger. Any character with a decent AC would essentially become immune to being INT drained to death. If you then ensure your saving throws are safely negative or you have protection to psionic effects, you can clear out whole cities of illithids in no more danger than if you were fighting goblins.
Restoration no longer affects clones in EE. It is not possible to strengthen a simulacrum using a Restoration spell to restore the clone's levels. Back in vanilla, this could be used to improve a clone's Called Shot ability, thief traps, or even fully restore a sorcerer simulacrum.
Did you know Scar has 987 health and -20 AC. He's also immune to all forms of damage except pure magic damage, has 25 constitution, and has 1 for every saving throw.
Did you know Scar has 987 health and -20 AC. He's also immune to all forms of damage except pure magic damage, has 25 constitution, and has 1 for every saving throw.
Wow, yes, I'd never looked at his .cre before.
That Doppelganger assassin must have been really good!
"Mind flayers were created by Gary Gygax, who has said that one of his inspirations for them was the cover painting of the book The Burrowers Beneath by Brian Lumley, a story grounded in the Cthulhu Mythos created by H.P. Lovecraft."
Did you know Scar has 987 health and -20 AC. He's also immune to all forms of damage except pure magic damage, has 25 constitution, and has 1 for every saving throw.
If he's immune to all physical damage, the AC is (almost) completely redundant.
Yea. Now that I think about it he isn't immune to poison damage as well. The easiest way to kill him would actually be to cast Cloudkill (with maybe a Doom and Greater Malison also active). He's level 6 so you've got a chance to kill him.
Now that I think about it he isn't immune to poison damage as well.
Interesting ... looking at the .cre in EEkeeper, I now notice that Poison resistance isn't listed where other resistances (Fire, Acid, whatever) are listed. Is Poison resistance implemented in some different way from the others? Where do you look to see whether a character has it?
Comments
You could also use Remove Curse in Baldur's Gate to disarm Brage or Osmadi.
This journal entry suggests that you have the option of taking Brage to the garrison instead of the temple, though he would surely hang if you did so. However, you aren't actually given that option in the game. Instead you automatically go to the temple.
@OlvynChuru: On that note, it should also be possible to disarm Smaeluv Orcslicer.
"I cannot be stronger; I am strong now! It is you who are the weak one, you who destroyed your slayer within. I have TAMED mine and use him as I see fit! The god is dead, but his power is there, waiting for a will. That will is mine, and all others will fall by the wayside! Come and face your brother! Face me! Face the new LORD OF MURDER! Angelo! Tazok! Reveal yourselves and let's finish this now!"
Personally I never encounter this line since I think I almost always tell him the same thing. Would be kind of cool to fight Sarevok in slayer form.
(also when did I destroy my slayer within?)
Btw, this line is already present in the original BG1. It looks like the Slayer was an integral part of the main story line even at that time. It also suggests that the Slayer transformation is not a singular incident limited to the protagonist of the game. Probably all of the more powerful Bhaalspawns turned into the Slayer at least once. I wonder why no one of the Five is using it against you in ToB.
http://forgottenrealms.wikia.com/wiki/Bhaal
Ooh, 7 experience! Yay!
Back on topic. Did you know that gold actually has an item description? Here it is:
"Gold is the standard of currency, commonly called Golden Lions throughout the Realms, though only the Cormyrian coins carry the figure of the lion on the coin (Sembian gold coin designs vary from year to year but always retain a five-sided shape). The most common in the southern regions are the Amnian danter, though there are a number of other golder coins from Tethyr and Thay, as well as a number of private mints (including some adventuring parties)."
As far as I know, you can't read this description in Icewind Dale nor Baldur's Gate 1 or 2. However, you might be able to read it in Icewind Dale 2 (where the gold that someone gives you as a reward goes into your inventory) but I haven't checked.
Kuroisan the Acid Kensai from the Tactics mod, available for EE if you install SCS, comes with +20 to all of his saves and +50 magic resistance. All of these things make him nearly impossible to disable, but they are dispellable, and beneath them, he has no immunities; only strong saving throws and a base 20 magic resistance.
He also will not attack if all your party members are invisible, even if you attack him with a clone from Vhailor's Helm. If you have Invisibility 10' Radius or Pixie Dust (or just Invisibility if you're a solo character), Vhailor's Helm, Arrows of Dispelling, the Wand of Paralyzation (on the second level of the Guarded Compound, in a chest), and enough patience, you can bring him down even without high levels.
Basically, you keep the party hidden by invisibility, then summon a clone via Vhailor's Helm with Arrows of Dispelling equipped. If you land a critical hit on Kuroisan, all his buffs will go away. If you don't, you can rest and try again, so long as you stay invisible whenever you're close to him.
Once he's debuffed, he'll stay around, still debuffed, until you turn him hostile. This means you can rest after debuffing him, if you like.
You then remove his Spell Turning effect by casting some simple spells at him. You need to hit him with 12 spell levels of single-target spells, so three Death Ward spells would be a safe option, or Improved Invisibility for an even safer option (Flame Arrow would backfire). Once you remove the Spell Turning effect, you can pelt him with the Wand of Paralyzation until he fails a save. He will still hit you with his Acidic Backlash when you attack him, but a failed save will give you 10 rounds of free attacks, enough for most parties to bring him down.
So rather than react to INT drain by running away or drinking Potions if Genius after being hit, an alternative strategy is to drink lots of the potions before engaging the mindflayers. You can then swing away and not worry too much if you are hit (your INT will still stay at 25 until you've taken sufficient hits for it to be lower).
This strategy probably works best for solo characters, or if you send just one member of the party to engage. Potions of Genius are fairly cheap, you can buy them for 300-400gp each from many temples. So, for example, have the character chug 10 of them (cost 3000-4000gp, which is nothing in BG2 terms) and you can wade in to a den of flayers with INT of effectively 40 + normal INT; so if normal INT is 11, you have 51 INT and it would take 11 hits to kill you. When you factor in that INT drain lasts only a few rounds, you would have to take a lot of hits very quickly to be in any danger. Any character with a decent AC would essentially become immune to being INT drained to death. If you then ensure your saving throws are safely negative or you have protection to psionic effects, you can clear out whole cities of illithids in no more danger than if you were fighting goblins.
That Doppelganger assassin must have been really good!