Did you know that the Dolorous Decay poison actually lasts 56 seconds, not 50 seconds? However, it lasts even longer (62 seconds) because of the fact that it inflicts slow, though it still only deals 56 damage total.
Haste doubles the rate at which pretty much everything happens; Slow halves the rate at which pretty much everything happens. If you cast Dolorous Decay on someone and they get poisoned, during the first two rounds when they are slowed, the rate at which they take poison damage is halved so they only take 6 damage during that time. Also, during that time, the timer of the poison effect will go at half the rate (however, the timer of the slow effect seems to go at the normal speed even while they're slowed).
Well, there is talk about De'Tranion's Baalor Ale... I know I myself have bought the stuff and given it to a group of teenagers. I even bought weapons for them to go with the alcohol.
Shoal the Nereid casts her own special version of Raise Dead. This special Raise Dead will hit everyone in the party much like the HLA Mass Raise Dead. It will bring back all dead party members, whether they died from her kiss or not.
Shoal the Nereid casts her own special version of Raise Dead. This special Raise Dead will hit everyone in the party much like the HLA Mass Raise Dead. It will bring back all dead party members, whether they died from her kiss or not.
Dunno if anyone else knows this but I just recently figured this out myself, since I didn't see it explicitly written down anywhere on any BG sites...but this is how thief backstab damage is calculated:
(base weapon damage + BASE physical damage bonus from magical weapons + proficiency bonus damage + kit damage bonus + weapon style bonus damage) x multiplier + strength bonus = total; total doubled if critical
So the best ways to increase your backstab damage is by using katanas, or with anything else with a high base damage that straight-up thieves can use. Outside of that, there's Assassin (higher multiplier and +1 kit damage bonus); dual-classing into Fighter; dual-classing from Kensai (or into Kensai, if you want to use EEKeeper); and using weapons that are heavily enchanted such as the Staff of the Ram.
This post might be a duplicate since I did not get around to read all of these wonderful pages yet, but I wanted to contribute something here:
Did you know, that Brathelm, who gives the tours at the High Hall of Wonders (BG: EE), possess a unique hammer called the "Hammer of Dawn"? It appears to be a War Hammer +1 with the added benefit of making you "non-detectable". Also, took me long to find out: It has a random chance to knock back enemies much like Staff of the Ramm or the Smite ability (although without stun). This effect is a rare one, that only occurs from time to time, hinted at by the item description: "Crafted from the scales and bones of a gold dragon servant of Lathander, this warhammer sometimes channels the power of the ancient worm's mighty wings." Though it still pales in comparison to Ashideena, I find it a nice and fun choice for the off-hand, if one considers dual-wielding hammers.
The odds of winning the roulette game you can play in the various gambling tents in the game is the same as the real world version of roulette. You have a 1 in 38 chance of a win and the payout is 36 times your bet.
I am not as familiar with real world craps and the big wheel game, but the odds of winning craps in BG is 1 in 3 for double your bet and the odds of winning the big wheel is 1 in 24 for 20 times your bet.
Did you know that if you equip any weapon with a speed factor of 0 in the main hand and Kundane (+1 apr) in the off hand and then cast improved haste before attacking ............ your character looks like a cat on speed.
After reading up on all of the equally insightful and delightful pages of this thread, I decided I could share another info, this time concerning my favorite class, the druid.
It's possible to play an elven druid in IWD: EE (though not as Multi-Class), that much is common knowledge. But did you know that by pre-generating a Druid in IWD and than copy-pasting the character files into the respective folder for BG: EE you are actually able to play an elven Druid as Bhaalspawn?
The only thing that is different from a character created in BG, apart from the impossible Class/Race Combination is his/her Biography, which is easily fixed. And while (I learned) Druidism is mainly a human phenomenon, it seams fathomable that an elf, which grew up in a thoroughly human environment might adopt such believes.
I found this out quite some time after making a thread with the request to make elven druids playable in BG. Turns out my wish had come true before I had even asked for it. My elven Avenger Dagda is currently waiting patiently for the release of SoD, before venturing forth.
