In France, "Game of Thrones" is literally translated as "The Iron Throne".
before I actually knew about the show I was almost nearly thinking it was bg related. oh the false hopes.
Sean Bean as Noober (because he has to die in everything)
Did you know:
You can let Noober live and after he's asked his last question, you get a bit of XP for not losing patience and chunking him.
I do that all the time - then after I get the experience I chunk him without penalty. Sure, he's walking away. Sure, it's over now. But do you think all is forgiven? After all that? Oh no. He took it too far - he's getting chunked.
Of course you have to be quick or he will disappear.
Did you know that you can time your attacks just right so that things are beginning to happen right as the dialogue starts? For instance, on Silke (thespian extraordinaire), I set my party's attacks and spells and wait just until they are about to unleash - then intiate dialogue. You get the jump on her and she's gone by the time she gets her first spell off. I do this with tons of NPCs when you know battle comes after dialogue.
Re: Blades, to supplement the info listed in above posts, Rogue Rebalancing is an extremely high quality mod that makes bards and thieves closer to their PnP 2e counterparts. It includes a component that allows bards to get spellcasting progression similar to pnp, which gives them up to lvl 8 spells. The main bard kit revisions also grants free 3 pips in dual wielding for Blades right off the bat from lvl 1, the ability to gain Whirlwind high lvl ability, BUT they lose access to Enhanced Bardsong.
Don't forget the fact they get UMD, and can wield, say, Carsomyr, and wear helmets, use divine scrolls, etc.
Fighter/Mages still are at or near the top of the bg2 food chain (Blades' biggest downside is the rogue THAC0/APR from lack of specialization, though Haer Daelis comes with specialization in short swords; lvl 9 spells aren't available to ftr/mages until late ToB so not that big a loss), but Blades can kick some serious butt if micromanaged well.
In particular the phrase, ". . . usually spelled Sìth, however pronounced the same. . ."
Icewind Dale's Warchant of the Sith makes more sense if you think of it being a Warchant of the "Fair Folk" or Faeries or Elves as opposed to the dark side users in Star Wars :P
Vallmyr you may well be right. But a large part of me wants to believe that there is a sith party out there. Composed of two blackguards (replete with light sabers), an assassin (with a blaster), a sorcerer, a cleric, and a bard humming the imperial march.
Like other trolls, SCS Torgal is not vulnerable to lots of paralyzing effects, such as stun or hold, or web.
He is, however, susceptible to the Lvl 1 spell 'Grease', which takes away his speed. Lowering his magic resistance will make it easier, but he's not unstoppable at his base resistance either.
Just make sure you lure him over the slip and slide.
It is no longer possible in 2.0 to use Sword Spider form and Shocking Grasp to increase APR with normal weapons. The scorcher loop and blind thief trick, however, are still functional.
But 2.0 seems to open doors as well. Enchanted Weapon is now supposed to rig currently equipped weapons so that they strike as +3 weapons. It should therefore be possible to use Darts of Stunning to disable Melissan. Same goes for Gnasher, the Chaos Blade, Kuo-toa Bolts, Arrows of Dispelling, and Bala's Axe, all of which are excellent weapons whose primary limitation is their low enchantment level.
Also, sleep effects are no longer guaranteed to end when the target is damaged. Emotion in 2.0 functions as it did in vanilla.
It works especially well with Cleric/Mages and Jan. Cleric/Mages can fit DUHM in the same sequencer, and have other cleric buffs that are normally limited by a cleric's low APR. They can also use weapons like the Flail of Ages.
Is this still the case? I have a cleric (kitted)/mage, and there are no cleric spells listed to add to the sequencer.
@Judou: Shocking Grasp now cancels polymorph effects in 2.0, making that trick no longer functional. But it should still be possible to put cleric spells in a sequencer. When creating the sequencer, there should be a button to switch back and forth from your cleric and mage spell list. If your character is a dual-class and hasn't regained its cleric levels, though, you'll need to gain a few levels first.
It is possible that 2.0 ruled cleric spells out of mage sequencers, which strikes me as silly, considering it was not a bug, but an explicit feature that was intentionally put into the game since the day BG2 first came out 16 years ago.
Did you know that Sarevok's greatsword , "Sword of CHAOS" , was originally a bastard sword? That explains why his BG1 animation holds it with one hand...
With Sarevok being the big bad-ass he is, I always thought he's so strong that he one-hands it just because he CAN and CHARNAME isn't. That's the explanation I made up for it.
It's a suitable fate for a bastard sword, however, that it changes from being onehanded to being two-handed. A different name for the "Bastardschwert" in German is "Eineinhalbhänder" (one and a half hander, as opposed to the Zweihänder), by the way.
I don't doubt it, but I know there are a lot of non-German-speakers "sword fans" who like to make themselves look cool by using the German names for swords. And usually butcher the pronounciation and make themselves look like idiots in the process
My point it, people should stick to one language for stuff like this, if possible (there are of course specific cases where there is no translation available, but I think you get what I mean).
Just found out something new (for me) about the Tears of Selune Ambush in the Heretics quest. In previous playthoughs I had only ever been attacked by all, or managed to talk them down and attacked by none.
However, if you choose the most accusatory dialogue options and paint Sixscar as paranoid and acting on flimsy evidence, the other Tears of Selune will turn on her.
If you are feeling evil, you can murder the Tears of Selune while they fight Sixscar without them turning hostile (for several rounds, it seems. They are a bit slow). Only Sixscar will attack you. Enjoy the free gear.