@Rodrian To each and everyone their own. Since we're talking about games, it's all about what is the most fun for you! I have a brother who plays the game ctrl8ing his stats and I sometimes get sort of jealous when I see them.
I'm not completely against using cheats myself, either. For example, I do it often to plan out my characters, especially if they involve hard decisions, like dualing or a sorcerers spell selection. Then I write down all the information that's important, delete the char and start over for earnest. It's just the way I personally enjoy doing stuff.
The tiled room in the old Amaunator temple, where you have to cross the room by walking on the tiles spelling "AMAUNATOR", is a reference to Indiana Jones and the Last Crusade where Dr. Jones has to pass a similar word puzzle.
The tiled room in the old Amaunator temple, where you have to cross the room by walking on the tiles spelling "AMAUNATOR", is a reference to Indiana Jones and the Last Crusade where Dr. Jones has to pass a similar word puzzle.
Whenever I come to that room, I always walk straight across...
Did you know that if you equip any weapon with a speed factor of 0 in the main hand and Kundane (+1 apr) in the off hand and then cast improved haste before attacking ............ your character looks like a cat on speed.
There are three initial dialogues you can get when it comes to your interactions with Shandalar.
1) You killed his daughters in Baldur's Gate (you must have killed all of them) 2) You have a reputation that is 6 or higher 3) You have a reputation that is less than 6.
If you get interaction #1 Shandalar will automatically teleport you to the ice island. With the other two you will have a choice over when you go.
Did you know that in Planescape Torment, if you fight
Trias
without doing anything to quell the chaos, he will cast Elysium's Fires on you? As far as I know, that is the only way in the game to see the spell without cheating (you can't learn it normally).
Also, did you know that Planescape Torment has spell descriptions for every spell in the game, including spells that you can't normally see the description for? Here are the spell descriptions that I don't think you can normally see:
BLACK-BARBED SHIELD (Level 2) Range: Self only Duration: 10-30 seconds Speed: 2 Area of Effect: Self only Saving Throw: None
Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage.
This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 10-30 seconds. The player gains +2 to AC for the duration of the spell, and any creature that attacks the player with a melee attack should suffer 1-6 hit points of damage every time they successfully hit the character.
PAIN MIRROR (Level 2) Range: Caster only Duration: When hit, or 5 seconds per level of caster Speed: 2 Area of Effect: 10 ft. radius when activated Saving Throw: None
A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster.
This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10 foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
ANTIMAGIC SHELL (Level 6) Range: 0 Duration: 5 minutes Speed: 1 Area of Effect: 1 foot per level diameter Saving Throw: None
In an ironic twist, all magic in its area of effect shall be undone, with this spell.
This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magicitems) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks. The spell lasts for 5 minutes, and it globe's area of effect is 1 foot per level of the caster.
HOWL OF PANDEMONIUM (Level 6) Range: 50 feet Duration: Special Speed: 6 Area of Effect: 30 ft. radius or 60 x 20 ft. cone Saving Throw: Special
The Madness from the Howling Land - Pandemonium's Noise screams forth and bathes everyone in its cacophony.
The Winds of Pandemonium shoot forth from the caster's body to stun any enemies on screen. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures of 2HD or less who fail a saving throw vs. spell are incapacitated for 10 - 60 minutes. Those creatures with greater than 2HD but less than the caster's who fail their saving throw become confused (as if a Confusion spell was cast on them).
GUARDIAN MANTLE (Level 7) Range: 0 Duration: 50 seconds + 5 seconds per level Speed: 7 Area of Effect: the caster Saving Throw: None
All physical hostile attacks can be done away with.
This spell creates a magical blanket of energy that envelopes the caster's body and deflects all physical attacks for 50 seconds + 5 seconds per level of the caster. All attackers must make a successful saving throw vs. spell at -4 penalty in order to break through, otherwise their attacks are thwarted by the mantle. In addition, while the spell is active, the caster can still attack or use magic. [This spell cancels all other protective effects while the spell is active.]
IGNUS' FURY (Level 8) Range: 100 feet Duration: Instant Speed: 8 Area of Effect: One 10 ft. cube per level Saving Throw: 1/2
Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn.
This spell calls forth a horrific storm of fire that inflicts 10-100 pts. of damage, plus 1 additional pt. of damage per level of the caster, on all creatures within sight. A successful saving throw vs. spell halves the damage.
CONFLAGRATION (Level 9) Range: 50 feet Duration: 50 seconds Speed: 9 Area of Effect: 1 creature Saving Throw: Special
Burn, burn, burn.
A single creature shall be set aflame with this hideous spell, suffering 2-12 points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds per level of the caster. Anybody within 10 feet of the target will also suffer 2-12 pts. of damage, but are allowed a saving throw vs. spells to halve the damage.
ELYSIUM'S FIRES (Level 9) Range: 90 feet Duration: Instant Speed: 9 Area of Effect: 50 ft. x 50 ft. area Saving Throw: 1/2
Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact.
This spell summons 8 meteors from Elysium to strike down upon the area and crush all enemies. As they smash down on the ground, each one explodes in a 15 foot diameter area, doing 5-20 points of damage. A creature gets a Saving Throw for each of the blasts that hit him.
RUNE OF TORMENT (Level 9) Range: 0 Duration: Instant Speed: 9 Area of Effect: 50 ft. x 50 ft. area Saving Throw: None
Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn.
After the Ultimate Circle is inscribed on the ground, and the Rune explodes, all creatures in the 50 ft. x 50 ft. area that are hostile take 30 - 100 hit points of damage. There is no Saving Throw.
(Certain item-based abilities such as Minor Copper Blessing and Soul Exodus have no description as far as I know)
There are also icons for all the spells, including ones that you can't see the icon of in-game. There is a complete list of the spells and their icons here:
You return. I cannot say I am totally pleased with that, but you have done me a service, nonetheless. You may live, but we are still not square and fair. Cross my path again and the deaths of my daughters will be the fuel that drives my anger! You wouldn't like me when I'm angry. For now, I am satisfied, but only for now. Leave me now.
If you complete the Nashkel mines prior to visiting the Friendly Arm Inn, Khalid and Jaheria won't be there waiting for you.
In a similar manner, if you by any means didn't speak to Xzar and Montaron after that dawn and completed the Nashkel mines, Xzar and Montaron won't wait for you.
If you complete the Nashkel mines prior to visiting the Friendly Arm Inn, Khalid and Jaheria won't be there waiting for you.
So in order to meet them at level 6 I have to work my little charname's ass throughout the world map gaining XP like mad without getting close to Nashkel?
If you complete the Nashkel mines prior to visiting the Friendly Arm Inn, Khalid and Jaheria won't be there waiting for you.
So in order to meet them at level 6 I have to work my little charname's ass throughout the world map gaining XP like mad without getting close to Nashkel?
Don't trigger chapter 3 is my best guess. Never tried to see when they actually disappear. Too much effort.
Comments
I don't know what this is about.
Haste doubles the rate at which pretty much everything happens; Slow halves the rate at which pretty much everything happens. If you cast Dolorous Decay on someone and they get poisoned, during the first two rounds when they are slowed, the rate at which they take poison damage is halved so they only take 6 damage during that time. Also, during that time, the timer of the poison effect will go at half the rate (however, the timer of the slow effect seems to go at the normal speed even while they're slowed).
(base weapon damage + BASE physical damage bonus from magical weapons + proficiency bonus damage + kit damage bonus + weapon style bonus damage) x multiplier + strength bonus = total; total doubled if critical
So the best ways to increase your backstab damage is by using katanas, or with anything else with a high base damage that straight-up thieves can use. Outside of that, there's Assassin (higher multiplier and +1 kit damage bonus); dual-classing into Fighter; dual-classing from Kensai (or into Kensai, if you want to use EEKeeper); and using weapons that are heavily enchanted such as the Staff of the Ram.
Did you know, that Brathelm, who gives the tours at the High Hall of Wonders (BG: EE), possess a unique hammer called the "Hammer of Dawn"? It appears to be a War Hammer +1 with the added benefit of making you "non-detectable". Also, took me long to find out:
It has a random chance to knock back enemies much like Staff of the Ramm or the Smite ability (although without stun). This effect is a rare one, that only occurs from time to time, hinted at by the item description: "Crafted from the scales and bones of a gold dragon servant of Lathander, this warhammer sometimes channels the power of the ancient worm's mighty wings." Though it still pales in comparison to Ashideena, I find it a nice and fun choice for the off-hand, if one considers dual-wielding hammers.