If I'm reading the scripts correctly, importing a character from Siege of Dragonspear will allow you to get several unique items. Although the item files and scripts exist in 2.0 already, I don't think they actually appear unless you have SoD.
One item is the Bard Hat in the Planar Sphere, which makes bard songs last three times as long (but the songs no longer stack). Two others are the Voidsword and Voidhammer in Bodhi's lair in Chapter 6, both of which are +3 items that penalize the wielder's STR by 1, but do not gain any THAC0 or damage bonuses from STR. Any non-undead critter struck by either weapon must make a save vs. spell or lose 1 point of STR, but this cannot drop the target's STR below 1 on its own.
Seems like it would work marvelously with Called Shot.
Seems like it would work marvelously with Called Shot.
Also Shaman's Ethereal Retribution may be useful for your tactics
Duration: 3 rounds Casting Time: 8 Area of Effect: 30-ft. radius Saving Throw: Special Ghostly figures called by the Shaman swirl around the battlefield, tormenting the Shaman’s adversaries. All enemies within the area of effect take 3d8 points of magic damage per round for the next 3 rounds (no save). In addition, all living enemies (undead and constructs are unaffected) must Save vs. Spell or lose 2 points of Strength every round for 5 rounds. The Strength loss is cumulative, but this spell cannot reduce the Strength of a creature below 1.
Comments
Of course you have to be quick or he will disappear.
Did you know that you can time your attacks just right so that things are beginning to happen right as the dialogue starts? For instance, on Silke (thespian extraordinaire), I set my party's attacks and spells and wait just until they are about to unleash - then intiate dialogue. You get the jump on her and she's gone by the time she gets her first spell off. I do this with tons of NPCs when you know battle comes after dialogue.
http://readme.spellholdstudios.net/readme_rr.html#components
Don't forget the fact they get UMD, and can wield, say, Carsomyr, and wear helmets, use divine scrolls, etc.
Fighter/Mages still are at or near the top of the bg2 food chain (Blades' biggest downside is the rogue THAC0/APR from lack of specialization, though Haer Daelis comes with specialization in short swords; lvl 9 spells aren't available to ftr/mages until late ToB so not that big a loss), but Blades can kick some serious butt if micromanaged well.
So this is merely speculation but I came across this wiki page when looking for stuff on the Sidhe, the fey-folk of Ireland.
https://en.wikipedia.org/wiki/Aos_Sí
In particular the phrase, ". . . usually spelled Sìth, however pronounced the same. . ."
Icewind Dale's Warchant of the Sith makes more sense if you think of it being a Warchant of the "Fair Folk" or Faeries or Elves as opposed to the dark side users in Star Wars :P
He is, however, susceptible to the Lvl 1 spell 'Grease', which takes away his speed. Lowering his magic resistance will make it easier, but he's not unstoppable at his base resistance either.
Just make sure you lure him over the slip and slide.
But 2.0 seems to open doors as well. Enchanted Weapon is now supposed to rig currently equipped weapons so that they strike as +3 weapons. It should therefore be possible to use Darts of Stunning to disable Melissan. Same goes for Gnasher, the Chaos Blade, Kuo-toa Bolts, Arrows of Dispelling, and Bala's Axe, all of which are excellent weapons whose primary limitation is their low enchantment level.
Also, sleep effects are no longer guaranteed to end when the target is damaged. Emotion in 2.0 functions as it did in vanilla.
It is possible that 2.0 ruled cleric spells out of mage sequencers, which strikes me as silly, considering it was not a bug, but an explicit feature that was intentionally put into the game since the day BG2 first came out 16 years ago.
Did you know that Sarevok's greatsword , "Sword of CHAOS" , was originally a bastard sword? That explains why his BG1 animation holds it with one hand...
It's a suitable fate for a bastard sword, however, that it changes from being onehanded to being two-handed. A different name for the "Bastardschwert" in German is "Eineinhalbhänder" (one and a half hander, as opposed to the Zweihänder), by the way.
My point it, people should stick to one language for stuff like this, if possible (there are of course specific cases where there is no translation available, but I think you get what I mean).
However, if you choose the most accusatory dialogue options and paint Sixscar as paranoid and acting on flimsy evidence, the other Tears of Selune will turn on her.
If you are feeling evil, you can murder the Tears of Selune while they fight Sixscar without them turning hostile (for several rounds, it seems. They are a bit slow). Only Sixscar will attack you. Enjoy the free gear.
One item is the Bard Hat in the Planar Sphere, which makes bard songs last three times as long (but the songs no longer stack). Two others are the Voidsword and Voidhammer in Bodhi's lair in Chapter 6, both of which are +3 items that penalize the wielder's STR by 1, but do not gain any THAC0 or damage bonuses from STR. Any non-undead critter struck by either weapon must make a save vs. spell or lose 1 point of STR, but this cannot drop the target's STR below 1 on its own.
Seems like it would work marvelously with Called Shot.
Casting Time: 8
Area of Effect: 30-ft. radius
Saving Throw: Special
Ghostly figures called by the Shaman swirl around the battlefield,
tormenting the Shaman’s adversaries. All enemies
within the area of effect take 3d8 points of magic damage
per round for the next 3 rounds (no save). In addition, all
living enemies (undead and constructs are unaffected)
must Save vs. Spell or lose 2 points of Strength every
round for 5 rounds. The Strength loss is cumulative, but
this spell cannot reduce the Strength of a creature below 1.