Although isn't hurgan's hammer technically better? Since it's bugged and registers at +4 or something. (then again nothing in bg1 requires +4 so eh.)
I am not as familiar with real world craps and the big wheel game, but the odds of winning craps in BG is 1 in 3 for double your bet and the odds of winning the big wheel is 1 in 24 for 20 times your bet.
It's possible to play an elven druid in IWD: EE (though not as Multi-Class), that much is common knowledge. But did you know that by pre-generating a Druid in IWD and than copy-pasting the character files into the respective folder for BG: EE you are actually able to play an elven Druid as Bhaalspawn?
The only thing that is different from a character created in BG, apart from the impossible Class/Race Combination is his/her Biography, which is easily fixed. And while (I learned) Druidism is mainly a human phenomenon, it seams fathomable that an elf, which grew up in a thoroughly human environment might adopt such believes.
I found this out quite some time after making a thread with the request to make elven druids playable in BG. Turns out my wish had come true before I had even asked for it. My elven Avenger Dagda is currently waiting patiently for the release of SoD, before venturing forth.
I'm not completely against using cheats myself, either. For example, I do it often to plan out my characters, especially if they involve hard decisions, like dualing or a sorcerers spell selection. Then I write down all the information that's important, delete the char and start over for earnest. It's just the way I personally enjoy doing stuff.
That, plus I am a noob when it comes to moding.
For example:
When you fight Presio in Dragon's Eye, she has an apprentice and a human fighter to help her out.
When you fight Marketh and Seth in Dorn's Palace, they come with some buffed up Kraken Society mages.
When you fight Behlifet, in addition to his two iron golems he comes with a pair of demons.
If you complete the Nashkel mines prior to visiting the Friendly Arm Inn, Khalid and Jaheria won't be there waiting for you.
1) You killed his daughters in Baldur's Gate (you must have killed all of them)
2) You have a reputation that is 6 or higher
3) You have a reputation that is less than 6.
If you get interaction #1 Shandalar will automatically teleport you to the ice island. With the other two you will have a choice over when you go.
Also, did you know that Planescape Torment has spell descriptions for every spell in the game, including spells that you can't normally see the description for? Here are the spell descriptions that I don't think you can normally see:
BLACK-BARBED SHIELD (Level 2)
Range: Self only
Duration: 10-30 seconds
Speed: 2
Area of Effect: Self only
Saving Throw: None
Those who have walked the forest paths of Ravel's maze can summon its branches to help shield them from damage.
This spell (which affects only the caster) calls forth a series of black barbs that protect and shield the caster from harm for 10-30 seconds. The player gains +2 to AC for the duration of the spell, and any creature that attacks the player with a melee attack should suffer 1-6 hit points of damage every time they successfully hit the character.
PAIN MIRROR (Level 2)
Range: Caster only
Duration: When hit, or 5 seconds per level of caster
Speed: 2
Area of Effect: 10 ft. radius when activated
Saving Throw: None
A near-forgotten legacy of an ancient empire, this spell reminds those who wish to harm the caster that they must be willing to suffer as well. If the caster is hurt, the same damage is inflicted on any creatures close to the caster.
This spell only affects the caster. Whenever the caster is attacked while the spell is in effect, all hostile creatures within a 10 foot radius take equal damage. It only works for one attack, and the effects are not cumulative (you cannot have more than one mirror erected). If the spell is not triggered, it lasts for 5 seconds per level of the caster.
ANTIMAGIC SHELL (Level 6)
Range: 0
Duration: 5 minutes
Speed: 1
Area of Effect: 1 foot per level diameter
Saving Throw: None
In an ironic twist, all magic in its area of effect shall be undone, with this spell.
This spell surrounds the caster with a 'shell of magic' that effectively negates all magic and magical spell effects (including magicitems) within its area of effect. Thus, it blocks out magic, yet it also stops all usage within the shell as well! This also includes various special attacks such as breath, gaze or voice attacks. The spell lasts for 5 minutes, and it globe's area of effect is 1 foot per level of the caster.
HOWL OF PANDEMONIUM (Level 6)
Range: 50 feet
Duration: Special
Speed: 6
Area of Effect: 30 ft. radius or 60 x 20 ft. cone
Saving Throw: Special
The Madness from the Howling Land - Pandemonium's Noise screams forth and bathes everyone in its cacophony.
The Winds of Pandemonium shoot forth from the caster's body to stun any enemies on screen. The spell can also nullify all sound-based attacks and deflect normal missile weapons. Creatures of 2HD or less who fail a saving throw vs. spell are incapacitated for 10 - 60 minutes. Those creatures with greater than 2HD but less than the caster's who fail their saving throw become confused (as if a Confusion spell was cast on them).
GUARDIAN MANTLE (Level 7)
Range: 0
Duration: 50 seconds + 5 seconds per level
Speed: 7
Area of Effect: the caster
Saving Throw: None
All physical hostile attacks can be done away with.
This spell creates a magical blanket of energy that envelopes the caster's body and deflects all physical attacks for 50 seconds + 5 seconds per level of the caster. All attackers must make a successful saving throw vs. spell at -4 penalty in order to break through, otherwise their attacks are thwarted by the mantle. In addition, while the spell is active, the caster can still attack or use magic. [This spell cancels all other protective effects while the spell is active.]
IGNUS' FURY (Level 8)
Range: 100 feet
Duration: Instant
Speed: 8
Area of Effect: One 10 ft. cube per level
Saving Throw: 1/2
Ignus draws flames from the Elemental Plane of Fire to erupt, scorch and burn.
This spell calls forth a horrific storm of fire that inflicts 10-100 pts. of damage, plus 1 additional pt. of damage per level of the caster, on all creatures within sight. A successful saving throw vs. spell halves the damage.
CONFLAGRATION (Level 9)
Range: 50 feet
Duration: 50 seconds
Speed: 9
Area of Effect: 1 creature
Saving Throw: Special
Burn, burn, burn.
A single creature shall be set aflame with this hideous spell, suffering 2-12 points of damage per 5 seconds, with no saving throw. The spell lasts 5 seconds per level of the caster. Anybody within 10 feet of the target will also suffer 2-12 pts. of damage, but are allowed a saving throw vs. spells to halve the damage.
ELYSIUM'S FIRES (Level 9)
Range: 90 feet
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: 1/2
Elysium's Fires split the sky, raining streams of bright white fire down upon the earth. Each blast explodes when it strikes the ground, causing a tremendous flash and sending waves of fire rippling out from the point of impact.
This spell summons 8 meteors from Elysium to strike down upon the area and crush all enemies. As they smash down on the ground, each one explodes in a 15 foot diameter area, doing 5-20 points of damage. A creature gets a Saving Throw for each of the blasts that hit him.
RUNE OF TORMENT (Level 9)
Range: 0
Duration: Instant
Speed: 9
Area of Effect: 50 ft. x 50 ft. area
Saving Throw: None
Pain, Agony, Suffering, Torment. When the Rune is invoked, even the earth shall resonate its anguish. Torment of the mind. Torment of the body. Torment of the soul. All will be made clear when the Circle is drawn.
After the Ultimate Circle is inscribed on the ground, and the Rune explodes, all creatures in the 50 ft. x 50 ft. area that are hostile take 30 - 100 hit points of damage. There is no Saving Throw.
(Certain item-based abilities such as Minor Copper Blessing and Soul Exodus have no description as far as I know)
There are also icons for all the spells, including ones that you can't see the icon of in-game. There is a complete list of the spells and their icons here:
http://shrines.rpgclassics.com/pc/planescape/mage.shtml
After all, you killed his daughters...
So in order to meet them at level 6 I have to work my little charname's ass throughout the world map gaining XP like mad without getting close to Nashkel?
Don't trigger chapter 3 is my best guess. Never tried to see when they actually disappear. Too much effort.